Implemented Animation Clip asset and animation controller #410

Merged
XiaoQiDigipen merged 66 commits from SP3-22-AnimationController into main 2023-03-09 16:19:40 +08:00
2 changed files with 105 additions and 81 deletions
Showing only changes of commit 43edfeb14f - Show all commits

View File

@ -23,6 +23,9 @@ of DigiPen Institute of Technology is prohibited.
#include "Assets/MeshAsset.hxx" #include "Assets/MeshAsset.hxx"
#include "Scripts/Script.hxx" #include "Scripts/Script.hxx"
#include "Scripts/ScriptStore.hxx" #include "Scripts/ScriptStore.hxx"
#include "Assets/AnimationClipAsset.hxx"
#include "Assets/AnimationControllerAsset.hxx"
#include "Assets/AnimationRigAsset.hxx"
/*-------------------------------------------------------------------------------------*/ /*-------------------------------------------------------------------------------------*/
/* File-Level Constants */ /* File-Level Constants */
@ -164,24 +167,27 @@ namespace SHADE
YAML::Node fieldNode; YAML::Node fieldNode;
// Retrieve string for the YAML // Retrieve string for the YAML
const bool PRIMITIVE_SERIALIZED = fieldInsertYaml<System::Int16 >(fieldInfo, object, fieldNode) || const bool PRIMITIVE_SERIALIZED = fieldInsertYaml<System::Int16 > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int32 >(fieldInfo, object, fieldNode) || fieldInsertYaml<System::Int32 > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Int64 >(fieldInfo, object, fieldNode) || fieldInsertYaml<System::Int64 > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt16>(fieldInfo, object, fieldNode) || fieldInsertYaml<System::UInt16> (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt32>(fieldInfo, object, fieldNode) || fieldInsertYaml<System::UInt32> (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::UInt64>(fieldInfo, object, fieldNode) || fieldInsertYaml<System::UInt64> (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Byte >(fieldInfo, object, fieldNode) || fieldInsertYaml<System::Byte > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<bool >(fieldInfo, object, fieldNode) || fieldInsertYaml<bool > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<float >(fieldInfo, object, fieldNode) || fieldInsertYaml<float > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<double >(fieldInfo, object, fieldNode) || fieldInsertYaml<double > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::Enum >(fieldInfo, object, fieldNode) || fieldInsertYaml<System::Enum > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<System::String>(fieldInfo, object, fieldNode) || fieldInsertYaml<System::String> (fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector2 >(fieldInfo, object, fieldNode) || fieldInsertYaml<Vector2 > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<Vector3 >(fieldInfo, object, fieldNode) || fieldInsertYaml<Vector3 > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<GameObject >(fieldInfo, object, fieldNode) || fieldInsertYaml<GameObject > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<FontAsset >(fieldInfo, object, fieldNode) || fieldInsertYaml<FontAsset > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<MaterialAsset >(fieldInfo, object, fieldNode) || fieldInsertYaml<MaterialAsset > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<MeshAsset >(fieldInfo, object, fieldNode); fieldInsertYaml<MeshAsset > (fieldInfo, object, fieldNode) ||
fieldInsertYaml<AnimationClipAsset> (fieldInfo, object, fieldNode) ||
fieldInsertYaml<AnimationControllerAsset>(fieldInfo, object, fieldNode) ||
fieldInsertYaml<AnimationRigAsset> (fieldInfo, object, fieldNode);
// Serialization of more complex types // Serialization of more complex types
if (!PRIMITIVE_SERIALIZED) if (!PRIMITIVE_SERIALIZED)
@ -228,24 +234,27 @@ namespace SHADE
bool SerialisationUtilities::varInsertYaml(System::Object^ object, YAML::Node& fieldNode) bool SerialisationUtilities::varInsertYaml(System::Object^ object, YAML::Node& fieldNode)
{ {
const bool INSERTED = const bool INSERTED =
varInsertYamlInternal<System::Int16 >(object, fieldNode) || varInsertYamlInternal<System::Int16 >(object, fieldNode) ||
varInsertYamlInternal<System::Int32 >(object, fieldNode) || varInsertYamlInternal<System::Int32 >(object, fieldNode) ||
varInsertYamlInternal<System::Int64 >(object, fieldNode) || varInsertYamlInternal<System::Int64 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt16>(object, fieldNode) || varInsertYamlInternal<System::UInt16 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt32>(object, fieldNode) || varInsertYamlInternal<System::UInt32 >(object, fieldNode) ||
varInsertYamlInternal<System::UInt64>(object, fieldNode) || varInsertYamlInternal<System::UInt64 >(object, fieldNode) ||
varInsertYamlInternal<System::Byte >(object, fieldNode) || varInsertYamlInternal<System::Byte >(object, fieldNode) ||
varInsertYamlInternal<bool >(object, fieldNode) || varInsertYamlInternal<bool >(object, fieldNode) ||
varInsertYamlInternal<float >(object, fieldNode) || varInsertYamlInternal<float >(object, fieldNode) ||
varInsertYamlInternal<double >(object, fieldNode) || varInsertYamlInternal<double >(object, fieldNode) ||
varInsertYamlInternal<System::Enum >(object, fieldNode) || varInsertYamlInternal<System::Enum >(object, fieldNode) ||
varInsertYamlInternal<System::String>(object, fieldNode) || varInsertYamlInternal<System::String >(object, fieldNode) ||
varInsertYamlInternal<Vector2 >(object, fieldNode) || varInsertYamlInternal<Vector2 >(object, fieldNode) ||
varInsertYamlInternal<Vector3 >(object, fieldNode) || varInsertYamlInternal<Vector3 >(object, fieldNode) ||
varInsertYamlInternal<GameObject >(object, fieldNode) || varInsertYamlInternal<GameObject >(object, fieldNode) ||
