Finally animation works

This commit is contained in:
Vladislav Khorev 2025-03-01 01:39:19 +03:00
parent 329f1b1663
commit 4d2d35e34e
13 changed files with 1087 additions and 30 deletions

519
BoneAnimatedModel.cpp Normal file
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@ -0,0 +1,519 @@
#include "BoneAnimatedModel.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
namespace ZL
{
int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
{
for (int i = 0; i < words.size(); i++)
{
if (words[i] == name)
{
return i;
}
}
return -1;
}
void BoneSystem::LoadFromFile(const std::string& fileName)
{
std::ifstream f(fileName);
//Skip first 5 lines
std::string tempLine;
for (int i = 0; i < 5; i++)
{
std::getline(f, tempLine);
}
std::getline(f, tempLine);
static const std::regex pattern_count(R"(\d+)");
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
static const std::regex pattern_int(R"([-]?\d+)");
static const std::regex pattern_boneChildren(R"(\'([^\']+)\')");
static const std::regex pattern_bone_weight(R"(\'([^\']+)\'.*?([-]?\d+\.\d+))");
std::smatch match;
int numberBones;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberBones = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Bone> bones;
std::vector<std::string> boneNames;
std::vector<std::string> boneParentNames;
std::unordered_map<std::string, std::vector<std::string>> boneChildren;
bones.resize(numberBones);
boneNames.resize(numberBones);
boneParentNames.resize(numberBones);
for (int i = 0; i < numberBones; i++)
{
std::getline(f, tempLine);
std::string boneName = tempLine.substr(6);
boneNames[i] = boneName;
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
std::getline(f, tempLine); //skip tail
std::getline(f, tempLine); //len
if (std::regex_search(tempLine, match, pattern_float)) {
std::string len_str = match.str();
bones[i].boneLength = std::stof(len_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
//---------- matrix begin
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.m[0] = floatValues[0];
bones[i].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.m[1] = floatValues[0];
bones[i].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
bones[i].boneMatrixWorld.m[2] = floatValues[0];
bones[i].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
bones[i].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
//----------- matrix end
std::getline(f, tempLine); //parent
if (tempLine == " Parent: None")
{
bones[i].parent = -1;
}
else
{
std::string boneParent = tempLine.substr(10);
boneParentNames[i] = boneParent;
}
std::getline(f, tempLine); //children
b = tempLine.cbegin();
e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_boneChildren)) {
boneChildren[boneName].push_back(match.str(1));
b = match.suffix().first;
}
}
//Now process all the bones:
for (int i = 0; i < numberBones; i++)
{
std::string boneName = boneNames[i];
std::string boneParent = boneParentNames[i];
if (boneParent == "")
{
bones[i].parent = -1;
}
else
{
bones[i].parent = getIndexByValue(boneParent, boneNames);
}
for (int j = 0; j < boneChildren[boneName].size(); j++)
{
bones[i].children.push_back(getIndexByValue(boneChildren[boneName][j], boneNames));
}
}
startBones = bones;
currentBones = bones;
///std::cout << "Hello!" << std::endl;
std::getline(f, tempLine); //vertice count
int numberVertices;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberVertices = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<Vector3f> vertices;
vertices.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine);
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
vertices[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
}
std::getline(f, tempLine); //vertice count
int numberTriangles;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberTriangles = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
std::vector<std::array<int, 3>> triangles;
triangles.resize(numberTriangles);
for (int i = 0; i < numberTriangles; i++)
{
std::getline(f, tempLine);
std::vector<int> intValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_int)) {
intValues.push_back(std::stoi(match.str()));
b = match.suffix().first;
}
triangles[i] = { intValues[0], intValues[1], intValues[2] };
}
std::getline(f, tempLine);//=== Vertex Weights ===
std::vector<std::array<BoneWeight, 3>> localVerticesBoneWeight;
localVerticesBoneWeight.resize(numberVertices);
for (int i = 0; i < numberVertices; i++)
{
std::getline(f, tempLine); //skip Vertex 0:
std::getline(f, tempLine); //vertex group count
int boneCount;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
boneCount = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
if (boneCount > 3)
{
throw std::runtime_error("more than 3 bones");
}
float sumWeights = 0;
for (int j = 0; j < boneCount; j++)
{
std::getline(f, tempLine); //Group: 'Bone', Weight: 0.9929084181785583
if (std::regex_search(tempLine, match, pattern_bone_weight)) {
// Èçâëåêàåì ñëîâî (áåç êàâû÷åê)
std::string word = match.str(1);
double weight = std::stod(match.str(2));
int boneNumber = getIndexByValue(word, boneNames);
localVerticesBoneWeight[i][j].boneIndex = boneNumber;
localVerticesBoneWeight[i][j].weight = weight;
sumWeights += weight;
}
else {
throw std::runtime_error("No match found in the input string.");
}
}
