Working on new animations

This commit is contained in:
Vladislav Khorev committed 2026-04-22 18:53:27 +03:00
1 parent fe01a5d1b2
commit 52c4ad8ee0
33 files changed
+417542 -134

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+174 -90
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@@ -7,6 +7,8 @@
namespace ZL {
const float ATTACK_COOLDOWN_TIME = 3.0f;
extern float x;
extern float y;
void Character::loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile) {
auto& data = animations[state];
@@ -79,113 +81,111 @@ AnimationState Character::resolveActiveState() const {
}
void Character::update(int64_t deltaMs) {
//std::cout << "update called with deltaMs: " << deltaMs << std::endl;
// Move toward walk target on the XZ plane
Eigen::Vector3f activeTarget = walkTarget;
if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
activeTarget = pathWaypoints[currentWaypointIndex];
}
Eigen::Vector3f toTarget = activeTarget - position;
toTarget.y() = 0.f;
float dist = toTarget.norm();
if (dist > WALK_THRESHOLD) {
Eigen::Vector3f dir = toTarget / dist;
float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
if (moveAmount >= dist) {
position = activeTarget;
position.y() = 0.f;
} else {
position += dir * moveAmount;
}
targetFacingAngle = atan2(dir.x(), -dir.z());
if (battle_state == 0 && currentState == AnimationState::STAND)
{
currentState = AnimationState::WALK;
}
} else {
if (battle_state == 0 &&
currentState == AnimationState::WALK
)
{
currentState = AnimationState::STAND;
}
const bool hasNextWaypoint = !pathWaypoints.empty() && currentWaypointIndex + 1 < pathWaypoints.size();
if (hasNextWaypoint) {
++currentWaypointIndex;
}
else {
pathWaypoints.clear();
currentWaypointIndex = 0;
}
if (!hasNextWaypoint && onArrivedCallback) {
auto cb = std::move(onArrivedCallback);
onArrivedCallback = nullptr;
cb();
}
}
if (battle_state == 1 && attack == 1 && attackTarget != nullptr)
//weaponInitialRotation = Eigen::AngleAxisf(x/180.0, Eigen::Vector3f::UnitZ()).toRotationMatrix();
//weaponInitialRotation = Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitZ()).toRotationMatrix();
//weaponInitialPosition = Eigen::Vector3f(0, 0.09, 0.016);
/*if (deltaMs > 200)
{
targetFacingAngle = atan2(attackTarget->position.x() - position.x(), -(attackTarget->position.z() - position.z()));
deltaMs = 200;
}*/
Eigen::Vector3f activeTarget;
Eigen::Vector3f lookTarget;
if (attackTarget == nullptr)
{
battle_state = 0;
attack = 0;
}
// Rotate toward target facing angle at constant angular speed
float angleDiff = targetFacingAngle - facingAngle;
while (angleDiff > static_cast<float>(M_PI)) angleDiff -= 2.f * static_cast<float>(M_PI);
while (angleDiff < -static_cast<float>(M_PI)) angleDiff += 2.f * static_cast<float>(M_PI);
float rotStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
if (std::fabs(angleDiff) <= rotStep) {
facingAngle = targetFacingAngle;
} else {
facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
}
if (canAttack && attackTarget != nullptr)
if (attackTarget != nullptr)
{
float distToGhost = (attackTarget->position - position).norm();
if (distToGhost >= 10.f)
{
if (isPlayer)
{
setTarget(attackTarget->position);
}
if (battle_state != 0)
{
battle_state = 0;
setTarget(attackTarget->position);
}
battle_state = 0;
}
else if (distToGhost < 10.0f && distToGhost >= 1.f) {
setTarget(attackTarget->position);
if (battle_state != 0)
{
battle_state = 0;
}
battle_state = 0;
}
else
{
setTarget(position);
if (battle_state != 1)
{
battle_state = 1;
}
battle_state = 1;
}
}
if (attackTarget == nullptr)
if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
activeTarget = pathWaypoints[currentWaypointIndex];
}
else
{
if (battle_state != 0)
{
battle_state = 0;
attack = 0;
}
activeTarget = walkTarget;
}
if (battle_state == 0)
{
lookTarget = activeTarget;
}
else
{
lookTarget = attackTarget->position;
}
targetFacingAngle = facingAngle;
if (currentState == AnimationState::WALK || currentState == AnimationState::STAND)
{
Eigen::Vector3f toTarget = activeTarget - position;
toTarget.y() = 0.f;
float dist = toTarget.norm();
if (dist > WALK_THRESHOLD) {
Eigen::Vector3f dir = toTarget / dist;
float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
if (moveAmount >= dist) {
position = activeTarget;
position.y() = 0.f;
}
else {
position += dir * moveAmount;
}
targetFacingAngle = atan2(dir.x(), -dir.z());
currentState = AnimationState::WALK;
}
else {
currentState = AnimationState::STAND;
const bool hasNextWaypoint = !pathWaypoints.empty() && currentWaypointIndex + 1 < pathWaypoints.size();
if (hasNextWaypoint) {
++currentWaypointIndex;
}
else {
pathWaypoints.clear();
currentWaypointIndex = 0;
}
if (!hasNextWaypoint && onArrivedCallback) {
auto cb = std::move(onArrivedCallback);
onArrivedCallback = nullptr;
cb();
}
targetFacingAngle = facingAngle;
}
}
if (battle_state == 1)
{
targetFacingAngle = atan2(lookTarget.x() - position.x(), -(lookTarget.z() - position.z()));
if (currentState == AnimationState::STAND || currentState == AnimationState::WALK) {
currentState = AnimationState::STAND_TO_ACTION;
resetAnim = true;
@@ -209,7 +209,7 @@ void Character::update(int64_t deltaMs) {
}
else
{
if (currentState == AnimationState::STAND_TO_ACTION
