// // AnimUtil.cpp // // Created by Anthony J. Thibault on 9/2/15. // Copyright (c) 2015 High Fidelity, Inc. All rights reserved. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include "AnimUtil.h" #include #include #include // TODO: use restrict keyword // TODO: excellent candidate for simd vectorization. void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result) { for (size_t i = 0; i < numPoses; i++) { const AnimPose& aPose = a[i]; const AnimPose& bPose = b[i]; result[i].scale() = lerp(aPose.scale(), bPose.scale(), alpha); result[i].rot() = safeLerp(aPose.rot(), bPose.rot(), alpha); result[i].trans() = lerp(aPose.trans(), bPose.trans(), alpha); } } // additive blend void blendAdd(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result) { const glm::quat identity = glm::quat(); for (size_t i = 0; i < numPoses; i++) { const AnimPose& aPose = a[i]; const AnimPose& bPose = b[i]; result[i].scale() = lerp(aPose.scale(), bPose.scale(), alpha); // ensure that delta has the same "polarity" as the identity quat. // we don't need to do a full dot product, just sign of w is sufficient. glm::quat delta = bPose.rot(); if (delta.w < 0.0f) { delta = -delta; } delta = glm::lerp(identity, delta, alpha); result[i].rot() = glm::normalize(delta * aPose.rot()); result[i].trans() = aPose.trans() + (alpha * bPose.trans()); } } glm::quat averageQuats(size_t numQuats, const glm::quat* quats) { if (numQuats == 0) { return glm::quat(); } glm::quat accum = quats[0]; glm::quat firstRot = quats[0]; for (size_t i = 1; i < numQuats; i++) { glm::quat rot = quats[i]; float dot = glm::dot(firstRot, rot); if (dot < 0.0f) { rot = -rot; } accum += rot; } return glm::normalize(accum); } float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag, const QString& id, AnimVariantMap& triggersOut) { const float EPSILON = 0.0001f; float frame = currentFrame; const float clampedStartFrame = std::min(startFrame, endFrame); if (fabsf(clampedStartFrame - endFrame) <= 1.0f) { // An animation of a single frame should not send loop or done triggers. frame = endFrame; } else if (timeScale > EPSILON && dt > EPSILON) { // accumulate time, keeping track of loops and end of animation events. const float FRAMES_PER_SECOND = 30.0f; float framesRemaining = (dt * timeScale) * FRAMES_PER_SECOND; // prevent huge dt or timeScales values from causing many trigger events. uint32_t triggerCount = 0; const uint32_t MAX_TRIGGER_COUNT = 3; while (framesRemaining > EPSILON && triggerCount < MAX_TRIGGER_COUNT) { float framesTillEnd = endFrame - frame; // when looping, add one frame between start and end. if (loopFlag) { framesTillEnd += 1.0f; } if (framesRemaining >= framesTillEnd) { if (loopFlag) { // anim loop triggersOut.setTrigger(id + "OnLoop"); framesRemaining -= framesTillEnd; frame = clampedStartFrame; } else { // anim end triggersOut.setTrigger(id + "OnDone"); frame = endFrame; framesRemaining = 0.0f; } triggerCount++; } else { frame += framesRemaining; framesRemaining = 0.0f; } } } return frame; } // rotate bone's y-axis with target. AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone) { glm::vec3 u, v, w; generateBasisVectors(target - bone.trans(), bone.rot() * Vectors::UNIT_X, u, v, w); glm::mat4 lookAt(glm::vec4(v, 