//Normalize weights:
for (int j = 0; j < boneCount; j++)
{
localVerticesBoneWeight[i][j].weight = localVerticesBoneWeight[i][j].weight / sumWeights;
}
}
std::getline(f, tempLine);//=== Animation Keyframes ===
std::getline(f, tempLine);//=== Bone Transforms per Keyframe ===
std::getline(f, tempLine);
int numberKeyFrames;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberKeyFrames = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
animations.resize(1);
animations[0].keyFrames.resize(numberKeyFrames);
for (int i = 0; i < numberKeyFrames; i++)
{
std::getline(f, tempLine);
int numberFrame;
if (std::regex_search(tempLine, match, pattern_count)) {
std::string number_str = match.str();
numberFrame = std::stoi(number_str);
}
else {
throw std::runtime_error("No number found in the input string.");
}
animations[0].keyFrames[i].frame = numberFrame;
animations[0].keyFrames[i].bones.resize(numberBones);
for (int j = 0; j < numberBones; j++)
{
std::getline(f, tempLine);
std::string boneName = tempLine.substr(8);
int boneNumber = getIndexByValue(boneName, boneNames);
animations[0].keyFrames[i].bones[boneNumber] = startBones[boneNumber];
std::getline(f, tempLine); // Location: <Vector (0.0000, 0.0000, -0.0091)>
std::vector<float> floatValues;
auto b = tempLine.cbegin();
auto e = tempLine.cend();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
std::getline(f, tempLine); // Rotation
std::getline(f, tempLine); // Matrix
//=============== Matrix begin ==================
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);
b = tempLine.cbegin();
e = tempLine.cend();
floatValues.clear();
while (std::regex_search(b, e, match, pattern_float)) {
floatValues.push_back(std::stof(match.str()));
b = match.suffix().first;
}
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2] = floatValues[0];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
std::getline(f, tempLine);// ignore last matrix line
//=============== Matrix end ==================
}
}
// Now let's process bone weights and vertices
for (int i = 0; i < numberTriangles; i++)
{
mesh.PositionData.push_back(vertices[triangles[i][0]]);
mesh.PositionData.push_back(vertices[triangles[i][1]]);
mesh.PositionData.push_back(vertices[triangles[i][2]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
}
startMesh = mesh;
}
void BoneSystem::Interpolate(int frame)
{
int startingFrame = -1;
for (int i = 0; i < animations[0].keyFrames.size() - 1; i++)
{
int oldFrame = animations[0].keyFrames[i].frame;
int nextFrame = animations[0].keyFrames[i + 1].frame;
if (frame >= oldFrame && frame < nextFrame)
{
startingFrame = i;
break;
}
}
if (startingFrame == -1)
{
throw std::runtime_error("Exception here");
}
int modifiedFrameNumber = frame - animations[0].keyFrames[startingFrame].frame;
int diffFrames = animations[0].keyFrames[startingFrame + 1].frame - animations[0].keyFrames[startingFrame].frame;
float t = (modifiedFrameNumber + 0.f) / diffFrames;
std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingFrame].bones;
std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingFrame+1].bones;
std::vector<Matrix4f> skinningMatrixForEachBone;
//std::vector<Matrix3f> skinningMatrixForEachBone;
skinningMatrixForEachBone.resize(currentBones.size());
for (int i = 0; i < currentBones.size(); i++)
{
currentBones[i].boneStartWorld.v[0] = oneFrameBones[i].boneStartWorld.v[0] + t * (nextFrameBones[i].boneStartWorld.v[0] - oneFrameBones[i].boneStartWorld.v[0]);
currentBones[i].boneStartWorld.v[1] = oneFrameBones[i].boneStartWorld.v[1] + t * (nextFrameBones[i].boneStartWorld.v[1] - oneFrameBones[i].boneStartWorld.v[1]);
currentBones[i].boneStartWorld.v[2] = oneFrameBones[i].boneStartWorld.v[2] + t * (nextFrameBones[i].boneStartWorld.v[2] - oneFrameBones[i].boneStartWorld.v[2]);
Vector4f q1 = MatrixToQuat(oneFrameBones[i].boneMatrixWorld);
Vector4f q2 = MatrixToQuat(nextFrameBones[i].boneMatrixWorld);
Vector4f result = slerp(q1, q2, t);
currentBones[i].boneMatrixWorld = QuatToMatrix(result);
//skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBones[i].boneMatrixWorld, InverseMatrix(animations[0].keyFrames[0].bones[i].boneMatrixWorld));
Matrix4f currentBoneMatrixWorld4 = MakeMatrix4x4(currentBones[i].boneMatrixWorld, currentBones[i].boneStartWorld);
Matrix4f startBoneMatrixWorld4 = MakeMatrix4x4(animations[0].keyFrames[0].bones[i].boneMatrixWorld, animations[0].keyFrames[0].bones[i].boneStartWorld);
Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
}
for (int i = 0; i < mesh.PositionData.size(); i++)
{
Vector4f originalPos = {
startMesh.PositionData[i].v[0],
startMesh.PositionData[i].v[1],
startMesh.PositionData[i].v[2], 1.0};
Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f};
//Vector3f finalPos = Vector3f{ 0.f, 0.f, 0.f };
for (int j = 0; j < 3; j++)
{
if (verticesBoneWeight[i][j].weight != 0)
{
//finalPos = finalPos + MultVectorMatrix(originalPos, skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex]) * verticesBoneWeight[i][j].weight;
finalPos = finalPos + MultMatrixVector(skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex], originalPos) * verticesBoneWeight[i][j].weight;
}
}
mesh.PositionData[i].v[0] = finalPos.v[0];
mesh.PositionData[i].v[1] = finalPos.v[1];
mesh.PositionData[i].v[2] = finalPos.v[2];
}
}
}

