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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@@ -81,7 +81,33 @@ Docs: `docs/Scene.md`
- `bool setGLTFInstanceAnimationLoop(const std::string &instanceName, bool loop);`
- Notes:
- All functions return `bool` indicating whether the named scene/instance exists.
- `SceneManager::update_scene()` advances active animations each frame using engine delta time.
- Animation state is **independent per scene and per instance**:
- Each named scene has its own `AnimationState`.
- Each glTF instance has its own `AnimationState`, even when sharing the same `LoadedGLTF`.
- An index `< 0` (e.g. `-1`) disables animation for that scene/instance (pose is frozen at the last evaluated state).
- `SceneManager::update_scene()` advances each active animation state every frame using engine delta time.
### PerInstance Node / Joint Control (NonSkinned)
For rigid models and simple “joints” (e.g. flaps, doors, turrets), you can apply localspace pose offsets to individual glTF nodes per instance:
- `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);`
Typical usage:
- Use glTF animation for the base motion (e.g. gear deployment).
- Layer gamedriven offsets on top for perinstance control:
```cpp
// Rotate a control surface on one aircraft instance
glm::mat4 offset =
glm::rotate(glm::mat4(1.f),
glm::radians(aileronDegrees),
glm::vec3(1.f, 0.f, 0.f));
sceneMgr->setGLTFInstanceNodeOffset("plane01", "LeftAileron", offset);
```
### Point Lights
@@ -163,4 +189,3 @@ These are primarily debug/editor features but can be kept in a game build to pro
- Pointlight editor UI built on `SceneManager` light APIs.
- Object gizmo (ImGuizmo):
- Uses last pick / hover pick as the current target and manipulates transforms via `setMeshInstanceTransform` / `setGLTFInstanceTransform`.

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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

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@@ -1044,9 +1044,56 @@ void VulkanEngine::init_pipelines()
metalRoughMaterial.build_pipelines(this);
}
namespace
{
// Rebuild a node's world transform in glTF local space, layering per-instance
// local offsets on top of the base localTransform at each node in the chain.
glm::mat4 build_node_world_with_overrides(const Node *node,
const std::unordered_map<const Node*, glm::mat4> &overrides)
{
if (!node)
{
return glm::mat4(1.0f);
}
std::vector<const Node*> chain;
const Node *cur = node;
while (cur)
{
chain.push_back(cur);
std::shared_ptr<Node> parent = cur->parent.lock();
cur = parent ? parent.get() : nullptr;
}
glm::mat4 world(1.0f);
for (auto it = chain.rbegin(); it != chain.rend(); ++it)
{
const Node *n = *it;
glm::mat4 local = n->localTransform;
auto ovIt = overrides.find(n);
if (ovIt != overrides.end())
{
// Layer the override in local space for this instance.
local = local * ovIt->second;
}
world = world * local;
}
return world;
}
}
void MeshNode::Draw(const glm::mat4 &topMatrix, DrawContext &ctx)
{
glm::mat4 nodeMatrix = topMatrix * worldTransform;
glm::mat4 nodeMatrix;
if (ctx.gltfNodeLocalOverrides && !ctx.gltfNodeLocalOverrides->empty())
{
glm::mat4 world = build_node_world_with_overrides(this, *ctx.gltfNodeLocalOverrides);
nodeMatrix = topMatrix * world;
}
else
{
nodeMatrix = topMatrix * worldTransform;
}
if (!mesh)
{

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@@ -832,12 +832,8 @@ std::optional<std::shared_ptr<LoadedGLTF> > loadGltf(VulkanEngine *engine, std::
}
}
if (!file.animations.empty())
{
file.activeAnimation = 0;
file.animationTime = 0.0f;
file.animationLoop = true;
}
// Default animation state is now owned by SceneManager per static scene / instance.
// LoadedGLTF only stores shared animation clips.
