mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-07 08:55:43 +02:00
Added true boneSets to AnimOverlay.
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parent
1f8c8adbd6
commit
c3fc37df18
6 changed files with 168 additions and 16 deletions
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@ -53,6 +53,7 @@
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#include "AnimSkeleton.h"
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#include "AnimClip.h"
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#include "AnimBlendLinear.h"
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#include "AnimOverlay.h"
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using namespace std;
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@ -152,10 +153,12 @@ void MyAvatar::update(float deltaTime) {
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if (_animNode) {
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static float t = 0.0f;
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/*
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auto blend = std::static_pointer_cast<AnimBlendLinear>(_animNode);
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blend->setAlpha(0.5f * sin(t) + 0.5f);
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*/
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t += deltaTime;
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_animNode->evaluate(deltaTime);
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_animNode->evaluate(deltaTime);
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}
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if (_referential) {
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@ -1220,13 +1223,13 @@ void MyAvatar::setupNewAnimationSystem() {
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AnimPose xform(_skeletonModel.getScale(), glm::quat(), _skeletonModel.getOffset());
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AnimDebugDraw::getInstance().addSkeleton("my-avatar", skeleton, xform);
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// create a blend node
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auto blend = make_shared<AnimBlendLinear>("blend", 0.5f);
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// create a overlay node
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auto overlay = make_shared<AnimOverlay>("overlay", AnimOverlay::UpperBodyBoneSet);
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auto idle = make_shared<AnimClip>("clip", "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx", 0.0f, 90.0f, 1.0f, true);
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auto walk = make_shared<AnimClip>("clip", "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_walk.fbx", 0.0f, 28.0f, 1.0f, true);
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blend->addChild(idle);
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blend->addChild(walk);
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_animNode = blend;
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overlay->addChild(idle);
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overlay->addChild(walk);
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_animNode = overlay;
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_animNode->setSkeleton(skeleton);
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xform.trans.z += 1.0f;
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AnimDebugDraw::getInstance().addAnimNode("blend", _animNode, xform);
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@ -61,14 +61,14 @@ public:
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}
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int getChildCount() const { return (int)_children.size(); }
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void setSkeleton(AnimSkeleton::Pointer skeleton) {
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void setSkeleton(const AnimSkeleton::Pointer skeleton) {
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setSkeletonInternal(skeleton);
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for (auto&& child : _children) {
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child->setSkeletonInternal(skeleton);
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}
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}
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AnimSkeleton::Pointer getSkeleton() const { return _skeleton; }
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AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
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virtual ~AnimNode() {}
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@ -79,7 +79,7 @@ public:
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protected:
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virtual void setSkeletonInternal(AnimSkeleton::Pointer skeleton) {
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virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
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_skeleton = skeleton;
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}
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@ -89,7 +89,7 @@ protected:
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Type _type;
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std::string _id;
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std::vector<AnimNode::Pointer> _children;
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AnimSkeleton::Pointer _skeleton;
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AnimSkeleton::ConstPointer _skeleton;
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// no copies
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AnimNode(const AnimNode&) = delete;
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@ -176,7 +176,7 @@ static AnimNode::Pointer loadOverlayNode(const QJsonObject& jsonObj, const QStri
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auto boneSetEnum = stringToBoneSetEnum(boneSet);
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if (boneSetEnum == AnimOverlay::NumBoneSets) {
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qCCritical(animation) << "AnimNodeLoader, unknown bone set =" << boneSet << ", defaulting to \"fullBody\", url =" << jsonUrl;
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boneSetEnum = AnimOverlay::FullBody;
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boneSetEnum = AnimOverlay::FullBodyBoneSet;
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}
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return std::make_shared<AnimBlendLinear>(id.toStdString(), boneSetEnum);
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@ -9,13 +9,32 @@
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#include "AnimOverlay.h"
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#include "AnimUtil.h"
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#include <queue>
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AnimOverlay::AnimOverlay(const std::string& id, BoneSet boneSet) :
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AnimNode(AnimNode::OverlayType, id),
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_boneSet(boneSet) {
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AnimNode(AnimNode::OverlayType, id), _boneSet(boneSet) {
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}
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AnimOverlay::~AnimOverlay() {
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}
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void AnimOverlay::setBoneSet(BoneSet boneSet) {
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_boneSet = boneSet;
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assert(_skeleton);
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switch (boneSet) {
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case FullBodyBoneSet: buildFullBodyBoneSet(); break;
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case UpperBodyBoneSet: buildUpperBodyBoneSet(); break;
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case LowerBodyBoneSet: buildLowerBodyBoneSet(); break;
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case RightArmBoneSet: buildRightArmBoneSet(); break;
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case LeftArmBoneSet: buildLeftArmBoneSet(); break;
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case AboveTheHeadBoneSet: buildAboveTheHeadBoneSet(); break;
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case BelowTheHeadBoneSet: buildBelowTheHeadBoneSet(); break;
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case HeadOnlyBoneSet: buildHeadOnlyBoneSet(); break;
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case SpineOnlyBoneSet: buildSpineOnlyBoneSet(); break;
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default:
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case EmptyBoneSet: buildEmptyBoneSet(); break;
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}
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}
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const std::vector<AnimPose>& AnimOverlay::evaluate(float dt) {
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@ -25,12 +44,128 @@ const std::vector<AnimPose>& AnimOverlay::evaluate(float dt) {
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if (underPoses.size() > 0 && underPoses.size() == overPoses.size()) {
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_poses.resize(underPoses.size());
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assert(_boneSetVec.size() == _poses.size());
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for (size_t i = 0; i < _poses.size(); i++) {
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float alpha = 1.0f; // TODO: PULL from boneSet
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float alpha = _boneSetVec[i]; // TODO: PULL from boneSet
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blend(1, &underPoses[i], &overPoses[i], alpha, &_poses[i]);
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}
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}
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}
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return _poses;
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}
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template <typename Func>
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void for_each_child_joint(AnimSkeleton::ConstPointer skeleton, int startJoint, Func f) {