if (currentState == AnimationState::STAND_TO_ACTION
|| currentState == AnimationState::ACTION_IDLE
|| currentState == AnimationState::ACTION_ATTACK
) {
@@ -218,6 +218,19 @@ void Character::update(int64_t deltaMs) {
}
}
// Rotate toward target facing angle at constant angular speed
float angleDiff = targetFacingAngle - facingAngle;
while (angleDiff > static_cast<float>(M_PI)) angleDiff -= 2.f * static_cast<float>(M_PI);
while (angleDiff < -static_cast<float>(M_PI)) angleDiff += 2.f * static_cast<float>(M_PI);
float rotStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
if (std::fabs(angleDiff) <= rotStep) {
facingAngle = targetFacingAngle;
} else {
facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
}
auto it = animations.find(currentState);
if (it == animations.end()) return;
@@ -229,7 +242,22 @@ void Character::update(int64_t deltaMs) {
anim.currentFrame = 0;
}
anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
//std::cout << "Current animation frame: " << anim.currentFrame << " / " << anim.totalFrames << " -- " << anim.lastFrame << std::endl;
if (static_cast<int>(anim.currentFrame) >= 20 && currentState == AnimationState::STAND_TO_ACTION)
{
showWeapon = true;
}
else if (static_cast<int>(anim.currentFrame) <= 32 && currentState == AnimationState::ACTION_TO_STAND)
{
showWeapon = true;
}
else
{
showWeapon = false;
}
int frms = anim.model.animations[0].keyFrames[anim.model.animations[0].keyFrames.size() - 1].frame;
if (static_cast<int>(anim.currentFrame) >= frms) {
anim.currentFrame = anim.model.startingFrame;
@@ -255,9 +283,8 @@ void Character::update(int64_t deltaMs) {
if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
if (useGpuSkinning) {
anim.gpuSkinningShaderData.ComputeSkinningMatrices(anim.model.startBones, anim.model.animations[0].keyFrames, static_cast<int>(anim.currentFrame));
} else {
anim.gpuSkinningShaderData.ComputeSkinningMatrices(anim.model.startBones, anim.model.animations[0].keyFrames, static_cast<int>(anim.currentFrame));
if (!useGpuSkinning) {
anim.model.Interpolate(static_cast<int>(anim.currentFrame));
}
anim.lastFrame = static_cast<int>(anim.currentFrame);
@@ -294,6 +321,9 @@ void Character::draw(Renderer& renderer) {
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
drawAttachedWeapon(renderer);
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
@@ -351,8 +381,14 @@ void Character::drawGpuSkinning(Renderer& renderer) {
#endif
anim.gpuSkinningShaderData.RenderVBO(renderer);
renderer.PopMatrix();
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
drawAttachedWeapon(renderer);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
@@ -385,6 +421,38 @@ bool Character::prepareGpuSkinning()
return true;
}
void Character::drawAttachedWeapon(Renderer& renderer)
{
if (!showWeapon) return;
if (weaponMesh.data.PositionData.size() == 0 || !weaponTexture) return;
auto it = animations.find(resolveActiveState());
if (it == animations.end()) return;
auto& anim = it->second;
if (anim.gpuSkinningShaderData.skinningMatrices.empty()) return;
int boneIdx = anim.model.findBoneIndex(weaponAttachBoneName);
if (boneIdx < 0) return;
const Eigen::Matrix4f& bindBone = anim.model.animations[0].keyFrames[0].bones[boneIdx].boneMatrixWorld;
Eigen::Matrix4f currentBone = anim.gpuSkinningShaderData.skinningMatrices[boneIdx] * bindBone;
renderer.PushMatrix();
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(modelScale);
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
renderer.TranslateMatrix(Eigen::Vector3f(currentBone.block<3, 1>(0, 3)));
renderer.RotateMatrix(Eigen::Matrix3f(currentBone.block<3, 3>(0, 0)));
renderer.TranslateMatrix(weaponInitialPosition);
renderer.RotateMatrix(weaponInitialRotation);
glBindTexture(GL_TEXTURE_2D, weaponTexture->getTexID());
renderer.DrawVertexRenderStruct(weaponMesh);
renderer.PopMatrix();
}
// ==================== Shadow depth pass ====================
void Character::drawShadowDepth(Renderer& renderer) {
@@ -412,8 +480,9 @@ void Character::drawShadowDepthCpu(Renderer& renderer) {
modelMutable.AssignFrom(anim.model.mesh);
modelMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
drawAttachedWeapon(renderer);
}
void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
@@ -453,6 +522,8 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer) {
renderer.PopMatrix();
renderer.shaderManager.PopShader();
drawAttachedWeapon(renderer);
CheckGlError(__FILE__, __LINE__);
}
@@ -500,6 +571,12 @@ void Character::drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lig
renderer.DrawVertexRenderStruct(modelMutable);
renderer.PopMatrix();
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
drawAttachedWeapon(renderer);
renderer.shaderManager.PopShader();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
}
@@ -553,9 +630,16 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matri
CheckGlError(__FILE__, __LINE__);
it->second.gpuSkinningShaderData.RenderVBO(renderer);
renderer.PopMatrix();
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
drawAttachedWeapon(renderer);
renderer.shaderManager.PopShader();
CheckGlError(__FILE__, __LINE__);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();