Added ai generated animation
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blender scripts/bone_anim_script01.py
Normal file
192
blender scripts/bone_anim_script01.py
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@ -0,0 +1,192 @@
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import bpy
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import bmesh
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# Имена mesh и арматуры
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mesh_name = "arm"
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armature_name = "Reference"
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# Находим объект mesh по имени
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mesh_obj = bpy.data.objects.get(mesh_name)
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# Находим объект арматуры по имени
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armature_obj = bpy.data.objects.get(armature_name)
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# Устанавливаем текущий кадр на 0
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bpy.context.scene.frame_set(0)
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# Принудительно обновляем сцену, чтобы применить анимацию
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bpy.context.view_layer.update()
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# Открываем файл для записи
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with open("C:\\Work\\Projects\\witcher001\\resources\\w\\zombie002.txt", "w") as file:
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# Обработка арматуры и анимации
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if armature_obj and armature_obj.type == 'ARMATURE':
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file.write("=== Armature Matrix ===\n")
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for row in armature_obj.matrix_world:
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file.write(f"{row}\n")
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file.write(f"=== Armature Bones: {len(armature_obj.data.bones)}\n")
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for bone in armature_obj.data.bones:
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# Записываем имя кости, длину и связи
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file.write(f"Bone: {bone.name}\n")
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file.write(f" HEAD_LOCAL: {bone.head_local}\n")
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file.write(f" TAIL_LOCAL: {bone.tail_local}\n")
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file.write(f" Length: {(bone.tail_local - bone.head_local).length}\n")
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for row in bone.matrix:
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file.write(f" {row}\n")
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file.write(f" Parent: {bone.parent.name if bone.parent else 'None'}\n")
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file.write(f" Children: {[child.name for child in bone.children]}\n")
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# Обработка mesh
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if mesh_obj and mesh_obj.type == 'MESH':
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# Создаем копию mesh, чтобы не изменять оригинал
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mesh_copy = mesh_obj.copy()
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mesh_copy.data = mesh_obj.data.copy()
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bpy.context.collection.objects.link(mesh_copy)
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# Убедимся, что объект активен
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bpy.context.view_layer.objects.active = mesh_copy
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mesh_copy.select_set(True)
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# Применяем модификатор Armature (если он есть)
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for modifier in mesh_copy.modifiers:
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if modifier.type == 'ARMATURE':
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# Включаем модификатор, если он отключен
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if not modifier.show_viewport:
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modifier.show_viewport = True
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if not modifier.show_render:
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modifier.show_render = True
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# Проверяем, что модификатор связан с арматурой
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if modifier.object is None:
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print(f"Модификатор Armature на объекте {mesh_copy.name} не связан с арматурой. Пропускаем.")
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continue
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# Временно применяем модификатор, чтобы получить правильные координаты вершин
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try:
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bpy.ops.object.modifier_apply(modifier=modifier.name)
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except RuntimeError as e:
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print(f"Ошибка при применении модификатора Armature: {e}")
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continue
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# Переходим в режим редактирования
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bpy.ops.object.mode_set(mode='EDIT')
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# Получаем BMesh представление mesh
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bm = bmesh.from_edit_mesh(mesh_copy.data)
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# Записываем список вершин
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file.write(f"===Vertices: {len(bm.verts)}\n")
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for vertex in bm.verts:
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file.write(f"Vertex {vertex.index}: {vertex.co}\n")
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# Убедимся, что у меша есть UV слой
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uv_layer = bm.loops.layers.uv.active
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if not uv_layer:
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file.write("UV слой не найден.\n")
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if uv_layer:
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file.write(f"===UV Coordinates:\n")
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file.write(f"Face count: {len(bm.faces)}\n")
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for face in bm.faces:
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file.write(f"Face {face.index}\n")
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file.write(f"UV Count: {len(face.loops)}\n")
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for loop in face.loops:
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uv_coords = loop[uv_layer].uv