57
BoneAnimatedModel.h Normal file
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@ -0,0 +1,57 @@
#pragma once
#include "Math.h"
#include "Renderer.h"
#include <unordered_map>
namespace ZL
{
struct Bone
{
Vector3f boneStartWorld;
float boneLength;
Matrix3f boneMatrixWorld;
// boneVector = boneLength * (0, 1, 0) â îñÿõ áëåíäåðà
// Then multiply by boneMatrixWorld è âû ïîëó÷èòå êîíå÷íóþ òî÷êó
int parent;
std::vector<int> children;
};
struct BoneWeight
{
int boneIndex = -1;
float weight = 0;
};
struct AnimationKeyFrame
{
int frame;
std::vector<Bone> bones;
};
struct Animation
{
std::vector<AnimationKeyFrame> keyFrames;
};
struct BoneSystem
{
VertexDataStruct mesh;
VertexDataStruct startMesh;
std::vector<std::array<BoneWeight, 3>> verticesBoneWeight;
std::vector<Bone> startBones;
std::vector<Bone> currentBones;
std::vector<Animation> animations;
void LoadFromFile(const std::string& fileName);
void Interpolate(int frame);
};
};

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@ -1,5 +1,7 @@
#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
namespace ZL
{
@ -46,6 +48,9 @@ namespace ZL
ZL::AnimatedModel testmd3;
//std::vector<VertexRenderStruct> testmd3mutable;
BoneSystem bx;
VertexRenderStruct bxMutable;
}

4
Game.h
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@ -5,6 +5,7 @@
#include "TextureManager.h"
#include "Renderer.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include <memory>
namespace ZL
@ -118,5 +119,8 @@ namespace ZL
extern ZL::AnimatedModel testmd3;
//extern std::vector<VertexDataStruct> testmd3;
//extern std::vector<VertexRenderStruct> testmd3mutable;
extern BoneSystem bx;
extern VertexRenderStruct bxMutable;
}
}

