Merge pull request #12188 from hyperlogic/feature/small-anim-refactor

Remove dangerous "Use Anim Pre and Post Rotations" menu item
This commit is contained in:
Seth Alves 2018-01-17 13:41:51 -08:00 committed by GitHub
commit 33c586de60
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GPG key ID: 4AEE18F83AFDEB23
16 changed files with 6 additions and 206 deletions

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@ -574,8 +574,6 @@ Menu::Menu() {
avatar.get(), SLOT(setEnableMeshVisible(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::DisableEyelidAdjustment, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::TurnWithHead, 0, false);
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::UseAnimPreAndPostRotations, 0, true,
avatar.get(), SLOT(setUseAnimPreAndPostRotations(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableInverseKinematics, 0, true,
avatar.get(), SLOT(setEnableInverseKinematics(bool)));
addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSensorToWorldMatrix, 0, false,

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@ -194,7 +194,6 @@ namespace MenuOption {
const QString TurnWithHead = "Turn using Head";
const QString UseAudioForMouth = "Use Audio for Mouth";
const QString UseCamera = "Use Camera";
const QString UseAnimPreAndPostRotations = "Use Anim Pre and Post Rotations";
const QString VelocityFilter = "Velocity Filter";
const QString VisibleToEveryone = "Everyone";
const QString VisibleToFriends = "Friends";

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@ -1062,11 +1062,6 @@ void MyAvatar::setEnableMeshVisible(bool isEnabled) {
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
}
void MyAvatar::setUseAnimPreAndPostRotations(bool isEnabled) {
AnimClip::usePreAndPostPoseFromAnim = isEnabled;
reset(true);
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
_skeletonModel->getRig().setEnableInverseKinematics(isEnabled);
}

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@ -594,7 +594,6 @@ public slots:
bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); }
void setEnableMeshVisible(bool isEnabled);
void setUseAnimPreAndPostRotations(bool isEnabled);
void setEnableInverseKinematics(bool isEnabled);
QUrl getAnimGraphOverrideUrl() const; // thread-safe

View file

@ -13,8 +13,6 @@
#include "AnimationLogging.h"
#include "AnimUtil.h"
bool AnimClip::usePreAndPostPoseFromAnim = true;
AnimClip::AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag) :
AnimNode(AnimNode::Type::Clip, id),
_startFrame(startFrame),
@ -138,14 +136,8 @@ void AnimClip::copyFromNetworkAnim() {
if (skeletonJoint >= 0 && skeletonJoint < skeletonJointCount) {
AnimPose preRot, postRot;
if (usePreAndPostPoseFromAnim) {
preRot = animSkeleton.getPreRotationPose(animJoint);
postRot = animSkeleton.getPostRotationPose(animJoint);
} else {
// In order to support Blender, which does not have preRotation FBX support, we use the models defaultPose as the reference frame for the animations.
preRot = AnimPose(glm::vec3(1.0f), _skeleton->getRelativeBindPose(skeletonJoint).rot(), glm::vec3());
postRot = AnimPose::identity;
}
preRot = animSkeleton.getPreRotationPose(animJoint);
postRot = animSkeleton.getPostRotationPose(animJoint);
// cancel out scale
preRot.scale() = glm::vec3(1.0f);

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@ -25,8 +25,6 @@ class AnimClip : public AnimNode {
public:
friend class AnimTests;
static bool usePreAndPostPoseFromAnim;
AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag);
virtual ~AnimClip() override;

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@ -1255,7 +1255,7 @@ void AnimInverseKinematics::initConstraints() {
// / /
// O--O O--O
loadDefaultPoses(_skeleton->getRelativeBindPoses());
loadDefaultPoses(_skeleton->getRelativeDefaultPoses());
int numJoints = (int)_defaultRelativePoses.size();

View file

@ -33,7 +33,7 @@ AnimManipulator::~AnimManipulator() {
}
const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) {
return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeBindPoses());
return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeDefaultPoses());
}
const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {

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@ -56,14 +56,6 @@ int AnimSkeleton::getChainDepth(int jointIndex) const {
}
}
const AnimPose& AnimSkeleton::getAbsoluteBindPose(int jointIndex) const {
return _absoluteBindPoses[jointIndex];
}
const AnimPose& AnimSkeleton::getRelativeBindPose(int jointIndex) const {
return _relativeBindPoses[jointIndex];
}
const AnimPose& AnimSkeleton::getRelativeDefaultPose(int jointIndex) const {
return _relativeDefaultPoses[jointIndex];
}
@ -164,8 +156,6 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
_joints = joints;
_jointsSize = (int)joints.size();
// build a cache of bind poses
_absoluteBindPoses.reserve(_jointsSize);
_relativeBindPoses.reserve(_jointsSize);
// build a chache of default poses
_absoluteDefaultPoses.reserve(_jointsSize);
@ -192,28 +182,6 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
} else {
_absoluteDefaultPoses.push_back(relDefaultPose);
}
// build relative and absolute bind poses
if (_joints[i].bindTransformFoundInCluster) {
// Use the FBXJoint::bindTransform, which is absolute model coordinates
// i.e. not relative to it's parent.
AnimPose absoluteBindPose(_joints[i].bindTransform);
_absoluteBindPoses.push_back(absoluteBindPose);
if (parentIndex >= 0) {
AnimPose inverseParentAbsoluteBindPose = _absoluteBindPoses[parentIndex].inverse();
_relativeBindPoses.push_back(inverseParentAbsoluteBindPose * absoluteBindPose);
} else {
_relativeBindPoses.push_back(absoluteBindPose);
}
} else {
// use default transform instead
_relativeBindPoses.push_back(relDefaultPose);
if (parentIndex >= 0) {
_absoluteBindPoses.push_back(_absoluteBindPoses[parentIndex] * relDefaultPose);
} else {
_absoluteBindPoses.push_back(relDefaultPose);
}
}
}
for (int i = 0; i < _jointsSize; i++) {
@ -251,8 +219,6 @@ void AnimSkeleton::dump(bool verbose) const {
qCDebug(animation) << " {";
qCDebug(animation) << " index =" << i;
qCDebug(animation) << " name =" << getJointName(i);
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);
qCDebug(animation) << " absDefaultPose =" << getAbsoluteDefaultPose(i);
qCDebug(animation) << " relDefaultPose =" << getRelativeDefaultPose(i);
if (verbose) {
@ -287,8 +253,6 @@ void AnimSkeleton::dump(const AnimPoseVec& poses) const {
qCDebug(animation) << " {";
qCDebug(animation) << " index =" << i;
qCDebug(animation) << " name =" << getJointName(i);
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);
qCDebug(animation) << " absDefaultPose =" << getAbsoluteDefaultPose(i);
qCDebug(animation) << " relDefaultPose =" << getRelativeDefaultPose(i);
qCDebug(animation) << " pose =" << poses[i];

View file

@ -30,13 +30,6 @@ public:
int getNumJoints() const;
int getChainDepth(int jointIndex) const;
// absolute pose, not relative to parent
const AnimPose& getAbsoluteBindPose(int jointIndex) const;
// relative to parent pose
const AnimPose& getRelativeBindPose(int jointIndex) const;
const AnimPoseVec& getRelativeBindPoses() const { return _relativeBindPoses; }
// the default poses are the orientations of the joints on frame 0.
const AnimPose& getRelativeDefaultPose(int jointIndex) const;
const AnimPoseVec& getRelativeDefaultPoses() const { return _relativeDefaultPoses; }
@ -72,8 +65,6 @@ protected:
std::vector<FBXJoint> _joints;
int _jointsSize { 0 };
AnimPoseVec _absoluteBindPoses;
AnimPoseVec _relativeBindPoses;
AnimPoseVec _relativeDefaultPoses;
AnimPoseVec _absoluteDefaultPoses;
AnimPoseVec _relativePreRotationPoses;

View file

@ -179,7 +179,7 @@ void Rig::restoreRoleAnimation(const QString& role) {
} else {
qCWarning(animation) << "Rig::restoreRoleAnimation could not find role " << role;
}
auto statesIter = _roleAnimStates.find(role);
if (statesIter != _roleAnimStates.end()) {
_roleAnimStates.erase(statesIter);
@ -1050,52 +1050,6 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
}
}
void Rig::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
const QVector<int>& freeLineage, glm::mat4 rootTransform) {
ASSERT(false);
}
bool Rig::restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage) {
ASSERT(false);
return false;
}
float Rig::getLimbLength(int jointIndex, const QVector<int>& freeLineage,
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const {
ASSERT(false);
return 1.0f;
}
glm::quat Rig::setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority) {
ASSERT(false);
return glm::quat();
}
glm::vec3 Rig::getJointDefaultTranslationInConstrainedFrame(int jointIndex) {
ASSERT(false);
return glm::vec3();
}
glm::quat Rig::setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation, float priority, float mix) {
ASSERT(false);
return glm::quat();
}
bool Rig::getJointRotationInConstrainedFrame(int jointIndex, glm::quat& quatOut) const {
ASSERT(false);
return false;
}
void Rig::clearJointStatePriorities() {
ASSERT(false);
}
glm::quat Rig::getJointDefaultRotationInParentFrame(int jointIndex) {
ASSERT(false);
return glm::quat();
}
void Rig::updateFromEyeParameters(const EyeParameters& params) {
updateEyeJoint(params.leftEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);
updateEyeJoint(params.rightEyeJointIndex, params.modelTranslation, params.modelRotation, params.eyeLookAt, params.eyeSaccade);