varInsertYamlInternal<FontAsset >(object, fieldNode) || varInsertYamlInternal<FontAsset >(object, fieldNode) ||
varInsertYamlInternal<MaterialAsset >(object, fieldNode) || varInsertYamlInternal<MaterialAsset >(object, fieldNode) ||
varInsertYamlInternal<MeshAsset >(object, fieldNode); varInsertYamlInternal<MeshAsset >(object, fieldNode) ||
varInsertYamlInternal<AnimationClipAsset >(object, fieldNode) ||
varInsertYamlInternal<AnimationRigAsset >(object, fieldNode) ||
varInsertYamlInternal<AnimationControllerAsset>(object, fieldNode);
return INSERTED; return INSERTED;
} }
@ -255,24 +264,27 @@ namespace SHADE
bool SerialisationUtilities::writeYamlIntoField(System::Reflection::FieldInfo^ fieldInfo, Object^ object, YAML::Node& node) bool SerialisationUtilities::writeYamlIntoField(System::Reflection::FieldInfo^ fieldInfo, Object^ object, YAML::Node& node)
{ {
const bool ASSIGNED = const bool ASSIGNED =
fieldAssignYaml<System::Int16> (fieldInfo, object, node) || fieldAssignYaml<System::Int16 >(fieldInfo, object, node) ||
fieldAssignYaml<System::Int32> (fieldInfo, object, node) || fieldAssignYaml<System::Int32 >(fieldInfo, object, node) ||
fieldAssignYaml<System::Int64> (fieldInfo, object, node) || fieldAssignYaml<System::Int64 >(fieldInfo, object, node) ||
fieldAssignYaml<System::UInt16>(fieldInfo, object, node) || fieldAssignYaml<System::UInt16 >(fieldInfo, object, node) ||
fieldAssignYaml<System::UInt32>(fieldInfo, object, node) || fieldAssignYaml<System::UInt32 >(fieldInfo, object, node) ||
fieldAssignYaml<System::UInt64>(fieldInfo, object, node) || fieldAssignYaml<System::UInt64 >(fieldInfo, object, node) ||
fieldAssignYaml<System::Byte> (fieldInfo, object, node) || fieldAssignYaml<System::Byte >(fieldInfo, object, node) ||
fieldAssignYaml<bool> (fieldInfo, object, node) || fieldAssignYaml<bool >(fieldInfo, object, node) ||
fieldAssignYaml<float> (fieldInfo, object, node) || fieldAssignYaml<float >(fieldInfo, object, node) ||
fieldAssignYaml<double> (fieldInfo, object, node) || fieldAssignYaml<double >(fieldInfo, object, node) ||
fieldAssignYaml<System::Enum> (fieldInfo, object, node) || fieldAssignYaml<System::Enum >(fieldInfo, object, node) ||
fieldAssignYaml<System::String>(fieldInfo, object, node) || fieldAssignYaml<System::String >(fieldInfo, object, node) ||
fieldAssignYaml<Vector2> (fieldInfo, object, node) || fieldAssignYaml<Vector2 >(fieldInfo, object, node) ||
fieldAssignYaml<Vector3> (fieldInfo, object, node) || fieldAssignYaml<Vector3 >(fieldInfo, object, node) ||
fieldAssignYaml<GameObject> (fieldInfo, object, node) || fieldAssignYaml<GameObject >(fieldInfo, object, node) ||
fieldAssignYaml<FontAsset> (fieldInfo, object, node) || fieldAssignYaml<FontAsset >(fieldInfo, object, node) ||
fieldAssignYaml<MaterialAsset> (fieldInfo, object, node) || fieldAssignYaml<MaterialAsset >(fieldInfo, object, node) ||
fieldAssignYaml<MeshAsset> (fieldInfo, object, node); fieldAssignYaml<MeshAsset >(fieldInfo, object, node) ||
fieldAssignYaml<AnimationClipAsset >(fieldInfo, object, node) ||
fieldAssignYaml<AnimationRigAsset >(fieldInfo, object, node) ||
fieldAssignYaml<AnimationControllerAsset>(fieldInfo, object, node);
if (!ASSIGNED) if (!ASSIGNED)
{ {
if (ReflectionUtilities::FieldIsList(fieldInfo)) if (ReflectionUtilities::FieldIsList(fieldInfo))
@ -329,24 +341,27 @@ namespace SHADE
bool SerialisationUtilities::varAssignYaml(System::Object^% object, YAML::Node& node) bool SerialisationUtilities::varAssignYaml(System::Object^% object, YAML::Node& node)
{ {
const bool DESERIALISED = const bool DESERIALISED =
varAssignYamlInternal<System::Int16> (object, node) || varAssignYamlInternal<System::Int16 >(object, node) ||
varAssignYamlInternal<System::Int32> (object, node) || varAssignYamlInternal<System::Int32 >(object, node) ||
varAssignYamlInternal<System::Int64> (object, node) || varAssignYamlInternal<System::Int64 >(object, node) ||
varAssignYamlInternal<System::UInt16>(object, node) || varAssignYamlInternal<System::UInt16 >(object, node) ||
varAssignYamlInternal<System::UInt32>(object, node) || varAssignYamlInternal<System::UInt32 >(object, node) ||
varAssignYamlInternal<System::UInt64>(object, node) || varAssignYamlInternal<System::UInt64 >(object, node) ||
varAssignYamlInternal<System::Byte> (object, node) || varAssignYamlInternal<System::Byte >(object, node) ||
varAssignYamlInternal<bool> (object, node) || varAssignYamlInternal<bool >(object, node) ||
varAssignYamlInternal<float> (object, node) || varAssignYamlInternal<float >(object, node) ||
varAssignYamlInternal<double> (object, node) || varAssignYamlInternal<double >(object, node) ||
varAssignYamlInternal<System::Enum> (object, node) || varAssignYamlInternal<System::Enum >(object, node) ||
varAssignYamlInternal<System::String>(object, node) || varAssignYamlInternal<System::String >(object, node) ||
varAssignYamlInternal<Vector2> (object, node) || varAssignYamlInternal<Vector2 >(object, node) ||
varAssignYamlInternal<Vector3> (object, node) || varAssignYamlInternal<Vector3 >(object, node) ||
varAssignYamlInternal<GameObject> (object, node) || varAssignYamlInternal<GameObject >(object, node) ||
varAssignYamlInternal<FontAsset> (object, node) || varAssignYamlInternal<FontAsset >(object, node) ||
varAssignYamlInternal<MaterialAsset> (object, node) || varAssignYamlInternal<MaterialAsset >(object, node) ||
varAssignYamlInternal<MeshAsset> (object, node); varAssignYamlInternal<MeshAsset >(object, node) ||
varAssignYamlInternal<AnimationClipAsset >(object, node) ||
varAssignYamlInternal<AnimationRigAsset >(object, node) ||
varAssignYamlInternal<AnimationControllerAsset>(object, node);
return DESERIALISED; return DESERIALISED;
} }
} }