425
Math.cpp
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@ -1,6 +1,7 @@
#include "Math.h"
#include <exception>
#include <cmath>
namespace ZL {
@ -24,6 +25,48 @@ namespace ZL {
return result;
}
Vector3f operator+(const Vector3f& x, const Vector3f& y)
{
Vector3f result;
result.v[0] = x.v[0] + y.v[0];
result.v[1] = x.v[1] + y.v[1];
result.v[2] = x.v[2] + y.v[2];
return result;
}
Vector3f operator-(const Vector3f& x, const Vector3f& y)
{
Vector3f result;
result.v[0] = x.v[0] - y.v[0];
result.v[1] = x.v[1] - y.v[1];
result.v[2] = x.v[2] - y.v[2];
return result;
}
Vector4f operator+(const Vector4f& x, const Vector4f& y)
{
Vector4f result;
result.v[0] = x.v[0] + y.v[0];
result.v[1] = x.v[1] + y.v[1];
result.v[2] = x.v[2] + y.v[2];
result.v[3] = x.v[3] + y.v[3];
return result;
}
Vector4f operator-(const Vector4f& x, const Vector4f& y)
{
Vector4f result;
result.v[0] = x.v[0] - y.v[0];
result.v[1] = x.v[1] - y.v[1];
result.v[2] = x.v[2] - y.v[2];
result.v[3] = x.v[3] - y.v[3];
return result;
}
Matrix3f Matrix3f::Identity()
{
Matrix3f r;
@ -201,6 +244,73 @@ namespace ZL {
}
Vector4f MatrixToQuat(const Matrix3f& m)
{
Vector4f r;
float f;
if (m.m[0] >= m.m[4] && m.m[0] >= m.m[8])
{
f = sqrtf(1.0 + m.m[0] - m.m[4] - m.m[8]);
if (f != 0)
{
r.v[3] = (m.m[5] - m.m[7]) / (f + f);
r.v[0] = f / 2;
r.v[1] = (m.m[3] + m.m[1]) / (f + f);
r.v[2] = (m.m[6] + m.m[2]) / (f + f);
}
else
{
r.v[3] = 1;
r.v[2] = 0;
r.v[1] = 0;
r.v[0] = 0;
}
}
if (m.m[4] >= m.m[0] && m.m[4] >= m.m[8])
{
f = sqrtf(1 + m.m[4] - m.m[0] - m.m[8]);
if (f != 0)
{
r.v[3] = (m.m[6] - m.m[2]) / (f + f);
r.v[1] = f / 2;
r.v[0] = (m.m[1] + m.m[3]) / (f + f);
r.v[2] = (m.m[7] + m.m[5]) / (f + f);
}
else
{
r.v[3] = 1;
r.v[2] = 0;
r.v[1] = 0;
r.v[0] = 0;
}
}
if (m.m[8] >= m.m[4] && m.m[8] >= m.m[0])
{
f = sqrtf(1 + m.m[8] - m.m[2]);
if (f != 0)
{
r.v[3] = (m.m[1] - m.m[3]) / (f + f);
r.v[2] = f / 2;
r.v[1] = (m.m[5] + m.m[7]) / (f + f);
r.v[0] = (m.m[6] + m.m[2]) / (f + f);
}
else
{
r.v[3] = 1;
r.v[2] = 0;
r.v[1] = 0;
r.v[0] = 0;
}
}
return r;
}
Vector4f QuatFromRotateAroundX(float angle)
{
Vector4f result;
@ -285,6 +395,142 @@ namespace ZL {
return r;
}
Matrix4f InverseMatrix(const Matrix4f& mat)
{
Matrix4f inv;
float det;
inv.m[0] = mat.m[5] * mat.m[10] * mat.m[15] -
mat.m[5] * mat.m[11] * mat.m[14] -
mat.m[9] * mat.m[6] * mat.m[15] +
mat.m[9] * mat.m[7] * mat.m[14] +
mat.m[13] * mat.m[6] * mat.m[11] -
mat.m[13] * mat.m[7] * mat.m[10];
inv.m[4] = -mat.m[4] * mat.m[10] * mat.m[15] +
mat.m[4] * mat.m[11] * mat.m[14] +
mat.m[8] * mat.m[6] * mat.m[15] -
mat.m[8] * mat.m[7] * mat.m[14] -
mat.m[12] * mat.m[6] * mat.m[11] +
mat.m[12] * mat.m[7] * mat.m[10];
inv.m[8] = mat.m[4] * mat.m[9] * mat.m[15] -
mat.m[4] * mat.m[11] * mat.m[13] -
mat.m[8] * mat.m[5] * mat.m[15] +
mat.m[8] * mat.m[7] * mat.m[13] +
mat.m[12] * mat.m[5] * mat.m[11] -
mat.m[12] * mat.m[7] * mat.m[9];
inv.m[12] = -mat.m[4] * mat.m[9] * mat.m[14] +
mat.m[4] * mat.m[10] * mat.m[13] +
mat.m[8] * mat.m[5] * mat.m[14] -
mat.m[8] * mat.m[6] * mat.m[13] -
mat.m[12] * mat.m[5] * mat.m[10] +
mat.m[12] * mat.m[6] * mat.m[9];
inv.m[1] = -mat.m[1] * mat.m[10] * mat.m[15] +
mat.m[1] * mat.m[11] * mat.m[14] +
mat.m[9] * mat.m[2] * mat.m[15] -
mat.m[9] * mat.m[3] * mat.m[14] -
mat.m[13] * mat.m[2] * mat.m[11] +
mat.m[13] * mat.m[3] * mat.m[10];
inv.m[5] = mat.m[0] * mat.m[10] * mat.m[15] -
mat.m[0] * mat.m[11] * mat.m[14] -
mat.m[8] * mat.m[2] * mat.m[15] +
mat.m[8] * mat.m[3] * mat.m[14] +
mat.m[12] * mat.m[2] * mat.m[11] -
mat.m[12] * mat.m[3] * mat.m[10];
inv.m[9] = -mat.m[0] * mat.m[9] * mat.m[15] +
mat.m[0] * mat.m[11] * mat.m[13] +
mat.m[8] * mat.m[1] * mat.m[15] -
mat.m[8] * mat.m[3] * mat.m[13] -
mat.m[12] * mat.m[1] * mat.m[11] +
mat.m[12] * mat.m[3] * mat.m[9];
inv.m[13] = mat.m[0] * mat.m[9] * mat.m[14] -
mat.m[0] * mat.m[10] * mat.m[13] -
mat.m[8] * mat.m[1] * mat.m[14] +
mat.m[8] * mat.m[2] * mat.m[13] +
mat.m[12] * mat.m[1] * mat.m[10] -
mat.m[12] * mat.m[2] * mat.m[9];
inv.m[2] = mat.m[1] * mat.m[6] * mat.m[15] -
mat.m[1] * mat.m[7] * mat.m[14] -
