Implement step-wise animation locked to time series

This commit is contained in:
Camden Dixie O'Brien committed 2025-10-02 15:49:42 +01:00
1 parent 4c94812b48
commit 381890892b
3 files changed
+39 -11

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+31 -7
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@@ -44,19 +44,43 @@ void animation_cleanup(animation_state_t *state)
void animation_start(animation_state_t *state, const model_t *model)
{
state->current_keyframe = model->animation.keyframe_count - 1;
state->next_keyframe = 0;
state->current = model->bones;
state->next = model->animation.keyframes;
state->duration_us = model->animation.times_us[0];
state->elapsed_us = 0;
}
void animation_update(animation_state_t *state, const model_t *model)
void animation_update(
animation_state_t *state, const model_t *model, uint32_t dt_us)
{
const size_t offset = state->keyframe * model->bone_count;
state->current = model->animation.keyframes + offset;
state->elapsed_us += dt_us;
if (state->elapsed_us >= state->duration_us) { // Move to next keyframe
state->elapsed_us -= state->duration_us;
state->current_keyframe = state->next_keyframe;
const uint32_t keyframe_count = model->animation.keyframe_count;
if (state->current_keyframe + 1 < keyframe_count) {
state->next_keyframe = state->current_keyframe + 1;
state->duration_us
= model->animation.times_us[state->next_keyframe]
- model->animation.times_us[state->current_keyframe];
} else {
// Handle loop-around
state->next_keyframe = 0;
state->duration_us
= model->animation.times_us[state->next_keyframe];
}
state->current = state->next;
const uint32_t offset = state->next_keyframe * model->bone_count;
state->next = model->animation.keyframes + offset;
}
compute_bone_matrices(
state->current, model->bone_count, model->bone_parents,
model->inverse_bind_matrices, state->bone_matrices);
++state->keyframe;
if (state->keyframe >= model->animation.keyframe_count)
state->keyframe = 0;
}
+5 -3
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@@ -5,14 +5,16 @@
typedef struct {
mat4_t *bone_matrices;
bone_t *current;
unsigned keyframe;
const bone_t *current, *next;
uint32_t current_keyframe, next_keyframe;
uint32_t duration_us, elapsed_us;
} animation_state_t;
animation_state_t animation_init(const model_t *model);
void animation_cleanup(animation_state_t *state);
void animation_start(animation_state_t *state, const model_t *model);
void animation_update(animation_state_t *state, const model_t *model);
void animation_update(
animation_state_t *state, const model_t *model, uint32_t dt_us);
#endif
+3 -1
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@@ -10,6 +10,8 @@
#define W 800
#define H 600
#define DT (1'000'000 / 60) // Assume 60 Hz for now
static void
key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
@@ -79,7 +81,7 @@ int main(int argc, char *argv[])
glfwPollEvents();
mvp.model = mat4_mul(rot, mvp.model);
animation_update(&anim, &model);
animation_update(&anim, &model, DT);
gpu_render(&gpu, &mvp, anim.bone_matrices);
}