View File

@ -60,9 +60,12 @@ namespace SHADE
{ {
fieldNode = MAX_EID; fieldNode = MAX_EID;
} }
else if constexpr (std::is_same_v<FieldType, FontAsset> || else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> || std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>) std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, AnimationClipAsset> ||
std::is_same_v<FieldType, AnimationControllerAsset> ||
std::is_same_v<FieldType, AnimationRigAsset>)
{ {
fieldNode = INVALID_ASSET_ID; fieldNode = INVALID_ASSET_ID;
} }
@ -128,9 +131,12 @@ namespace SHADE
return true; return true;
} }
} }
else if constexpr (std::is_same_v<FieldType, FontAsset> || else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> || std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>) std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, AnimationClipAsset> ||
std::is_same_v<FieldType, AnimationControllerAsset> ||
std::is_same_v<FieldType, AnimationRigAsset>)
{ {
if (object->GetType() == FieldType::typeid) if (object->GetType() == FieldType::typeid)
{ {
@ -254,9 +260,12 @@ namespace SHADE
const uint32_t EID = node.as<uint32_t>(); const uint32_t EID = node.as<uint32_t>();
object = (EID == MAX_EID ? GameObject() : GameObject(EID)); object = (EID == MAX_EID ? GameObject() : GameObject(EID));
} }
else if constexpr (std::is_same_v<FieldType, FontAsset> || else if constexpr (std::is_same_v<FieldType, FontAsset> ||
std::is_same_v<FieldType, MaterialAsset> || std::is_same_v<FieldType, MaterialAsset> ||
std::is_same_v<FieldType, MeshAsset>) std::is_same_v<FieldType, MeshAsset> ||
std::is_same_v<FieldType, AnimationClipAsset> ||
std::is_same_v<FieldType, AnimationControllerAsset> ||
std::is_same_v<FieldType, AnimationRigAsset>)
{ {
if (object->GetType() == FieldType::typeid) if (object->GetType() == FieldType::typeid)
{ {