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@ -172,36 +172,6 @@ public:
// Regardless of who started the animations or how many, update the joints.
void updateAnimations(float deltaTime, const glm::mat4& rootTransform, const glm::mat4& rigToWorldTransform);
// legacy
void inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
const QVector<int>& freeLineage, glm::mat4 rootTransform);
// legacy
bool restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage);
// legacy
float getLimbLength(int jointIndex, const QVector<int>& freeLineage,
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const;
// legacy
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
// legacy
glm::vec3 getJointDefaultTranslationInConstrainedFrame(int jointIndex);
// legacy
glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
float priority, float mix = 1.0f);
// legacy
bool getJointRotationInConstrainedFrame(int jointIndex, glm::quat& rotOut) const;
// legacy
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
// legacy
void clearJointStatePriorities();
void updateFromControllerParameters(const ControllerParameters& params, float dt);
void updateFromEyeParameters(const EyeParameters& params);
@ -345,7 +315,7 @@ protected:
float firstFrame;
float lastFrame;
};
struct RoleAnimState {
RoleAnimState() {}
RoleAnimState(const QString& roleId, const QString& urlIn, float fpsIn, bool loopIn, float firstFrameIn, float lastFrameIn) :

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@ -237,30 +237,14 @@ bool SkeletonModel::getRightHandPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getRightHandJointIndex(), position);
}
bool SkeletonModel::restoreLeftHandPosition(float fraction, float priority) {
return restoreJointPosition(getLeftHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getLeftShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getLeftHandJointIndex()), position);
}
float SkeletonModel::getLeftArmLength() const {
return getLimbLength(getLeftHandJointIndex());
}
bool SkeletonModel::restoreRightHandPosition(float fraction, float priority) {
return restoreJointPosition(getRightHandJointIndex(), fraction, priority);
}
bool SkeletonModel::getRightShoulderPosition(glm::vec3& position) const {
return getJointPositionInWorldFrame(getLastFreeJointIndex(getRightHandJointIndex()), position);
}
float SkeletonModel::getRightArmLength() const {
return getLimbLength(getRightHandJointIndex());
}
bool SkeletonModel::getHeadPosition(glm::vec3& headPosition) const {
return isActive() && getJointPositionInWorldFrame(getFBXGeometry().headJointIndex, headPosition);
}

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@ -57,11 +57,6 @@ public:
/// \return true whether or not the position was found
bool getRightHandPosition(glm::vec3& position) const;
/// Restores some fraction of the default position of the left hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the left hand joint was found
bool restoreLeftHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the left shoulder.
/// \return whether or not the left shoulder joint was found
bool getLeftShoulderPosition(glm::vec3& position) const;
@ -69,18 +64,10 @@ public:
/// Returns the extended length from the left hand to its last free ancestor.
float getLeftArmLength() const;
/// Restores some fraction of the default position of the right hand.
/// \param fraction the fraction of the default position to restore
/// \return whether or not the right hand joint was found
bool restoreRightHandPosition(float fraction = 1.0f, float priority = 1.0f);
/// Gets the position of the right shoulder.
/// \return whether or not the right shoulder joint was found
bool getRightShoulderPosition(glm::vec3& position) const;
/// Returns the extended length from the right hand to its first free ancestor.
float getRightArmLength() const;
/// Returns the position of the head joint.
/// \return whether or not the head was found
bool getHeadPosition(glm::vec3& headPosition) const;

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@ -1265,25 +1265,6 @@ void Model::updateClusterMatrices() {
}
}
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority) {
const FBXGeometry& geometry = getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset);
_rig.inverseKinematics(endIndex, targetPosition, targetRotation, priority, freeLineage, parentTransform);
}
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
const FBXGeometry& geometry = getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
return _rig.restoreJointPosition(jointIndex, fraction, priority, freeLineage);
}
float Model::getLimbLength(int jointIndex) const {
const FBXGeometry& geometry = getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
return _rig.getLimbLength(jointIndex, freeLineage, _scale, geometry.joints);
}
bool Model::maybeStartBlender() {
if (isLoaded()) {
const FBXGeometry& fbxGeometry = getFBXGeometry();

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@ -199,8 +199,6 @@ public:
/// Returns the index of the parent of the indexed joint, or -1 if not found.
int getParentJointIndex(int jointIndex) const;
void inverseKinematics(int jointIndex, glm::vec3 position, const glm::quat& rotation, float priority);
/// Returns the extents of the model in its bind pose.
Extents getBindExtents() const;
@ -376,16 +374,6 @@ protected:
void computeMeshPartLocalBounds();
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
/// Restores the indexed joint to its default position.
/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
/// the original position
/// \return true if the joint was found
bool restoreJointPosition(int jointIndex, float fraction = 1.0f, float priority = 0.0f);
/// Computes and returns the extended length of the limb terminating at the specified joint and starting at the joint's
/// first free ancestor.
float getLimbLength(int jointIndex) const;
/// Allow sub classes to force invalidating the bboxes
void invalidCalculatedMeshBoxes() {
_triangleSetsValid = false;