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std::queue<int> q;
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q.push(startJoint);
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while(q.size() > 0) {
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int jointIndex = q.front();
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for (int i = 0; i < skeleton->getNumJoints(); i++) {
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if (jointIndex == skeleton->getParentIndex(i)) {
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f(i);
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q.push(i);
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}
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}
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q.pop();
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}
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}
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void AnimOverlay::buildFullBodyBoneSet() {
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assert(_skeleton);
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_boneSetVec.resize(_skeleton->getNumJoints());
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for (int i = 0; i < _skeleton->getNumJoints(); i++) {
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_boneSetVec[i] = 1.0f;
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}
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}
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void AnimOverlay::buildUpperBodyBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int spineJoint = _skeleton->nameToJointIndex("Spine");
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for_each_child_joint(_skeleton, spineJoint, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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}
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void AnimOverlay::buildLowerBodyBoneSet() {
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assert(_skeleton);
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buildFullBodyBoneSet();
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int hipsJoint = _skeleton->nameToJointIndex("Hips");
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int spineJoint = _skeleton->nameToJointIndex("Spine");
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_boneSetVec.resize(_skeleton->getNumJoints());
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for_each_child_joint(_skeleton, spineJoint, [&](int i) {
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_boneSetVec[i] = 0.0f;
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});
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_boneSetVec[hipsJoint] = 0.0f;
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}
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void AnimOverlay::buildRightArmBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int rightShoulderJoint = _skeleton->nameToJointIndex("RightShoulder");
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for_each_child_joint(_skeleton, rightShoulderJoint, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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}
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void AnimOverlay::buildLeftArmBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int leftShoulderJoint = _skeleton->nameToJointIndex("LeftShoulder");
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for_each_child_joint(_skeleton, leftShoulderJoint, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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}
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void AnimOverlay::buildAboveTheHeadBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int headJoint = _skeleton->nameToJointIndex("Head");
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for_each_child_joint(_skeleton, headJoint, [&](int i) {
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_boneSetVec[i] = 1.0f;
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});
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}
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void AnimOverlay::buildBelowTheHeadBoneSet() {
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assert(_skeleton);
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buildFullBodyBoneSet();
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int headJoint = _skeleton->nameToJointIndex("Head");
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for_each_child_joint(_skeleton, headJoint, [&](int i) {
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_boneSetVec[i] = 0.0f;
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});
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}
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void AnimOverlay::buildHeadOnlyBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int headJoint = _skeleton->nameToJointIndex("Head");
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_boneSetVec[headJoint] = 1.0f;
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}
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void AnimOverlay::buildSpineOnlyBoneSet() {
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assert(_skeleton);
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buildEmptyBoneSet();
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int spineJoint = _skeleton->nameToJointIndex("Spine");
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_boneSetVec[spineJoint] = 1.0f;
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}
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void AnimOverlay::buildEmptyBoneSet() {
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assert(_skeleton);
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_boneSetVec.resize(_skeleton->getNumJoints());
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for (int i = 0; i < _skeleton->getNumJoints(); i++) {
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_boneSetVec[i] = 0.0f;
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}
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}
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// for AnimDebugDraw rendering
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const std::vector<AnimPose>& AnimOverlay::getPosesInternal() const {
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return _poses;
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}
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void AnimOverlay::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
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_skeleton = skeleton;
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// we have to re-build the bone set when the skeleton changes.
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setBoneSet(_boneSet);
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}
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@ -22,7 +22,7 @@ class AnimOverlay : public AnimNode {
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public:
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enum BoneSet {
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FullBody = 0,
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FullBodyBoneSet = 0,
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UpperBodyBoneSet,
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LowerBodyBoneSet,
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RightArmBoneSet,
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@ -38,7 +38,7 @@ public:
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AnimOverlay(const std::string& id, BoneSet boneSet);
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virtual ~AnimOverlay() override;
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void setBoneSet(BoneSet boneSet) { _boneSet = boneSet; }
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void setBoneSet(BoneSet boneSet);
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BoneSet getBoneSet() const { return _boneSet; }
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virtual const std::vector<AnimPose>& evaluate(float dt) override;
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@ -46,9 +46,22 @@ public:
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protected:
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// for AnimDebugDraw rendering
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virtual const std::vector<AnimPose>& getPosesInternal() const override;
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virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
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std::vector<AnimPose> _poses;
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BoneSet _boneSet;
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std::vector<float> _boneSetVec;
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void buildFullBodyBoneSet();
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void buildUpperBodyBoneSet();
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void buildLowerBodyBoneSet();
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void buildRightArmBoneSet();
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void buildLeftArmBoneSet();
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void buildAboveTheHeadBoneSet();
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void buildBelowTheHeadBoneSet();
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void buildHeadOnlyBoneSet();
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void buildSpineOnlyBoneSet();
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void buildEmptyBoneSet();
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// no copies
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AnimOverlay(const AnimOverlay&) = delete;
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@ -38,6 +38,7 @@ inline QDebug operator<<(QDebug debug, const AnimPose& pose) {
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class AnimSkeleton {
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public:
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typedef std::shared_ptr<AnimSkeleton> Pointer;
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typedef std::shared_ptr<const AnimSkeleton> ConstPointer;
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AnimSkeleton(const std::vector<FBXJoint>& joints);
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int nameToJointIndex(const QString& jointName) const;
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