Implement linear interpolation between animation keyframes

This commit is contained in:
Camden Dixie O'Brien committed 2025-10-02 17:28:03 +01:00
1 parent 381890892b
commit f4096b5a07
6 files changed
+103 -29

No files matched your search

+67 -26
View File
@@ -1,9 +1,44 @@
#include "animation.h" #include "animation.h"
#include <assert.h> #include <assert.h>
#include <math.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
static vec3_t lerp(vec3_t v, vec3_t u, double t)
{
return vec3_add(vec3_scale(1 - t, v), vec3_scale(t, u));
}
static vec4_t slerp(vec4_t v, vec4_t u, double t)
{
float dot = vec4_dot(v, u);
if (dot < 0) {
dot = -dot;
u = vec4_scale(-1, u);
}
if (dot < 0.95) {
const float a = acosf(dot);
return vec4_scale(
1 / sin(a),
vec4_add(
vec4_scale(sinf(a * (1 - t)), v),
vec4_scale(sinf(a * t), u)));
} else {
return vec4_add(vec4_scale(1 - t, v), vec4_scale(t, u));
}
}
static void interpolate(
bone_t *dst, const bone_t *as, const bone_t *bs, size_t n, double t)
{
for (unsigned i = 0; i < n; ++i) {
dst[i].translation = lerp(as[i].translation, bs[i].translation, t);
dst[i].rotation = slerp(as[i].rotation, bs[i].rotation, t);
}
}
static mat4_t bone_transform(bone_t bone) static mat4_t bone_transform(bone_t bone)
{ {
return mat4_mul( return mat4_mul(
@@ -27,6 +62,27 @@ static void compute_bone_matrices(
matrices[i] = mat4_mul(matrices[i], inverse_bind_matrices[i]); matrices[i] = mat4_mul(matrices[i], inverse_bind_matrices[i]);
} }
static void load_keyframe(animation_state_t *state, const model_t *model)
{
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.length_us
- model->animation.times_us[state->current_keyframe]
+ model->animation.times_us[state->next_keyframe];
}
state->current = model->animation.keyframes
+ state->current_keyframe * model->bone_count;
state->next = model->animation.keyframes
+ state->next_keyframe * model->bone_count;
}
animation_state_t animation_init(const model_t *model) animation_state_t animation_init(const model_t *model)
{ {
mat4_t *bone_matrices = malloc(model->bone_count * sizeof(mat4_t)); mat4_t *bone_matrices = malloc(model->bone_count * sizeof(mat4_t));
@@ -42,16 +98,12 @@ void animation_cleanup(animation_state_t *state)
} }
} }
void animation_start(animation_state_t *state, const model_t *model) void animation_start(
animation_state_t *state, const model_t *model, uint32_t start_keyframe)
{ {
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; state->elapsed_us = 0;
state->current_keyframe = start_keyframe;
load_keyframe(state, model);
} }
void animation_update( void animation_update(
@@ -60,27 +112,16 @@ void animation_update(
state->elapsed_us += dt_us; state->elapsed_us += dt_us;
if (state->elapsed_us >= state->duration_us) { // Move to next keyframe if (state->elapsed_us >= state->duration_us) { // Move to next keyframe
state->elapsed_us -= state->duration_us; state->elapsed_us -= state->duration_us;
state->current_keyframe = state->next_keyframe; state->current_keyframe = state->next_keyframe;
const uint32_t keyframe_count = model->animation.keyframe_count; load_keyframe(state, model);
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;
} }
bone_t bones[MAX_BONE_COUNT];
interpolate(
bones, state->current, state->next, model->bone_count,
(double)state->elapsed_us / state->duration_us);
compute_bone_matrices( compute_bone_matrices(
state->current, model->bone_count, model->bone_parents, bones, model->bone_count, model->bone_parents,
model->inverse_bind_matrices, state->bone_matrices); model->inverse_bind_matrices, state->bone_matrices);
