ADD: glTF instance rotation, animation

This commit is contained in:
2025-11-29 23:25:16 +09:00
parent 217467a1fe
commit d09a79d47c
7 changed files with 310 additions and 91 deletions

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@@ -43,9 +43,12 @@ Thin scene layer that produces `RenderObject`s for the renderer. It gathers opaq
### GLTF Animation / “Actions”
GLTF files can contain one or more animation clips (e.g. `Idle`, `Walk`, `Run`). The loader (`LoadedGLTF`) parses these into `LoadedGLTF::Animation` objects, and `SceneManager` exposes a thin API to pick which clip is currently playing.
GLTF files can contain one or more animation clips (e.g. `Idle`, `Walk`, `Run`). The loader (`LoadedGLTF`) parses these into `LoadedGLTF::Animation` objects. Animation *state* (which clip, time, loop flag) is stored outside the glTF asset:
> Note: a `LoadedGLTF` is typically shared by multiple instances. Changing the active animation on a shared `LoadedGLTF` will affect all instances that point to it. If you want percharacter independent actions, load separate `LoadedGLTF` objects (one per character) or duplicate the asset in your game layer.
- One `AnimationState` per named static scene (for `loadScene`).
- One `AnimationState` per runtime glTF instance (`SceneManager::GLTFInstance`).
This means that **animation is independent per scene and per instance**, even if they share the same underlying `LoadedGLTF` asset and meshes.
**Static scenes (loaded via `loadScene`)**
@@ -54,19 +57,19 @@ Example: engine default scene in `VulkanEngine::init()`:
- `structure` is loaded and registered via:
- `sceneManager->loadScene("structure", structureFile);`
To control its animation:
To control its animation state:
- By index:
- By index (perscene state):
- `scene->setSceneAnimation("structure", 0); // first clip`
- `scene->setSceneAnimation("structure", 1, true); // second clip, reset time`
- By name (matches glTF animation name):
- By name (perscene state; matches glTF animation name):
- `scene->setSceneAnimation("structure", "Idle");`
- `scene->setSceneAnimation("structure", "Run");`
- Looping:
- Looping (perscene state):
- `scene->setSceneAnimationLoop("structure", true); // enable loop`
- `scene->setSceneAnimationLoop("structure", false); // play once and stop at end`
All functions return `bool` to indicate whether the scene name was found.
All functions return `bool` to indicate whether the scene name was found. A negative index (e.g. `-1`) disables animation for that scene (pose stays at the last evaluated frame).
**Runtime GLTF instances**
@@ -74,17 +77,35 @@ GLTF instances are created via:
- `scene->addGLTFInstance("player", playerGltf, playerTransform);`
You can treat each instance as an “actor” and drive its current action from your game state:
You can treat each instance as an “actor” and drive its current action from your game state. Each instance has its own `AnimationState`, even if multiple instances share the same `LoadedGLTF`.
- By index:
- By index (perinstance state):
- `scene->setGLTFInstanceAnimation("player", 0);`
- By name:
- `scene->setGLTFInstanceAnimation("player", -1); // disable animation for this actor`
- By name (perinstance state):
- `scene->setGLTFInstanceAnimation("player", "Idle");`
- `scene->setGLTFInstanceAnimation("player", "Run");`
- Looping:
- Looping (perinstance state):
- `scene->setGLTFInstanceAnimationLoop("player", true);`
These helpers forward to the underlying `LoadedGLTF`s `setActiveAnimation(...)` and `animationLoop` fields. `SceneManager::update_scene()` advances animations every frame using a perframe `dt`, so once you select an action, it will keep playing automatically until you change it or disable looping.
These helpers update the instances `AnimationState`. `SceneManager::update_scene()` advances each instances state every frame using a perframe `dt` before drawing, so once you select an action, it will keep playing automatically until you change it or disable looping for that instance.
### PerInstance Node / Joint Overrides
For nonskinned models (rigid parts), you can apply localspace pose offsets to specific glTF nodes on a **perinstance** basis. This is useful for things like control surfaces, doors, or turrets layered on top of an existing animation.
- API (on `SceneManager`):
- `bool setGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName, const glm::mat4 &offset);`
- `bool clearGLTFInstanceNodeOffset(const std::string &instanceName, const std::string &nodeName);`
- `void clearGLTFInstanceNodeOffsets(const std::string &instanceName);`
Notes:
- Offsets are **localspace** postmultipliers:
- Effective local transform = `node.localTransform * offset`.
- Offsets are *per instance*:
- Different instances of the same glTF can have different joint poses at the same animation time.
- Overrides are applied during draw via `DrawContext::gltfNodeLocalOverrides` and `MeshNode::Draw`, without modifying the shared glTF asset.
### GPU Scene Data