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file.write(f" UV {uv_coords}\n")
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# Записываем нормали
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file.write(f"===Normals:\n")
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for vertex in bm.verts:
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file.write(f"Vertex {vertex.index}: Normal {vertex.normal}\n")
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# Записываем треугольники (индексы вершин)
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file.write(f"===Triangles: {len(bm.faces)}\n")
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for face in bm.faces:
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if len(face.verts) == 3: # Проверяем, что это треугольник
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verts_indices = [vert.index for vert in face.verts]
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file.write(f"Triangle: {verts_indices}\n")
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# Возвращаемся в объектный режим
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bpy.ops.object.mode_set(mode='OBJECT')
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# Записываем веса вершин
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file.write("=== Vertex Weights ===\n")
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for vertex in mesh_copy.data.vertices:
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file.write(f"Vertex {vertex.index}:\n")
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file.write(f"Vertex groups: {len(vertex.groups)}\n")
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for group in vertex.groups:
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group_name = mesh_copy.vertex_groups[group.group].name
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file.write(f" Group: '{group_name}', Weight: {group.weight}\n")
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# Удаляем временную копию mesh
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bpy.data.objects.remove(mesh_copy)
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else:
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file.write(f"Объект с именем '{mesh_name}' не найден или не является mesh.\n")
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# Обработка арматуры и анимации
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if armature_obj and armature_obj.type == 'ARMATURE':
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# Получаем все ключевые кадры для арматуры
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file.write("=== Animation Keyframes ===\n")
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if armature_obj.animation_data and armature_obj.animation_data.action:
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action = armature_obj.animation_data.action
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# Собираем все уникальные ключевые кадры
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keyframes = set()
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# Логика для Blender 5.0 (Strip-based / ChannelBag structure)
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if hasattr(action, "layers"):
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for layer in action.layers:
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if hasattr(layer, "strips"):
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for strip in layer.strips:
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# Проверяем наличие channelbags (согласно вашему dir(strip))
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if hasattr(strip, "channelbags"):
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for bag in strip.channelbags:
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for fcurve in bag.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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# На случай, если в этой версии используется единственное число
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elif hasattr(strip, "channelbag") and strip.channelbag:
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for fcurve in strip.channelbag.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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# Фоллбек для Legacy экшенов
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if not keyframes and hasattr(action, "fcurves"):
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for fcurve in action.fcurves:
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for keyframe in fcurve.keyframe_points:
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keyframes.add(int(keyframe.co[0]))
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keyframes = sorted(keyframes)
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# Сортируем ключевые кадры
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keyframes = sorted(keyframes)
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# Сохраняем координаты и матрицы поворота для каждой кости на каждом ключевом кадре
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file.write("=== Bone Transforms per Keyframe ===\n")
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file.write(f"Keyframes: {len(keyframes)}\n")
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for frame in keyframes:
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# Устанавливаем текущий кадр
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bpy.context.scene.frame_set(frame)
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bpy.context.view_layer.update() # Обновляем сцену
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file.write(f"Frame: {frame}\n")
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for bone in armature_obj.pose.bones:
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# Получаем координаты и матрицу поворота кости в мировом пространстве
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matrix = bone.matrix
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location = matrix.translation
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rotation = matrix.to_euler()
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# Записываем данные
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file.write(f" Bone: {bone.name}\n")
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file.write(f" Location: {location}\n")
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file.write(f" Rotation: {rotation}\n")
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file.write(f" Matrix:\n")
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for row in matrix:
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file.write(f" {row}\n")
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else:
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file.write(f"Объект с именем '{armature_name}' не найден или не является арматурой.\n")
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print("Данные сохранены в файл 'mesh_armature_and_animation_data.txt'")
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464461
resources/w/zombie002.txt
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464461
resources/w/zombie002.txt
Normal file
File diff suppressed because it is too large
Load Diff