mat.m[5] * mat.m[2] * mat.m[15] +
mat.m[5] * mat.m[3] * mat.m[14] +
mat.m[13] * mat.m[2] * mat.m[7] -
mat.m[13] * mat.m[3] * mat.m[6];
inv.m[6] = -mat.m[0] * mat.m[6] * mat.m[15] +
mat.m[0] * mat.m[7] * mat.m[14] +
mat.m[4] * mat.m[2] * mat.m[15] -
mat.m[4] * mat.m[3] * mat.m[14] -
mat.m[12] * mat.m[2] * mat.m[7] +
mat.m[12] * mat.m[3] * mat.m[6];
inv.m[10] = mat.m[0] * mat.m[5] * mat.m[15] -
mat.m[0] * mat.m[7] * mat.m[13] -
mat.m[4] * mat.m[1] * mat.m[15] +
mat.m[4] * mat.m[3] * mat.m[13] +
mat.m[12] * mat.m[1] * mat.m[7] -
mat.m[12] * mat.m[3] * mat.m[5];
inv.m[14] = -mat.m[0] * mat.m[5] * mat.m[14] +
mat.m[0] * mat.m[6] * mat.m[13] +
mat.m[4] * mat.m[1] * mat.m[14] -
mat.m[4] * mat.m[2] * mat.m[13] -
mat.m[12] * mat.m[1] * mat.m[6] +
mat.m[12] * mat.m[2] * mat.m[5];
inv.m[3] = -mat.m[1] * mat.m[6] * mat.m[11] +
mat.m[1] * mat.m[7] * mat.m[10] +
mat.m[5] * mat.m[2] * mat.m[11] -
mat.m[5] * mat.m[3] * mat.m[10] -
mat.m[9] * mat.m[2] * mat.m[7] +
mat.m[9] * mat.m[3] * mat.m[6];
inv.m[7] = mat.m[0] * mat.m[6] * mat.m[11] -
mat.m[0] * mat.m[7] * mat.m[10] -
mat.m[4] * mat.m[2] * mat.m[11] +
mat.m[4] * mat.m[3] * mat.m[10] +
mat.m[8] * mat.m[2] * mat.m[7] -
mat.m[8] * mat.m[3] * mat.m[6];
inv.m[11] = -mat.m[0] * mat.m[5] * mat.m[11] +
mat.m[0] * mat.m[7] * mat.m[9] +
mat.m[4] * mat.m[1] * mat.m[11] -
mat.m[4] * mat.m[3] * mat.m[9] -
mat.m[8] * mat.m[1] * mat.m[7] +
mat.m[8] * mat.m[3] * mat.m[5];
inv.m[15] = mat.m[0] * mat.m[5] * mat.m[10] -
mat.m[0] * mat.m[6] * mat.m[9] -
mat.m[4] * mat.m[1] * mat.m[10] +
mat.m[4] * mat.m[2] * mat.m[9] +
mat.m[8] * mat.m[1] * mat.m[6] -
mat.m[8] * mat.m[2] * mat.m[5];
// Âû÷èñëÿåì äåòåðìèíàíò
det = mat.m[0] * inv.m[0] + mat.m[1] * inv.m[4] + mat.m[2] * inv.m[8] + mat.m[3] * inv.m[12];
if (std::fabs(det) < 0.01f)
{
throw std::runtime_error("Error: matrix cannot be inversed!");
}
// Äåëèì âñå ýëåìåíòû íà äåòåðìèíàíò
det = 1.0f / det;
for (int i = 0; i < 16; i++)
{
inv.m[i] *= det;
}
return inv;
}
Matrix3f CreateZRotationMatrix(float angle)
{
Matrix3f result = Matrix3f::Identity();
@ -299,28 +545,47 @@ namespace ZL {
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2)
{
Matrix4f r;
Matrix4f rx;
r.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
r.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
r.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
r.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
rx.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
rx.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
rx.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
rx.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
r.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
r.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
r.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
r.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
rx.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
rx.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
rx.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
rx.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
r.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
r.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
r.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
r.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
rx.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
rx.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
rx.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
rx.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
r.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
r.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
r.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
r.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
rx.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
rx.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
rx.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
rx.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
return rx;
}
