Implement basic keyframe-per-frame animation

This commit is contained in:
Camden Dixie O'Brien committed 2025-10-02 15:32:46 +01:00
1 parent 2a603dc364
commit 4c94812b48
3 files changed
+40 -53

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+23 -11
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@@ -1,26 +1,26 @@
#include "animation.h"
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
static mat4_t bone_transform(bone_t bone)
{
return mat4_mul(
mat4_translate_vec3(bone.translation),
mat4_mul(
mat4_rotate_quaternion(bone.rotation),
mat4_scale_vec3(bone.scale)));
mat4_rotate_quaternion(bone.rotation));
}
static void compute_bone_matrices(
size_t bone_count, const bone_t *bones,
const bone_t *bones, size_t bone_count, const uint32_t *bone_parents,
const mat4_t *inverse_bind_matrices, mat4_t *matrices)
{
matrices[0] = bone_transform(bones[0]);
for (unsigned i = 1; i < bone_count; ++i) {
const mat4_t transform = bone_transform(bones[i]);
assert(bones[i].parent < bone_count);
matrices[i] = mat4_mul(matrices[bones[i].parent], transform);
const uint32_t parent = bone_parents[i];
assert(parent < bone_count);
matrices[i] = mat4_mul(matrices[parent], transform);
}
for (unsigned i = 0; i < bone_count; ++i)
@@ -29,7 +29,7 @@ static void compute_bone_matrices(
animation_state_t animation_init(const model_t *model)
{
mat4_t *bone_matrices = calloc(model->bone_count, sizeof(mat4_t));
mat4_t *bone_matrices = malloc(model->bone_count * sizeof(mat4_t));
assert(bone_matrices != nullptr);
return (animation_state_t) { .bone_matrices = bone_matrices };
}
@@ -42,9 +42,21 @@ void animation_cleanup(animation_state_t *state)
}
}
void animation_update(animation_state_t state, const model_t *model)
void animation_start(animation_state_t *state, const model_t *model)
{
compute_bone_matrices(
model->bone_count, model->bones, model->inverse_bind_matrices,
state.bone_matrices);
state->current = model->bones;
}
void animation_update(animation_state_t *state, const model_t *model)
{
const size_t offset = state->keyframe * model->bone_count;
state->current = 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;
}