@ -33,8 +33,8 @@ Eigen::Vector2f Environment::tapDownCurrentPos = { 0, 0 };
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ClientState Environment::shipState;
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const float Environment::CONST_Z_NEAR = 5.f;
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const float Environment::CONST_Z_FAR = 5000.f;
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const float Environment::CONST_Z_NEAR = 0.1f;
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const float Environment::CONST_Z_FAR = 100.f;
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float Environment::projectionWidth = 1280.0f;
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float Environment::projectionHeight = 720.0f;
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121
src/Game.cpp
121
src/Game.cpp
@ -173,6 +173,8 @@ namespace ZL
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violaIdleModel.LoadFromFile("resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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violaWalkModel.LoadFromFile("resources/walkviola_uv010.txt", CONST_ZIP_FILE);
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zombieModel.LoadFromFile("resources/w/zombie002.txt", CONST_ZIP_FILE);
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violaTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
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@ -211,7 +213,9 @@ namespace ZL
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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//renderer.TranslateMatrix({ 0, -6.f, 0 });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI * 30 / 180.f, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ -violaPosition.x(), -violaPosition.y(), -violaPosition.z() });
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glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
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renderer.DrawVertexRenderStruct(roomMesh);
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@ -224,10 +228,20 @@ namespace ZL
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renderer.DrawVertexRenderStruct(benchMesh);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0,0,-15 });
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renderer.ScaleMatrix(0.01);
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zombieModelMutable.AssignFrom(zombieModel.mesh);
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zombieModelMutable.RefreshVBO();
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glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
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renderer.DrawVertexRenderStruct(zombieModelMutable);
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renderer.PopMatrix();
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renderer.PushMatrix();
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renderer.ScaleMatrix(0.2);
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renderer.TranslateMatrix({ violaPosition.x(), violaPosition.y(), violaPosition.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-violaFacingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(0.12);
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ())).toRotationMatrix());
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@ -327,6 +341,36 @@ namespace ZL
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lastTickCount = newTickCount;
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// Move Viola toward target
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Eigen::Vector3f toTarget = violaTarget - violaPosition;
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toTarget.y() = 0.f;
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float dist = toTarget.norm();
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if (dist > VIOLA_WALK_THRESHOLD) {
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Eigen::Vector3f dir = toTarget / dist;
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float moveAmount = VIOLA_WALK_SPEED * delta / 1000.f;
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if (moveAmount >= dist) {
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violaPosition = violaTarget;
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violaPosition.y() = 0.f;
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} else {
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violaPosition += dir * moveAmount;
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}
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violaTargetFacingAngle = atan2(dir.x(), -dir.z());
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violaCurrentAnimation = 1;
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} else {
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violaCurrentAnimation = 0;
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}
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// Rotate Viola toward target facing angle at constant angular speed
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float angleDiff = violaTargetFacingAngle - violaFacingAngle;
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while (angleDiff > M_PI) angleDiff -= 2.f * static_cast<float>(M_PI);
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while (angleDiff < -M_PI) angleDiff += 2.f * static_cast<float>(M_PI);
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float rotStep = VIOLA_ROTATION_SPEED * delta / 1000.f;
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if (std::fabs(angleDiff) <= rotStep) {
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violaFacingAngle = violaTargetFacingAngle;
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} else {
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violaFacingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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if (violaCurrentAnimation == 0) {
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violaCurrentIdleFrame += delta / 24.f;
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@ -354,6 +398,17 @@ namespace ZL
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}
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}
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zombieCurrentIdleFrame += delta / 24.f;
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while (zombieCurrentIdleFrame >= 90) {
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zombieCurrentIdleFrame -= 90;
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}
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if (int(zombieCurrentIdleFrame) != zombieLastIdleFrame) {
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zombieModel.Interpolate(int(zombieCurrentIdleFrame));
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zombieLastIdleFrame = int(zombieCurrentIdleFrame);
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}
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}
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@ -435,18 +490,68 @@ namespace ZL
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#endif
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if (event.type == SDL_MOUSEBUTTONDOWN || event.type == SDL_MOUSEBUTTONUP) {
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// Преобразуем экранные пиксели в проекционные единицы