} }
+2 -1
View File
@@ -13,7 +13,8 @@ typedef struct {
animation_state_t animation_init(const model_t *model); animation_state_t animation_init(const model_t *model);
void animation_cleanup(animation_state_t *state); void animation_cleanup(animation_state_t *state);
void animation_start(animation_state_t *state, const model_t *model); void animation_start(
animation_state_t *state, const model_t *model, uint32_t start_keyframe);
void animation_update( void animation_update(
animation_state_t *state, const model_t *model, uint32_t dt_us); animation_state_t *state, const model_t *model, uint32_t dt_us);
+26 -1
View File
@@ -2,11 +2,21 @@
#include <math.h> #include <math.h>
vec3_t vec3_add(vec3_t v, vec3_t u)
{
return (vec3_t) { v.x + u.x, v.y + u.y, v.z + u.z };
}
vec3_t vec3_sub(vec3_t v, vec3_t u) vec3_t vec3_sub(vec3_t v, vec3_t u)
{ {
return (vec3_t) { v.x - u.x, v.y - u.y, v.z - u.z }; return (vec3_t) { v.x - u.x, v.y - u.y, v.z - u.z };
} }
vec3_t vec3_scale(float s, vec3_t v)
{
return (vec3_t) { s * v.x, s * v.y, s * v.z };
}
float vec3_len(vec3_t v) float vec3_len(vec3_t v)
{ {
return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
@@ -15,7 +25,7 @@ float vec3_len(vec3_t v)
vec3_t vec3_norm(vec3_t v) vec3_t vec3_norm(vec3_t v)
{ {
const float l = vec3_len(v); const float l = vec3_len(v);
return (vec3_t) { v.x / l, v.y / l, v.z / l }; return vec3_scale(1 / l, v);
} }
float vec3_dot(vec3_t v, vec3_t u) float vec3_dot(vec3_t v, vec3_t u)
@@ -32,6 +42,21 @@ vec3_t vec3_cross(vec3_t v, vec3_t u)
}; };
} }
vec4_t vec4_add(vec4_t v, vec4_t u)
{
return (vec4_t) { v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w };
}
vec4_t vec4_scale(float s, vec4_t v)
{
return (vec4_t) { s * v.x, s * v.y, s * v.z, s * v.w };
}
float vec4_dot(vec4_t v, vec4_t u)
{
return v.x * u.x + v.y * u.y + v.z * u.z + v.w * u.w;
}
mat4_t mat4_mul(mat4_t m, mat4_t n) mat4_t mat4_mul(mat4_t m, mat4_t n)
{ {
#define ELEM(i, j) m.x.i *n.j.x + m.y.i *n.j.y + m.z.i *n.j.z + m.w.i *n.j.w #define ELEM(i, j) m.x.i *n.j.x + m.y.i *n.j.y + m.z.i *n.j.z + m.w.i *n.j.w
+6
View File
@@ -71,12 +71,18 @@ typedef struct {
} }
// clang-format on // clang-format on
vec3_t vec3_add(vec3_t v, vec3_t u);
vec3_t vec3_sub(vec3_t v, vec3_t u); vec3_t vec3_sub(vec3_t v, vec3_t u);
vec3_t vec3_scale(float s, vec3_t v);
float vec3_len(vec3_t v); float vec3_len(vec3_t v);
vec3_t vec3_norm(vec3_t v); vec3_t vec3_norm(vec3_t v);
float vec3_dot(vec3_t v, vec3_t u); float vec3_dot(vec3_t v, vec3_t u);
vec3_t vec3_cross(vec3_t v, vec3_t u); vec3_t vec3_cross(vec3_t v, vec3_t u);
vec4_t vec4_add(vec4_t v, vec4_t u);
vec4_t vec4_scale(float s, vec4_t v);
float vec4_dot(vec4_t v, vec4_t u);
mat4_t mat4_mul(mat4_t m, mat4_t n); mat4_t mat4_mul(mat4_t m, mat4_t n);
mat4_t mat4_lookat(vec3_t camera, vec3_t target, vec3_t up); mat4_t mat4_lookat(vec3_t camera, vec3_t target, vec3_t up);
mat4_t mat4_perspective(float aspect, float fov, float near, float far); mat4_t mat4_perspective(float aspect, float fov, float near, float far);
+2
View File
@@ -6,6 +6,8 @@
#include <stddef.h> #include <stddef.h>
#include <stdint.h> #include <stdint.h>
#define MAX_BONE_COUNT 64
typedef uint16_t index_t; typedef uint16_t index_t;
typedef struct { typedef struct {
-1
View File
@@ -29,7 +29,6 @@ static_assert(
#define VERSION 2 #define VERSION 2
#define MAX_STRING_SIZE 128 #define MAX_STRING_SIZE 128
#define MAX_BONE_COUNT 32
enum { enum {
CHUNK_TYPE_JSON = 0x4e4f534a, // "JSON" CHUNK_TYPE_JSON = 0x4e4f534a, // "JSON"