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2)
{
Matrix3f r;
r.m[0] = m1.m[0] * m2.m[0] + m1.m[3] * m2.m[1] + m1.m[6] * m2.m[2];
r.m[1] = m1.m[1] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[7] * m2.m[2];
r.m[2] = m1.m[2] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[8] * m2.m[2];
r.m[3] = m1.m[0] * m2.m[3] + m1.m[3] * m2.m[4] + m1.m[6] * m2.m[5];
r.m[4] = m1.m[1] * m2.m[3] + m1.m[4] * m2.m[4] + m1.m[7] * m2.m[5];
r.m[5] = m1.m[2] * m2.m[3] + m1.m[5] * m2.m[4] + m1.m[8] * m2.m[5];
r.m[6] = m1.m[0] * m2.m[6] + m1.m[3] * m2.m[7] + m1.m[6] * m2.m[8] ;
r.m[7] = m1.m[1] * m2.m[6] + m1.m[4] * m2.m[7] + m1.m[7] * m2.m[8];
r.m[8] = m1.m[2] * m2.m[6] + m1.m[5] * m2.m[7] + m1.m[8] * m2.m[8];
return r;
}
@ -369,6 +634,18 @@ namespace ZL {
return r;
}
Vector4f operator*(Vector4f v, float scale)
{
Vector4f r = v;
r.v[0] = v.v[0] * scale;
r.v[1] = v.v[1] * scale;
r.v[2] = v.v[2] * scale;
r.v[3] = v.v[3] * scale;
return r;
}
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt)
{
Vector3f r;
@ -380,4 +657,118 @@ namespace ZL {
return r;
}
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt)
{
Vector4f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[1] + v.v[2] * mt.m[2] + v.v[3] * mt.m[3];
r.v[1] = v.v[0] * mt.m[4] + v.v[1] * mt.m[5] + v.v[2] * mt.m[6] + v.v[3] * mt.m[7];
r.v[2] = v.v[0] * mt.m[8] + v.v[1] * mt.m[9] + v.v[2] * mt.m[10] + v.v[3] * mt.m[11];
r.v[3] = v.v[0] * mt.m[12] + v.v[1] * mt.m[13] + v.v[2] * mt.m[14] + v.v[3] * mt.m[15];
return r;
}
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v)
{
Vector4f r;
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[4] + v.v[2] * mt.m[8] + v.v[3] * mt.m[12];
r.v[1] = v.v[0] * mt.m[1] + v.v[1] * mt.m[5] + v.v[2] * mt.m[9] + v.v[3] * mt.m[13];
r.v[2] = v.v[0] * mt.m[2] + v.v[1] * mt.m[6] + v.v[2] * mt.m[10] + v.v[3] * mt.m[14];
r.v[3] = v.v[0] * mt.m[3] + v.v[1] * mt.m[7] + v.v[2] * mt.m[11] + v.v[3] * mt.m[15];
return r;
}
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, double t)
{
// Âû÷èñëÿåì êîñèíóñ óãëà ìåæäó êâàòåðíèîíàìè
double cosTheta = q1.dot(q2);
// Åñëè cosTheta < 0, ìåíÿåì çíàê âòîðîãî êâàòåðíèîíà, ÷òîáû âûáðàòü êðàò÷àéøèé ïóòü
Vector4f q2Adjusted = q2;
if (cosTheta < 0.0) {
//q2Adjusted = { -q2.w, -q2.x, -q2.y, -q2.z };
q2Adjusted.v[0] = -q2.v[0];
q2Adjusted.v[1] = -q2.v[1];
q2Adjusted.v[2] = -q2.v[2];
q2Adjusted.v[3] = -q2.v[3];
cosTheta = -cosTheta;
}
// Åñëè êâàòåðíèîíû áëèçêè, èñïîëüçóåì ëèíåéíóþ èíòåðïîëÿöèþ
const double epsilon = 1e-6;
if (cosTheta > 1.0 - epsilon) {
Vector4f result;
result.v[0] = q1.v[0] + t * (q2Adjusted.v[0] - q1.v[0]);
result.v[1] = q1.v[1] + t * (q2Adjusted.v[1] - q1.v[1]);
result.v[2] = q1.v[2] + t * (q2Adjusted.v[2] - q1.v[2]);
result.v[3] = q1.v[3] + t * (q2Adjusted.v[3] - q1.v[3]);
/*Quaternion result = {
q1.w + t * (q2Adjusted.w - q1.w),
q1.x + t * (q2Adjusted.x - q1.x),
q1.y + t * (q2Adjusted.y - q1.y),
q1.z + t * (q2Adjusted.z - q1.z)
};*/
return result.normalized();
}
// Âû÷èñëÿåì óãîë theta
double theta = std::acos(cosTheta);
double sinTheta = std::sin(theta);
// Âû÷èñëÿåì êîýôôèöèåíòû äëÿ èíòåðïîëÿöèè
double coeff1 = std::sin((1.0 - t) * theta) / sinTheta;
double coeff2 = std::sin(t * theta) / sinTheta;
// Èíòåðïîëèðóåì
/*
Quaternion result = {
coeff1 * q1.w + coeff2 * q2Adjusted.w,
coeff1 * q1.x + coeff2 * q2Adjusted.x,
coeff1 * q1.y + coeff2 * q2Adjusted.y,
coeff1 * q1.z + coeff2 * q2Adjusted.z
};*/
Vector4f result;
result.v[0] = coeff1 * q1.v[0] + coeff2 * q2Adjusted.v[0];
result.v[1] = coeff1 * q1.v[1] + coeff2 * q2Adjusted.v[1];
result.v[2] = coeff1 * q1.v[2] + coeff2 * q2Adjusted.v[2];
result.v[3] = coeff1 * q1.v[3] + coeff2 * q2Adjusted.v[3];
return result.normalized();
}
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos)
{
Matrix4f r;
r.m[0] = m.m[0];
r.m[1] = m.m[1];
r.m[2] = m.m[2];
r.m[3] = 0;
r.m[4] = m.m[3];
r.m[5] = m.m[4];
r.m[6] = m.m[5];
r.m[7] = 0;
r.m[8] = m.m[6];
r.m[9] = m.m[7];
r.m[10] = m.m[8];
r.m[11] = 0;
r.m[12] = pos.v[0];
r.m[13] = pos.v[1];
r.m[14] = pos.v[2];
r.m[15] = 1.0;
return r;
}
};