0.0f), glm::vec4(u, 0.0f), // AJT: TODO REVISIT THIS, this could be -w. glm::vec4(glm::normalize(glm::cross(v, u)), 0.0f), glm::vec4(bone.trans(), 1.0f)); return AnimPose(lookAt); } // This will attempt to determine the proper body facing of a characters body // assumes headRot is z-forward and y-up. // and returns a bodyRot that is also z-forward and y-up glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up) { glm::vec3 bodyUp = glm::normalize(up); // initially take the body facing from the head. glm::vec3 headUp = headRot * Vectors::UNIT_Y; glm::vec3 headForward = headRot * Vectors::UNIT_Z; glm::vec3 headLeft = headRot * Vectors::UNIT_X; const float NOD_THRESHOLD = cosf(glm::radians(45.0f)); const float TILT_THRESHOLD = cosf(glm::radians(30.0f)); glm::vec3 bodyForward = headForward; float nodDot = glm::dot(headForward, bodyUp); float tiltDot = glm::dot(headLeft, bodyUp); if (fabsf(tiltDot) < TILT_THRESHOLD) { // if we are not tilting too much if (nodDot < -NOD_THRESHOLD) { // head is looking downward // the body should face in the same direction as the top the head. bodyForward = headUp; } else if (nodDot > NOD_THRESHOLD) { // head is looking upward // the body should face away from the top of the head. bodyForward = -headUp; } } // cancel out upward component bodyForward = glm::normalize(bodyForward - nodDot * bodyUp); glm::vec3 u, v, w; generateBasisVectors(bodyForward, bodyUp, u, v, w); // create matrix from orthogonal basis vectors glm::mat4 bodyMat(glm::vec4(w, 0.0f), glm::vec4(v, 0.0f), glm::vec4(u, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f)); return glmExtractRotation(bodyMat); } const float INV_SQRT_3 = 1.0f / sqrtf(3.0f); const int DOP14_COUNT = 14; const glm::vec3 DOP14_NORMALS[DOP14_COUNT] = { Vectors::UNIT_X, -Vectors::UNIT_X, Vectors::UNIT_Y, -Vectors::UNIT_Y, Vectors::UNIT_Z, -Vectors::UNIT_Z, glm::vec3(INV_SQRT_3, INV_SQRT_3, INV_SQRT_3), -glm::vec3(INV_SQRT_3, INV_SQRT_3, INV_SQRT_3), glm::vec3(INV_SQRT_3, -INV_SQRT_3, INV_SQRT_3), -glm::vec3(INV_SQRT_3, -INV_SQRT_3, INV_SQRT_3), glm::vec3(INV_SQRT_3, INV_SQRT_3, -INV_SQRT_3), -glm::vec3(INV_SQRT_3, INV_SQRT_3, -INV_SQRT_3), glm::vec3(INV_SQRT_3, -INV_SQRT_3, -INV_SQRT_3), -glm::vec3(INV_SQRT_3, -INV_SQRT_3, -INV_SQRT_3) }; // returns true if the given point lies inside of the k-dop, specified by shapeInfo & shapePose. // if the given point does lie within the k-dop, it also returns the amount of displacement necessary to push that point outward // such that it lies on the surface of the kdop. bool findPointKDopDisplacement(const glm::vec3& point, const AnimPose& shapePose, const HFMJointShapeInfo& shapeInfo, glm::vec3& displacementOut) { // transform point into local space of jointShape. glm::vec3 localPoint = shapePose.inverse().xformPoint(point); // Only works for 14-dop shape infos. if (shapeInfo.dots.size() != DOP14_COUNT) { return false; } glm::vec3 minDisplacement(FLT_MAX); float minDisplacementLen = FLT_MAX; glm::vec3 p = localPoint - shapeInfo.avgPoint; float pLen = glm::length(p); if (pLen > 0.0f) { int slabCount = 0; for (int i = 0; i < DOP14_COUNT; i++) { float dot = glm::dot(p, DOP14_NORMALS[i]); if (dot > 0.0f && dot < shapeInfo.dots[i]) { slabCount++; float distToPlane = pLen * (shapeInfo.dots[i] / dot); float displacementLen = distToPlane - pLen; // keep track of the smallest displacement if (displacementLen < minDisplacementLen) { minDisplacementLen = displacementLen; minDisplacement = (p / pLen) * displacementLen; } } } if (slabCount == (DOP14_COUNT / 2) && minDisplacementLen != FLT_MAX) { // we are within the k-dop so push the point along the minimum displacement found displacementOut = shapePose.xformVectorFast(minDisplacement); return true; } else { // point is outside of kdop return false; } } else { // point is directly on top of shapeInfo.avgPoint. // push the point out along the x axis. displacementOut = shapePose.xformVectorFast(shapeInfo.points[0]); return true; } } // See https://easings.net/en# for a graphical visualiztion of easing types. float easingFunc(float alpha, EasingType type) { switch (type) { case EasingType_Linear: return alpha; case EasingType_EaseInSine: return sinf((alpha - 1.0f) * PI_OVER_TWO) + 1.0f; case EasingType_EaseOutSine: return sinf(alpha * PI_OVER_TWO); case EasingType_EaseInOutSine: return 0.5f * (1.0f - cosf(alpha * PI)); case EasingType_EaseInQuad: return alpha * alpha; case EasingType_EaseOutQuad: return -(alpha * (alpha - 2.0f)); case EasingType_EaseInOutQuad: return (alpha < 0.5f) ? (2.0f * alpha * alpha) : ((-2.0f * alpha * alpha) + (4.0f * alpha) - 1.0f); case EasingType_EaseInCubic: return alpha * alpha * alpha; case EasingType_EaseOutCubic: { float temp = alpha - 1.0f; return temp * temp * temp + 1.0f; } case EasingType_EaseInOutCubic: if (alpha < 0.5f) { return 4.0f * alpha * alpha * alpha; } else { float temp = ((2.0f * alpha) - 2.0f); return 0.5f * temp * temp * temp + 1.0f; } case EasingType_EaseInQuart: return alpha * alpha * alpha * alpha; case EasingType_EaseOutQuart: { float temp = alpha - 1.0f; return temp * temp * temp * (1.0f - alpha) + 1.0f; } case EasingType_EaseInOutQuart: if (alpha < 0.5f) { return 8.0f * alpha * alpha * alpha * alpha; } else { float temp = alpha - 1.0f; return -8.0f * temp * temp * temp * temp + 1.0f; } case EasingType_EaseInQuint: return alpha * alpha * alpha * alpha * alpha; case EasingType_EaseOutQuint: { float temp = (alpha - 1.0f); return temp * temp * temp * temp * temp + 1.0f; } case EasingType_EaseInOutQuint: if (alpha < 0.5f) { return 16.0f * alpha * alpha * alpha * alpha * alpha; } else { float temp = ((2.0f * alpha) - 2.0f); return 0.5f * temp * temp * temp * temp * temp + 1.0f; } case EasingType_EaseInExpo: return (alpha == 0.0f) ? alpha : powf(2.0f, 10.0f * (alpha - 1.0f)); case EasingType_EaseOutExpo: return (alpha == 1.0f) ? alpha : 1.0f - powf(2.0f, -10.0f * alpha); case EasingType_EaseInOutExpo: if (alpha == 0.0f || alpha == 1.0f) return alpha; else if (alpha < 0.5f) { return 0.5f * powf(2.0f, (20.0f * alpha) - 10.0f); } else { return -0.5f * powf(2.0f, (-20.0f * alpha) + 10.0f) + 1.0f; } case EasingType_EaseInCirc: return 1.0f - sqrtf(1.0f - (alpha * alpha)); case EasingType_EaseOutCirc: return sqrtf((2.0f - alpha) * alpha); case EasingType_EaseInOutCirc: if (alpha < 0.5f) { return 0.5f * (1.0f - sqrtf(1.0f - 4.0f * (alpha * alpha))); } else { return 0.5f * (sqrtf(-((2.0f * alpha) - 3.0f) * ((2.0f * alpha) - 1.0f)) + 1.0f); } default: return alpha; } }