}
// We no longer need glTF-owned buffer payloads; free any large vectors
@@ -896,62 +892,72 @@ void LoadedGLTF::refreshAllTransforms()
}
}
void LoadedGLTF::setActiveAnimation(int index, bool resetTime)
void LoadedGLTF::setActiveAnimation(AnimationState &state, int index, bool resetTime)
{
if (animations.empty())
{
activeAnimation = -1;
state.activeAnimation = -1;
return;
}
if (index < 0 || index >= static_cast<int>(animations.size()))
if (index < 0)
{
state.activeAnimation = -1;
if (resetTime)
{
state.animationTime = 0.0f;
}
return;
}
if (index >= static_cast<int>(animations.size()))
{
index = 0;
}
activeAnimation = index;
state.activeAnimation = index;
if (resetTime)
{
animationTime = 0.0f;
state.animationTime = 0.0f;
}
}
void LoadedGLTF::setActiveAnimation(const std::string &name, bool resetTime)
void LoadedGLTF::setActiveAnimation(AnimationState &state, const std::string &name, bool resetTime)
{
for (size_t i = 0; i < animations.size(); ++i)
{
if (animations[i].name == name)
{
setActiveAnimation(static_cast<int>(i), resetTime);
setActiveAnimation(state, static_cast<int>(i), resetTime);
return;
}
}
}
void LoadedGLTF::updateAnimation(float dt)
void LoadedGLTF::updateAnimation(float dt, AnimationState &state)
{
if (animations.empty()) return;
if (activeAnimation < 0 || activeAnimation >= static_cast<int>(animations.size())) return;
if (state.activeAnimation < 0 || state.activeAnimation >= static_cast<int>(animations.size())) return;
if (dt <= 0.0f) return;
Animation &clip = animations[activeAnimation];
Animation &clip = animations[state.activeAnimation];
if (clip.duration <= 0.0f) return;
animationTime += dt;
if (animationLoop)
state.animationTime += dt;
if (state.animationLoop)
{
animationTime = std::fmod(animationTime, clip.duration);
if (animationTime < 0.0f)
state.animationTime = std::fmod(state.animationTime, clip.duration);
if (state.animationTime < 0.0f)
{
animationTime += clip.duration;
state.animationTime += clip.duration;
}
}
else if (animationTime > clip.duration)
else if (state.animationTime > clip.duration)
{
animationTime = clip.duration;
state.animationTime = clip.duration;
}
float t = animationTime;
float t = state.animationTime;
for (auto &ch: clip.channels)
{

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@@ -98,20 +98,24 @@ struct LoadedGLTF : public IRenderable
std::vector<AnimationChannel> channels;
};
std::vector<Animation> animations;
struct AnimationState
{
int activeAnimation = -1;
float animationTime = 0.f;
bool animationLoop = true;
};
std::vector<Animation> animations;
// Optional debug name (e.g., key used when loaded into SceneManager)
std::string debugName;
// Animation helpers
void updateAnimation(float dt);
void updateAnimation(float dt, AnimationState &state);
void refreshAllTransforms();
std::shared_ptr<Node> getNode(const std::string &name);
void setActiveAnimation(int index, bool resetTime = true);
void setActiveAnimation(const std::string &name, bool resetTime = true);
void setActiveAnimation(AnimationState &state, int index, bool resetTime = true);
void setActiveAnimation(AnimationState &state, const std::string &name, bool resetTime = true);
~LoadedGLTF()
{

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@@ -123,6 +123,7 @@ void SceneManager::update_scene()
mainDrawContext.OpaqueSurfaces.clear();
mainDrawContext.TransparentSurfaces.clear();
mainDrawContext.nextID = 1;
mainDrawContext.gltfNodeLocalOverrides = nullptr;
mainCamera.update();
@@ -140,30 +141,6 @@ void SceneManager::update_scene()
dt = 0.1f;
}
// Advance glTF animations once per unique LoadedGLTF
if (dt > 0.f)
{
std::unordered_set<LoadedGLTF *> animatedScenes;
auto updateSceneAnim = [&](std::shared_ptr<LoadedGLTF> &scene) {
if (!scene) return;
LoadedGLTF *ptr = scene.get();
if (animatedScenes.insert(ptr).second)
{
ptr->updateAnimation(dt);
}
};
for (auto &[name, scene] : loadedScenes)
{
updateSceneAnim(scene);
}
for (auto &[name, inst] : dynamicGLTFInstances)
{
updateSceneAnim(inst.scene);
}
}
auto tagOwner = [&](RenderObject::OwnerType type, const std::string &name,
size_t opaqueBegin, size_t transpBegin)
{
@@ -179,29 +156,57 @@ void SceneManager::update_scene()
}
};
// Draw all loaded GLTF scenes (static world)
// Draw all loaded GLTF scenes (static world), advancing their independent animation states.
for (auto &[name, scene] : loadedScenes)
{
if (scene)
if (!scene)
{
const size_t opaqueStart = mainDrawContext.OpaqueSurfaces.size();
const size_t transpStart = mainDrawContext.TransparentSurfaces.size();
scene->Draw(glm::mat4{1.f}, mainDrawContext);
tagOwner(RenderObject::OwnerType::StaticGLTF, name, opaqueStart, transpStart);
}
continue;
}
// dynamic GLTF instances
for (const auto &kv: dynamicGLTFInstances)
{
const GLTFInstance &inst = kv.second;
if (inst.scene)
// Advance this scene's animation state (independent of instances).