48
Math.h
View File

@ -3,13 +3,29 @@
#include <array>
#include <exception>
#include <stdexcept>
#include <cmath>
namespace ZL {
struct Vector4f
{
std::array<float, 4> v = { 0.f, 0.f, 0.f, 0.f };
Vector4f normalized() const {
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
Vector4f r;
r.v[0] = v[0] / norm;
r.v[1] = v[1] / norm;
r.v[2] = v[2] / norm;
r.v[3] = v[3] / norm;
return r;
}
double dot(const Vector4f& other) const {
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2] + v[3] * other.v[3];
}
};
struct Vector3f
@ -25,6 +41,14 @@ namespace ZL {
Vector2f operator+(const Vector2f& x, const Vector2f& y);
Vector2f operator-(const Vector2f& x, const Vector2f& y);
Vector3f operator+(const Vector3f& x, const Vector3f& y);
Vector3f operator-(const Vector3f& x, const Vector3f& y);
Vector4f operator+(const Vector4f& x, const Vector4f& y);
Vector4f operator-(const Vector4f& x, const Vector4f& y);
struct Matrix3f
{
@ -43,6 +67,16 @@ namespace ZL {
0.f, 0.f, 0.f, 0.f };
static Matrix4f Identity();
float& operator()(int row, int col) {
//return m[row * 4 + col]; //OpenGL specific
return m[col * 4 + row];
}
const float& operator()(int row, int col) const {
//return m[row * 4 + col];
return m[col * 4 + row];
}
};
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
@ -53,12 +87,24 @@ namespace ZL {
Matrix3f QuatToMatrix(const Vector4f& q);
Vector4f MatrixToQuat(const Matrix3f& m);
Vector4f QuatFromRotateAroundX(float angle);
Vector4f QuatFromRotateAroundY(float angle);
Vector4f QuatFromRotateAroundZ(float angle);
Vector3f operator*(Vector3f v, float scale);
Vector4f operator*(Vector4f v, float scale);
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, double t);
Matrix3f InverseMatrix(const Matrix3f& m);
Matrix4f InverseMatrix(const Matrix4f& m);
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2);
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
};

View File

@ -1,5 +1,7 @@
#include "TextureManager.h"
#ifdef PNG_ENABLED
#include "png.h"
#endif
namespace ZL
{
@ -164,6 +166,8 @@ namespace ZL
return texData;
}
#ifdef PNG_ENABLED
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName)
{
TextureDataStruct texData;
@ -272,5 +276,5 @@ namespace ZL
return texData;
}
#endif
}

