Added true boneSets to AnimOverlay.

This commit is contained in:
Anthony J. Thibault 2015-08-05 18:07:56 -07:00
parent 1f8c8adbd6
commit c3fc37df18
6 changed files with 168 additions and 16 deletions

View file

@ -53,6 +53,7 @@
#include "AnimSkeleton.h"
#include "AnimClip.h"
#include "AnimBlendLinear.h"
#include "AnimOverlay.h"
using namespace std;
@ -152,10 +153,12 @@ void MyAvatar::update(float deltaTime) {
if (_animNode) {
static float t = 0.0f;
/*
auto blend = std::static_pointer_cast<AnimBlendLinear>(_animNode);
blend->setAlpha(0.5f * sin(t) + 0.5f);
*/
t += deltaTime;
_animNode->evaluate(deltaTime);
_animNode->evaluate(deltaTime);
}
if (_referential) {
@ -1220,13 +1223,13 @@ void MyAvatar::setupNewAnimationSystem() {
AnimPose xform(_skeletonModel.getScale(), glm::quat(), _skeletonModel.getOffset());
AnimDebugDraw::getInstance().addSkeleton("my-avatar", skeleton, xform);
// create a blend node
auto blend = make_shared<AnimBlendLinear>("blend", 0.5f);
// create a overlay node
auto overlay = make_shared<AnimOverlay>("overlay", AnimOverlay::UpperBodyBoneSet);
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);
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);
blend->addChild(idle);
blend->addChild(walk);
_animNode = blend;
overlay->addChild(idle);
overlay->addChild(walk);
_animNode = overlay;
_animNode->setSkeleton(skeleton);
xform.trans.z += 1.0f;
AnimDebugDraw::getInstance().addAnimNode("blend", _animNode, xform);

View file

@ -61,14 +61,14 @@ public:
}
int getChildCount() const { return (int)_children.size(); }
void setSkeleton(AnimSkeleton::Pointer skeleton) {
void setSkeleton(const AnimSkeleton::Pointer skeleton) {
setSkeletonInternal(skeleton);
for (auto&& child : _children) {
child->setSkeletonInternal(skeleton);
}
}
AnimSkeleton::Pointer getSkeleton() const { return _skeleton; }
AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
virtual ~AnimNode() {}
@ -79,7 +79,7 @@ public:
protected:
virtual void setSkeletonInternal(AnimSkeleton::Pointer skeleton) {
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
_skeleton = skeleton;
}
@ -89,7 +89,7 @@ protected:
Type _type;
std::string _id;
std::vector<AnimNode::Pointer> _children;
AnimSkeleton::Pointer _skeleton;
AnimSkeleton::ConstPointer _skeleton;
// no copies
AnimNode(const AnimNode&) = delete;

View file

@ -176,7 +176,7 @@ static AnimNode::Pointer loadOverlayNode(const QJsonObject& jsonObj, const QStri
auto boneSetEnum = stringToBoneSetEnum(boneSet);
if (boneSetEnum == AnimOverlay::NumBoneSets) {
qCCritical(animation) << "AnimNodeLoader, unknown bone set =" << boneSet << ", defaulting to \"fullBody\", url =" << jsonUrl;
boneSetEnum = AnimOverlay::FullBody;
boneSetEnum = AnimOverlay::FullBodyBoneSet;
}
return std::make_shared<AnimBlendLinear>(id.toStdString(), boneSetEnum);