if (dt > 0.f)
{
auto &animState = sceneAnimations[name];
scene->updateAnimation(dt, animState);
}
const size_t opaqueStart = mainDrawContext.OpaqueSurfaces.size();
const size_t transpStart = mainDrawContext.TransparentSurfaces.size();
inst.scene->Draw(inst.transform, mainDrawContext);
tagOwner(RenderObject::OwnerType::GLTFInstance, kv.first, opaqueStart, transpStart);
mainDrawContext.gltfNodeLocalOverrides = nullptr;
scene->Draw(glm::mat4{1.f}, mainDrawContext);
mainDrawContext.gltfNodeLocalOverrides = nullptr;
tagOwner(RenderObject::OwnerType::StaticGLTF, name, opaqueStart, transpStart);
}
// dynamic GLTF instances (each with its own animation state)
for (auto &kv : dynamicGLTFInstances)
{
GLTFInstance &inst = kv.second;
if (!inst.scene)
{
continue;
}
if (dt > 0.f)
{
inst.scene->updateAnimation(dt, inst.animation);
}
const size_t opaqueStart = mainDrawContext.OpaqueSurfaces.size();
const size_t transpStart = mainDrawContext.TransparentSurfaces.size();
// Enable per-instance node pose overrides while drawing this instance.
if (!inst.nodeLocalOverrides.empty())
{
mainDrawContext.gltfNodeLocalOverrides = &inst.nodeLocalOverrides;
}
else
{
mainDrawContext.gltfNodeLocalOverrides = nullptr;
}
inst.scene->Draw(inst.transform, mainDrawContext);
mainDrawContext.gltfNodeLocalOverrides = nullptr;
tagOwner(RenderObject::OwnerType::GLTFInstance, kv.first, opaqueStart, transpStart);
}
// Default primitives are added as dynamic instances by the engine.
@@ -371,7 +376,21 @@ void SceneManager::loadScene(const std::string &name, std::shared_ptr<LoadedGLTF
{
scene->debugName = name;
}
loadedScenes[name] = std::move(scene);
loadedScenes[name] = scene;
// Initialize default animation state for this named scene (play first clip if present).
if (scene && !scene->animations.empty())
{
LoadedGLTF::AnimationState st{};
st.activeAnimation = 0;
st.animationTime = 0.0f;
st.animationLoop = true;
sceneAnimations[name] = st;
}
else
{
sceneAnimations.erase(name);
}
}
std::shared_ptr<LoadedGLTF> SceneManager::getScene(const std::string &name)
@@ -400,6 +419,7 @@ void SceneManager::cleanup()
// Drop our references to GLTF scenes. Their destructors call clearAll()
// exactly once to release GPU resources.
loadedScenes.clear();
sceneAnimations.clear();
loadedNodes.clear();
}
@@ -453,7 +473,16 @@ void SceneManager::addGLTFInstance(const std::string &name, std::shared_ptr<Load
fmt::println("[SceneManager] addGLTFInstance '{}' (scene='{}')",
name,
scene->debugName.empty() ? "<unnamed>" : scene->debugName.c_str());
dynamicGLTFInstances[name] = GLTFInstance{std::move(scene), transform};
GLTFInstance inst{};
inst.scene = std::move(scene);
inst.transform = transform;
if (inst.scene && !inst.scene->animations.empty())
{
inst.animation.activeAnimation = 0;
inst.animation.animationTime = 0.0f;
inst.animation.animationLoop = true;
}
dynamicGLTFInstances[name] = std::move(inst);
}
bool SceneManager::removeGLTFInstance(const std::string &name)
@@ -519,6 +548,71 @@ void SceneManager::clearGLTFInstances()
pendingGLTFRelease.size());
}
bool SceneManager::setGLTFInstanceNodeOffset(const std::string &instanceName,
const std::string &nodeName,
const glm::mat4 &offset)
{
auto it = dynamicGLTFInstances.find(instanceName);
if (it == dynamicGLTFInstances.end())
{
return false;
}
GLTFInstance &inst = it->second;
if (!inst.scene)
{
return false;
}
auto nodePtr = inst.scene->getNode(nodeName);
if (!nodePtr)
{
return false;
}
inst.nodeLocalOverrides[nodePtr.get()] = offset;
return true;
}
bool SceneManager::clearGLTFInstanceNodeOffset(const std::string &instanceName,
const std::string &nodeName)
{
auto it = dynamicGLTFInstances.find(instanceName);
if (it == dynamicGLTFInstances.end())
{
return false;
}
GLTFInstance &inst = it->second;
if (!inst.scene)
{
return false;
}
auto nodePtr = inst.scene->getNode(nodeName);
if (!nodePtr)
{
return false;
}
auto ovIt = inst.nodeLocalOverrides.find(nodePtr.get());
if (ovIt == inst.nodeLocalOverrides.end())
{
return false;
}
inst.nodeLocalOverrides.erase(ovIt);
return true;
}
