Ammar Askar
becb9815e3
Fix inverse kinematics for legs.
...
Some animations change the root_trans and root_rot bones and these
were causing the IK feet goals to get out-of-sync with the model.
Adding a RigTransform is the recommended way to handle this in the
unity's animation rigging package.
2023-08-21 18:37:45 -04:00
Nahuel Rocchetti
b531dad192
Comment VMTest
2023-08-21 19:06:44 -03:00
Nahuel Rocchetti
1092566421
Fix sleep, implement test
2023-08-21 19:03:56 -03:00
Nahuel Rocchetti
7eada145c8
Implement simantics primitive registry
2023-08-21 18:23:20 -03:00
Nahuel Rocchetti
da18fc787f
Update VMExpressionPrimitive.cs
2023-08-21 18:16:10 -03:00
Nahuel Rocchetti
c1d99422e9
Implement data sources
2023-08-21 17:56:58 -03:00
Nahuel Rocchetti
4daccae598
Document data sources
2023-08-21 17:39:38 -03:00
Ammar Askar
5e71afef64
Add gizmos around IK target positions to make animation debugging easier
2023-08-21 15:43:06 -04:00
Nahuel Rocchetti
f72520d0d2
Refactor VM exit codes, implement VM logic
2023-08-21 16:11:44 -03:00
Nahuel Rocchetti
6009d9f121
Start implementing primitives and entities
2023-08-21 13:41:18 -03:00
Nahuel Rocchetti
2bb732b4d6
Basic BHAV reading code
2023-08-21 12:59:44 -03:00
Ammar Askar
862dfe0f14
Add temporary hack for IK animations with hands by mirroring them
2023-08-21 00:39:35 -04:00
Ammar Askar
c237c9c291
Store data from cBoneDataExtension blocks
2023-08-20 23:55:10 -04:00
Ammar Askar
2b1c37b91f
Use 2-bone ik constraints for all IKs
2023-08-20 23:37:17 -04:00
Ammar Askar
60578789af
Load skeleton first for sims, fix IK chains for arms
2023-08-20 22:41:32 -04:00
Ammar Askar
73e06f09cc
Start loading IK chains from animations into sim
2023-08-20 19:04:44 -04:00
Ammar Askar
c4bc83fe97
Add test scene for sims animation rigging
2023-08-20 13:09:25 -04:00
Ammar Askar
69922d956c
Store Inverse-Kinematics chain data from animations
2023-08-19 22:58:58 -04:00
Ammar Askar
cd2f968ed5
Add animation rigging package for inverse kinematics
2023-08-19 10:46:36 -04:00
Ammar Askar
979da1a147
Add ability to render multiple scenegraph resources to a single ScenegraphComponent
2023-08-19 10:44:52 -04:00
Ammar Askar
4685e52efd
Add a SimCharacterComponent class and handle 1F animation channels
2023-08-19 02:37:50 -04:00
Ammar Askar
9dd80da480
Fix accidentally un-commited files in refactor
2023-08-18 19:12:35 -04:00
Ammar Askar
462e7fdd16
Move ScenegraphComponent to components folder
2023-08-18 19:02:39 -04:00
Ammar Askar
060dc588c8
Change byte array to ReadOnlyList in texture asset class
2023-08-18 01:05:44 -04:00
Ammar Askar
0f88ae3bd9
Fix bug where BGR textures were loaded as RGB
2023-08-18 01:05:11 -04:00
Ammar Askar
da3165d602
Add work-in-progress cLightRefNode rendering
2023-08-17 17:55:11 -04:00
Ammar Askar
77c490f858
Render sub-components of cShapeRef in scenegraph
2023-08-17 17:41:48 -04:00
Ammar Askar
dfdb07f4b9
Fix tangent values for animations
2023-08-17 16:42:00 -04:00
Nahuel Rocchetti
caf0e655fb
Merge pull request #48 from riperiperi/perf/reia
...
Improve performance of REIA decoding
2023-08-16 18:07:13 -03:00
riperiperi
d1fc4bfc79
Improve performance of REIA decoding
...
The REIA decoder was performing a lot of crops and copies using Texture2D containers, which was slowing down decoding significantly.
The enumerator now remembers frame data and modifies it in place when new frames are requested. It only needs a working array to decode block data into before it's added to the result.
The mode where it creates a new texture for each frame still works. Here's how decoding the whole startup animation into textures compares:
before:
REIA (800x600 153 frames) took 4.657419s
after:
REIA (800x600 153 frames) took 0.8785773s
I'm not sure how much time creating each of the textures takes, it's probably faster when just setting data to the same one repeatedly.
2023-08-16 20:08:35 +01:00
Ammar Askar
99e43f21ac
Fix bug with rendering some scenegraph components
2023-08-16 00:18:39 -04:00
Ammar Askar
12c875deba
Start animating blend/morph shapes
2023-08-16 00:14:35 -04:00
Ammar Askar
6df4f8b9dc
Fix fixed point deserialization in animations
2023-08-15 22:19:45 -04:00
Ammar Askar
3662299bd4
Add recliner chair for animation testing
2023-08-15 14:04:45 -04:00
Ammar Askar
52950a16ca
Disable discontinuous tangent values in animations
2023-08-15 13:46:44 -04:00
Ammar Askar
4113d74795
Change how in/out tangents are handled
2023-08-15 13:38:44 -04:00
Ammar Askar
8c6b8e109f
Temporarily working animations! No tangents yet
2023-08-15 11:55:33 -04:00
Ammar Askar
db88f1f4f5
Fix animation rotation channels
2023-08-15 11:46:22 -04:00
Ammar Askar
130dd93a86
Add work in progress animation to scenegraph component
2023-08-15 01:15:21 -04:00
Ammar Askar
f7808e12ad
Convert keyframe data to floats
2023-08-14 23:42:12 -04:00
Ammar Askar
d26e9e8f7a
Start testing anim files
2023-08-14 13:10:37 -04:00
Ammar Askar
a27a8deced
Document more of the animation format
2023-08-14 12:34:01 -04:00
Ammar Askar
956c3da7a6
Fix bug where some bones weren't being assigned
2023-08-14 00:56:25 -04:00
Ammar Askar
818f239526
Add Animation component to scenegraphs with bones/morphs
2023-08-13 22:58:37 -04:00
Ammar Askar
131023aeab
Bind bones and bind poses to models
2023-08-13 22:26:27 -04:00
Ammar Askar
31faedf256
Refactor scenegraph rendering code into its own MonoBehaviour
2023-08-13 21:52:44 -04:00
Ammar Askar
ce70486e7f
Hold scenegraph bone ids and bind poses for use after rendering scenegraph
2023-08-13 21:32:35 -04:00
Ammar Askar
f421d19e62
Refactor ScenegraphModelAsset for bones work
2023-08-13 21:06:18 -04:00
Ammar Askar
a217247086
Start loading bones from gmdc
2023-08-13 20:40:30 -04:00
Ammar Askar
838b3f2e95
Fix another bug with DXT3 conversion.
...
Maybe we should switch to a library at this point.
2023-08-13 15:13:31 -04:00