I am trying to implement skeletal animation in OpenGL. At this stage, I am trying to have my bone system deform a mesh. I believe the problem is with how I create the matrix Bone::getMatrix().
Background:
Each bone has an offset to it's parent, and if a bone does not have a parent the offset will instead be the world position of the entire skeleton. A collection of bones comprise a skeleton. Currently, for testing purposes, I have 3 bones in a skeleton deforming a skinned mesh.
Again, the issue is that when deforming the mesh, the visual result does not produce the desired effect.
Code:
glm::mat4 Bone::getMatrix(){
Bone* parent = getParent();
glm::mat4 rot = glm::mat4(1.0f);
glm::mat4 trans= glm::mat4(1.0f);
glm::vec3 orient = getOrientation();
//Create Rotation Matrix;
rot *= glm::rotate(orient.x,1.0f,0.0f,0.0f);
rot *= glm::rotate(orient.y,0.0f,1.0f,0.0f);
rot *= glm::rotate(orient.z,0.0f,0.0f,1.0f);
//Create Translation Matrix
if(parent != nullptr){
glm::vec3 OFF = offset;
trans = glm::translate(OFF.x,OFF.y,OFF.z);
}else{
glm::vec3 pos = getPosition();
//trans = glm::translate(pos.x,pos.y,pos.z);
}
glm::mat4 PM = glm::mat4(1.0f);
if(parent != nullptr){
PM *= glm::inverse( parent->getMatrix() );
}else{
}
return PM * trans * rot ;
}
Deforming the mesh:
void Armature::draw(const float& dt){
if(mesh == nullptr){
postMsg("reference copy to mesh is nullptr","draw",34);
return;
}
ArrayVertex3* mesh_Vertex = mesh->getVertex3();
ArrayVertex3 render_vertex;
if(mesh_Vertex == nullptr){
postMsg("mesh vertex structure is null during draw","draw",30);
}else{
render_vertex.reserve(mesh_Vertex->size());
}
int i=0,j=0,k=0;
glPushMatrix();
glTranslatef(10,0,0);
glBegin(GL_POINTS);
for( i =0; i<this->getBoneCount(); i++){
glVertex3fv( glm::value_ptr( glm::vec3( glm::vec4() * getBone(i)->getMatrix() ) ));
}
glEnd();
glBegin(GL_LINES);
for( i =1; i<this->getBoneCount(); i++){
// glVertex3fv( glm::value_ptr(getBone(i)->getTranslationMatrix() * glm::mat3(getBone(i)->getRotationMatrix()) ));
// glVertex3fv( glm::value_ptr(getBone(i-1)->getTranslationMatrix() * glm::mat3(getBone(i-1)->getRotationMatrix()) ));
}
glEnd();
glPopMatrix();
//Loop all vertices
for( i = 0 ; i < int(mesh->getNumberVertexes()); i ++){
render_vertex[i].vtx = glm::vec3(0.0f, 0.0f, 0.0f);
int inf_count = (*mesh_Vertex)[i].numInfluences;
//Loop all this vertices influences
for( j=0; j < inf_count; j ++){
Bone *bone = getBone( (*mesh_Vertex)[i].boneIDs[j] );
float weight = (*mesh_Vertex)[i].boneWeights[j];
glm::vec4 original_vert = glm::vec4((*mesh_Vertex)[i].vtx,1.0f);
glm::vec4 original_norm = glm::vec4((*mesh_Vertex)[i].norm,0.0f);
glm::vec3 T = bone->getTranslationMatrix();
render_vertex[i].vtx += glm::vec3( bone->getMatrix() * original_vert ) * (weight) ;
//Transform normal
render_vertex[i].norm = glm::vec3( bone->getRotationMatrix() * original_norm ) ;
}
(*mesh_Vertex)[i].vtx = render_vertex[i].vtx;
(*mesh_Vertex)[i].norm = glm::normalize(render_vertex[i].norm);
}
}
Result

The rotation is not done according to its joint location