View File

@ -41,5 +41,7 @@ namespace ZL
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName);
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName);
#ifdef PNG_ENABLED
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName);
#endif
}

View File

@ -145,6 +145,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="BoneAnimatedModel.cpp" />
<ClCompile Include="Game.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Math.cpp" />
@ -159,6 +160,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="AnimatedModel.h" />
<ClInclude Include="BoneAnimatedModel.h" />
<ClInclude Include="Game.h" />
<ClInclude Include="Math.h" />
<ClInclude Include="md3test.h" />

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@ -48,6 +48,9 @@
<ClCompile Include="md3test.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="BoneAnimatedModel.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="TextureManager.h">
@ -83,5 +86,8 @@
<ClInclude Include="AnimatedModel.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="BoneAnimatedModel.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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@ -3,6 +3,7 @@ varying vec3 color;
void main()
{
gl_FragColor = vec4(color, 1.0);
//gl_FragColor = vec4(color, 1.0);
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
}

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@ -14,6 +14,7 @@
#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
ZL::AnimatedModel testLoadModel();
@ -135,20 +136,24 @@ namespace ZL
glViewport(0, 0, Env::width, Env::height);
renderer.shaderManager.PushShader(defaultShaderName);
renderer.RenderUniform1i(textureUniformName, 0);
//renderer.shaderManager.PushShader(defaultShaderName);
renderer.shaderManager.PushShader(colorShaderName);
//renderer.RenderUniform1i(textureUniformName, 0);
renderer.EnableVertexAttribArray(vPositionName);
renderer.EnableVertexAttribArray(vTexCoordName);
//renderer.EnableVertexAttribArray(vTexCoordName);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width) / static_cast<float>(Env::height), 100, 100000);
renderer.PushPerspectiveProjectionMatrix(1.0 / 6.0, static_cast<float>(Env::width) / static_cast<float>(Env::height), 0.1, 1000);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.TranslateMatrix({ 0,0, -30000 });
renderer.TranslateMatrix({ 0,0, -200 });
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
//renderer.RotateMatrix(QuatFromRotateAroundZ(-M_PI / 4.0));
/*
renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 3.0));
@ -162,7 +167,7 @@ namespace ZL
renderer.DrawVertexRenderStruct(GameObjects::testmd3.parts[i].renderMeshes[j]);
}
}
*/
/*
GameObjects::testObjMeshMutable.AssignFrom(GameObjects::testObjMesh);
GameObjects::testObjMeshMutable.data.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundZ(gs.rotateTimer * M_PI / 3.0)));
@ -180,12 +185,17 @@ namespace ZL
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[0]);
renderer.DrawVertexRenderStruct(GameObjects::testmd3mutable[1]);
*/
GameObjects::bxMutable.AssignFrom(GameObjects::bx.mesh);
GameObjects::bxMutable.RefreshVBO();
renderer.DrawVertexRenderStruct(GameObjects::bxMutable);
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
//renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
@ -294,10 +304,14 @@ namespace ZL
GameObjects::backgroundTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./background.bmp"));
GameObjects::pipeTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./pipe.bmp32"));
GameObjects::gameOverTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp32("./game_over.bmp32"));
GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
//GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./chair_01_Base_Color.png"));
GameObjects::testObjTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./chair_01_Base_Color.bmp"));
//GameObjects::md3TexturePtr = std::make_shared<Texture>(CreateTextureDataFromPng("./model/sarge/band.png"));
GameObjects::bx.LoadFromFile("C:\\Work\\GameJam2025-02\\mesh_armature_and_animation_data.txt");
//GameObjects::bx.LoadFromFile("C:\\Work\\GameJam2025-02\\mesh_armature_and_animation_data02.txt");
CheckGlError();
//Create bird mesh
@ -374,6 +388,11 @@ namespace ZL
}
if (event.type == SDL_MOUSEBUTTONDOWN)
{
static int x = 0;
GameObjects::bx.Interpolate(x);
x = x + 2;
/*
if (gs.isGameOver)
{
gs.RestartGame();
@ -381,7 +400,7 @@ namespace ZL
else
{
gs.BirdJump();
}
}*/
}
}

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@ -1034,7 +1034,8 @@ ZL::AnimatedModel CMD3::convertToAnimatedModel()
for (int i = 0; i < textureNames[m].size(); i++)
{
std::string texName = textureNames[m][i];
result.parts[m].textures.push_back(std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromPng(texName)));
//result.parts[m].textures.push_back(std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromPng(texName)));
result.parts[m].textures.push_back(std::make_shared<ZL::Texture>(ZL::CreateTextureDataFromBmp24("chair_01_Base_Color.bmp")));
}
for (int n = 0; n < numMeshes; n++)