void SceneManager::clearGLTFInstanceNodeOffsets(const std::string &instanceName)
{
auto it = dynamicGLTFInstances.find(instanceName);
if (it == dynamicGLTFInstances.end())
{
return;
}
it->second.nodeLocalOverrides.clear();
}
bool SceneManager::setSceneAnimation(const std::string &sceneName, int animationIndex, bool resetTime)
{
auto it = loadedScenes.find(sceneName);
@@ -527,7 +621,8 @@ bool SceneManager::setSceneAnimation(const std::string &sceneName, int animation
return false;
}
it->second->setActiveAnimation(animationIndex, resetTime);
auto &animState = sceneAnimations[sceneName];
it->second->setActiveAnimation(animState, animationIndex, resetTime);
return true;
}
@@ -539,7 +634,8 @@ bool SceneManager::setSceneAnimation(const std::string &sceneName, const std::st
return false;
}
it->second->setActiveAnimation(animationName, resetTime);
auto &animState = sceneAnimations[sceneName];
it->second->setActiveAnimation(animState, animationName, resetTime);
return true;
}
@@ -551,7 +647,8 @@ bool SceneManager::setSceneAnimationLoop(const std::string &sceneName, bool loop
return false;
}
it->second->animationLoop = loop;
auto &animState = sceneAnimations[sceneName];
animState.animationLoop = loop;
return true;
}
@@ -563,7 +660,8 @@ bool SceneManager::setGLTFInstanceAnimation(const std::string &instanceName, int
return false;
}
it->second.scene->setActiveAnimation(animationIndex, resetTime);
LoadedGLTF::AnimationState &animState = it->second.animation;
it->second.scene->setActiveAnimation(animState, animationIndex, resetTime);
return true;
}
@@ -575,7 +673,8 @@ bool SceneManager::setGLTFInstanceAnimation(const std::string &instanceName, con
return false;
}
it->second.scene->setActiveAnimation(animationName, resetTime);
LoadedGLTF::AnimationState &animState = it->second.animation;
it->second.scene->setActiveAnimation(animState, animationName, resetTime);
return true;
}
@@ -587,6 +686,6 @@ bool SceneManager::setGLTFInstanceAnimationLoop(const std::string &instanceName,
return false;
}
it->second.scene->animationLoop = loop;
it->second.animation.animationLoop = loop;
return true;
}

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@@ -50,6 +50,9 @@ struct DrawContext
std::vector<RenderObject> TransparentSurfaces;
// Monotonic counter used to assign stable per-frame object IDs.
uint32_t nextID = 1;
// Optional per-instance glTF node local overrides (additive layer in local space).
// When non-null, MeshNode::Draw will rebuild world transforms using these offsets.
const std::unordered_map<const Node*, glm::mat4> *gltfNodeLocalOverrides = nullptr;
};
class SceneManager
@@ -105,6 +108,10 @@ public:
{
std::shared_ptr<LoadedGLTF> scene;
glm::mat4 transform{1.f};
LoadedGLTF::AnimationState animation;
// Per-instance local-space pose offsets for nodes in this glTF scene.
// The offset matrix is post-multiplied onto the node's localTransform.
std::unordered_map<const Node*, glm::mat4> nodeLocalOverrides;
};
void addGLTFInstance(const std::string &name, std::shared_ptr<LoadedGLTF> scene,
@@ -113,6 +120,14 @@ public:
bool getGLTFInstanceTransform(const std::string &name, glm::mat4 &outTransform);
bool setGLTFInstanceTransform(const std::string &name, const glm::mat4 &transform);
void clearGLTFInstances();
// Per-instance glTF node pose overrides (local-space, layered on top of animation/base TRS).
// 'offset' is post-multiplied onto the node's localTransform for this instance only.
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);
// Animation control helpers (glTF)
// Note: a LoadedGLTF may be shared by multiple instances; changing
@@ -167,6 +182,8 @@ private:
std::vector<PointLight> pointLights;
std::unordered_map<std::string, std::shared_ptr<LoadedGLTF> > loadedScenes;
// Per-named static glTF scene animation state (independent of instances).
std::unordered_map<std::string, LoadedGLTF::AnimationState> sceneAnimations;
std::unordered_map<std::string, std::shared_ptr<Node> > loadedNodes;
std::unordered_map<std::string, MeshInstance> dynamicMeshInstances;
std::unordered_map<std::string, GLTFInstance> dynamicGLTFInstances;