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
+36 -49

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+23 -11
View File
@@ -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;
}
+4 -1
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@@ -5,11 +5,14 @@
typedef struct {
mat4_t *bone_matrices;
bone_t *current;
unsigned keyframe;
} animation_state_t;
animation_state_t animation_init(const model_t *model);
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);
void animation_update(animation_state_t *state, const model_t *model);
#endif
+9 -37
View File
@@ -10,14 +10,6 @@
#define W 800
#define H 600
typedef enum {
AXIS_X,
AXIS_Y,
AXIS_Z,
} axis_t;
static axis_t rot_axis = AXIS_Y;
static void
key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
{
@@ -32,16 +24,6 @@ key_callback(GLFWwindow *window, int key, int scancode, int action, int mods)
case GLFW_KEY_Q:
glfwSetWindowShouldClose(window, GL_TRUE);
break;
case GLFW_KEY_X:
rot_axis = AXIS_X;
break;
case GLFW_KEY_Y:
rot_axis = AXIS_Y;
break;
case GLFW_KEY_Z:
rot_axis = AXIS_Z;
break;
}
}
@@ -74,40 +56,30 @@ int main(int argc, char *argv[])
// Initialise animation
animation_state_t anim = animation_init(&model);
animation_update(anim, &model);
const vec3_t cam = { 0, 4, -4 };
const vec3_t tgt = { 0, 0.5, 0 };
mvp_t mvp = {
.model = (mat4_t) {
.model = mat4_mul(
MAT4_TRANSLATE(1, 0, 0),
(mat4_t) {
{ 0, 0, -1, 0 },
{ -1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 0, 1 },
},
}),
.view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 }),
.proj = mat4_perspective((float)W / H, PI / 12, 0.1, 10.0),
.proj = mat4_perspective((float)W / H, PI / 8, 0.1, 10.0),
};
const mat4_t rotx = MAT4_ROTATE_X(PI / 128);
const mat4_t roty = MAT4_ROTATE_Y(PI / 128);
const mat4_t rotz = MAT4_ROTATE_Z(PI / 128);
const mat4_t rot = MAT4_ROTATE_Y(PI / 128);
animation_start(&anim, &model);
while (!glfwWindowShouldClose(window)) {
glfwPollEvents();
switch (rot_axis) {
case AXIS_X:
mvp.model = mat4_mul(rotx, mvp.model);
break;
case AXIS_Y:
mvp.model = mat4_mul(roty, mvp.model);
break;
case AXIS_Z:
mvp.model = mat4_mul(rotz, mvp.model);
break;
}
mvp.model = mat4_mul(rot, mvp.model);
animation_update(&anim, &model);
gpu_render(&gpu, &mvp, anim.bone_matrices);
}