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int mx = static_cast<int>((float)event.button.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.button.y / Environment::height * Environment::projectionHeight);
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if (event.button.button == SDL_BUTTON_LEFT) {
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// Преобразуем экранные пиксели в проекционные единицы
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int mx = static_cast<int>((float)event.button.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.button.y / Environment::height * Environment::projectionHeight);
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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if (event.type == SDL_MOUSEBUTTONDOWN) handleDown(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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else handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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//std::cout << "Mouse button " << (event.type == SDL_MOUSEBUTTONDOWN ? "down" : "up") << ": x=" << mx << " y=" << my << std::endl;
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// Unproject click to ground plane (y=0) for Viola's walk target
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float ndcX = 2.0f * event.button.x / Environment::width - 1.0f;
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float ndcY = 1.0f - 2.0f * event.button.y / Environment::height;
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float aspect = (float)Environment::width / (float)Environment::height;
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float tanHalfFov = tan(CAMERA_FOV_Y * 0.5f);
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float cosAzim = cos(cameraAzimuth), sinAzim = sin(cameraAzimuth);
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float cosIncl = cos(cameraInclination), sinIncl = sin(cameraInclination);
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Eigen::Vector3f camRight(cosAzim, 0.f, sinAzim);
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Eigen::Vector3f camForward(sinAzim * cosIncl, -sinIncl, -cosAzim * cosIncl);
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Eigen::Vector3f camUp(sinAzim * sinIncl, cosIncl, -cosAzim * sinIncl);
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Eigen::Vector3f camPos = violaPosition + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom;
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Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized();
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if (rayDir.y() < -0.001f) {
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float t = -camPos.y() / rayDir.y();
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Eigen::Vector3f hit = camPos + rayDir * t;
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violaTarget = Eigen::Vector3f(hit.x(), 0.f, hit.z());
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}
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} else {
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handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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}
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}
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else if (event.button.button == SDL_BUTTON_RIGHT) {
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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rightMouseDown = true;
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lastMouseX = event.button.x;
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lastMouseY = event.button.y;
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}
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else {
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rightMouseDown = false;
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}
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}
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}
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else if (event.type == SDL_MOUSEMOTION) {
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int mx = static_cast<int>((float)event.motion.x / Environment::width * Environment::projectionWidth);
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int my = static_cast<int>((float)event.motion.y / Environment::height * Environment::projectionHeight);
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handleMotion(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
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if (rightMouseDown) {
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int dx = event.motion.x - lastMouseX;
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int dy = event.motion.y - lastMouseY;
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lastMouseX = event.motion.x;
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lastMouseY = event.motion.y;
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const float sensitivity = 0.005f;
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cameraAzimuth += dx * sensitivity;
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cameraInclination += dy * sensitivity;
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const float minInclination = M_PI * 30.f / 180.f;
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const float maxInclination = M_PI * 0.5f;
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cameraInclination = max(minInclination, min(maxInclination, cameraInclination));
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}
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}
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if (event.type == SDL_MOUSEWHEEL) {
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24
src/Game.h
24
src/Game.h
@ -63,8 +63,14 @@ namespace ZL {
|
||||
BoneSystem violaWalkModel;
|
||||
VertexRenderStruct violaWalkModelMutable;
|
||||
|
||||
BoneSystem zombieModel;
|
||||
VertexRenderStruct zombieModelMutable;
|
||||
|
||||
std::shared_ptr<Texture> violaTexture;
|
||||
|
||||
float zombieCurrentIdleFrame = 0;
|
||||
int zombieLastIdleFrame = 0;
|
||||
|
||||
float violaCurrentIdleFrame = 0;
|
||||
float violaCurrentWalkFrame = 0;
|
||||
|
||||
@ -72,7 +78,25 @@ namespace ZL {
|
||||
int violaLastWalkFrame = 0;
|
||||
|
||||
int violaCurrentAnimation = 0;
|
||||
|
||||
float cameraAzimuth = 0.0f;
|
||||
float cameraInclination = M_PI * 30.f / 180.f;
|
||||
|
||||
Eigen::Vector3f violaPosition = Eigen::Vector3f(0.f, 0.f, 0.f);
|
||||
Eigen::Vector3f violaTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
|
||||
float violaFacingAngle = 0.0f;
|
||||
private:
|
||||
bool rightMouseDown = false;
|
||||
int lastMouseX = 0;
|
||||
int lastMouseY = 0;
|
||||
|
||||
static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f;
|
||||
static constexpr float VIOLA_WALK_SPEED = 3.0f;
|
||||
static constexpr float VIOLA_WALK_THRESHOLD = 0.05f;
|
||||
static constexpr float VIOLA_ROTATION_SPEED = 8.0f; // radians per second
|
||||
|
||||
float violaTargetFacingAngle = 0.0f;
|
||||
|
||||
int64_t getSyncTimeMs();
|
||||
void processTickCount();
|
||||
void drawScene();
|
||||
|
||||
Loading…
Reference in New Issue
Block a user