View file

@ -9,13 +9,32 @@
#include "AnimOverlay.h"
#include "AnimUtil.h"
#include <queue>
AnimOverlay::AnimOverlay(const std::string& id, BoneSet boneSet) :
AnimNode(AnimNode::OverlayType, id),
_boneSet(boneSet) {
AnimNode(AnimNode::OverlayType, id), _boneSet(boneSet) {
}
AnimOverlay::~AnimOverlay() {
}
void AnimOverlay::setBoneSet(BoneSet boneSet) {
_boneSet = boneSet;
assert(_skeleton);
switch (boneSet) {
case FullBodyBoneSet: buildFullBodyBoneSet(); break;
case UpperBodyBoneSet: buildUpperBodyBoneSet(); break;
case LowerBodyBoneSet: buildLowerBodyBoneSet(); break;
case RightArmBoneSet: buildRightArmBoneSet(); break;
case LeftArmBoneSet: buildLeftArmBoneSet(); break;
case AboveTheHeadBoneSet: buildAboveTheHeadBoneSet(); break;
case BelowTheHeadBoneSet: buildBelowTheHeadBoneSet(); break;
case HeadOnlyBoneSet: buildHeadOnlyBoneSet(); break;
case SpineOnlyBoneSet: buildSpineOnlyBoneSet(); break;
default:
case EmptyBoneSet: buildEmptyBoneSet(); break;
}
}
const std::vector<AnimPose>& AnimOverlay::evaluate(float dt) {
@ -25,12 +44,128 @@ const std::vector<AnimPose>& AnimOverlay::evaluate(float dt) {
if (underPoses.size() > 0 && underPoses.size() == overPoses.size()) {
_poses.resize(underPoses.size());
assert(_boneSetVec.size() == _poses.size());
for (size_t i = 0; i < _poses.size(); i++) {
float alpha = 1.0f; // TODO: PULL from boneSet
float alpha = _boneSetVec[i]; // TODO: PULL from boneSet
blend(1, &underPoses[i], &overPoses[i], alpha, &_poses[i]);
}
}
}
return _poses;
}
template <typename Func>
void for_each_child_joint(AnimSkeleton::ConstPointer skeleton, int startJoint, Func f) {
std::queue<int> q;
q.push(startJoint);
while(q.size() > 0) {
int jointIndex = q.front();
for (int i = 0; i < skeleton->getNumJoints(); i++) {
if (jointIndex == skeleton->getParentIndex(i)) {
f(i);
q.push(i);
}
}
q.pop();
}
}
void AnimOverlay::buildFullBodyBoneSet() {
assert(_skeleton);
_boneSetVec.resize(_skeleton->getNumJoints());
for (int i = 0; i < _skeleton->getNumJoints(); i++) {
_boneSetVec[i] = 1.0f;
}
}
void AnimOverlay::buildUpperBodyBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int spineJoint = _skeleton->nameToJointIndex("Spine");
for_each_child_joint(_skeleton, spineJoint, [&](int i) {
_boneSetVec[i] = 1.0f;
});
}
void AnimOverlay::buildLowerBodyBoneSet() {
assert(_skeleton);
buildFullBodyBoneSet();
int hipsJoint = _skeleton->nameToJointIndex("Hips");
int spineJoint = _skeleton->nameToJointIndex("Spine");
_boneSetVec.resize(_skeleton->getNumJoints());
for_each_child_joint(_skeleton, spineJoint, [&](int i) {
_boneSetVec[i] = 0.0f;
});
_boneSetVec[hipsJoint] = 0.0f;
}
void AnimOverlay::buildRightArmBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int rightShoulderJoint = _skeleton->nameToJointIndex("RightShoulder");
for_each_child_joint(_skeleton, rightShoulderJoint, [&](int i) {
_boneSetVec[i] = 1.0f;
});
}
void AnimOverlay::buildLeftArmBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int leftShoulderJoint = _skeleton->nameToJointIndex("LeftShoulder");
for_each_child_joint(_skeleton, leftShoulderJoint, [&](int i) {
_boneSetVec[i] = 1.0f;
});
}
void AnimOverlay::buildAboveTheHeadBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int headJoint = _skeleton->nameToJointIndex("Head");
for_each_child_joint(_skeleton, headJoint, [&](int i) {
_boneSetVec[i] = 1.0f;
});
}
void AnimOverlay::buildBelowTheHeadBoneSet() {
assert(_skeleton);
buildFullBodyBoneSet();
int headJoint = _skeleton->nameToJointIndex("Head");
for_each_child_joint(_skeleton, headJoint, [&](int i) {
_boneSetVec[i] = 0.0f;
});
}
void AnimOverlay::buildHeadOnlyBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int headJoint = _skeleton->nameToJointIndex("Head");
_boneSetVec[headJoint] = 1.0f;
}
void AnimOverlay::buildSpineOnlyBoneSet() {
assert(_skeleton);
buildEmptyBoneSet();
int spineJoint = _skeleton->nameToJointIndex("Spine");
_boneSetVec[spineJoint] = 1.0f;
}
void AnimOverlay::buildEmptyBoneSet() {
assert(_skeleton);
_boneSetVec.resize(_skeleton->getNumJoints());
for (int i = 0; i < _skeleton->getNumJoints(); i++) {
_boneSetVec[i] = 0.0f;
}
}
// for AnimDebugDraw rendering
const std::vector<AnimPose>& AnimOverlay::getPosesInternal() const {
return _poses;
}
void AnimOverlay::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
_skeleton = skeleton;
// we have to re-build the bone set when the skeleton changes.
setBoneSet(_boneSet);
}

View file

@ -22,7 +22,7 @@ class AnimOverlay : public AnimNode {
public:
enum BoneSet {
FullBody = 0,
FullBodyBoneSet = 0,
UpperBodyBoneSet,
LowerBodyBoneSet,
RightArmBoneSet,
@ -38,7 +38,7 @@ public:
AnimOverlay(const std::string& id, BoneSet boneSet);
virtual ~AnimOverlay() override;
void setBoneSet(BoneSet boneSet) { _boneSet = boneSet; }
void setBoneSet(BoneSet boneSet);
BoneSet getBoneSet() const { return _boneSet; }
virtual const std::vector<AnimPose>& evaluate(float dt) override;
@ -46,9 +46,22 @@ public:
protected:
// for AnimDebugDraw rendering
virtual const std::vector<AnimPose>& getPosesInternal() const override;
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
std::vector<AnimPose> _poses;
BoneSet _boneSet;
std::vector<float> _boneSetVec;
void buildFullBodyBoneSet();
void buildUpperBodyBoneSet();
void buildLowerBodyBoneSet();
void buildRightArmBoneSet();
void buildLeftArmBoneSet();
void buildAboveTheHeadBoneSet();
void buildBelowTheHeadBoneSet();
void buildHeadOnlyBoneSet();
void buildSpineOnlyBoneSet();
void buildEmptyBoneSet();
// no copies
AnimOverlay(const AnimOverlay&) = delete;

View file

@ -38,6 +38,7 @@ inline QDebug operator<<(QDebug debug, const AnimPose& pose) {
class AnimSkeleton {
public:
typedef std::shared_ptr<AnimSkeleton> Pointer;
typedef std::shared_ptr<const AnimSkeleton> ConstPointer;
AnimSkeleton(const std::vector<FBXJoint>& joints);
int nameToJointIndex(const QString& jointName) const;