overte-HifiExperiments/libraries/animation/src/AnimClip.cpp

222 lines
9.8 KiB
C++

//
// AnimClip.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 "AnimClip.h"
#include "GLMHelpers.h"
#include "AnimationLogging.h"
#include "AnimUtil.h"
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),
_endFrame(endFrame),
_timeScale(timeScale),
_loopFlag(loopFlag),
_mirrorFlag(mirrorFlag),
_frame(startFrame)
{
loadURL(url);
}
AnimClip::~AnimClip() {
}
const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) {
// lookup parameters from animVars, using current instance variables as defaults.
_startFrame = animVars.lookup(_startFrameVar, _startFrame);
_endFrame = animVars.lookup(_endFrameVar, _endFrame);
_timeScale = animVars.lookup(_timeScaleVar, _timeScale);
_loopFlag = animVars.lookup(_loopFlagVar, _loopFlag);
_mirrorFlag = animVars.lookup(_mirrorFlagVar, _mirrorFlag);
float frame = animVars.lookup(_frameVar, _frame);
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggersOut);
// poll network anim to see if it's finished loading yet.
if (_networkAnim && _networkAnim->isLoaded() && _skeleton) {
// loading is complete, copy animation frames from network animation, then throw it away.
copyFromNetworkAnim();
_networkAnim.reset();
}
if (_anim.size()) {
// lazy creation of mirrored animation frames.
if (_mirrorFlag && _anim.size() != _mirrorAnim.size()) {
buildMirrorAnim();
}
int prevIndex = (int)glm::floor(_frame);
int nextIndex;
if (_loopFlag && _frame >= _endFrame) {
nextIndex = (int)glm::ceil(_startFrame);
} else {
nextIndex = (int)glm::ceil(_frame);
}
// It can be quite possible for the user to set _startFrame and _endFrame to
// values before or past valid ranges. We clamp the frames here.
int frameCount = (int)_anim.size();
prevIndex = std::min(std::max(0, prevIndex), frameCount - 1);
nextIndex = std::min(std::max(0, nextIndex), frameCount - 1);
const AnimPoseVec& prevFrame = _mirrorFlag ? _mirrorAnim[prevIndex] : _anim[prevIndex];
const AnimPoseVec& nextFrame = _mirrorFlag ? _mirrorAnim[nextIndex] : _anim[nextIndex];
float alpha = glm::fract(_frame);
::blend(_poses.size(), &prevFrame[0], &nextFrame[0], alpha, &_poses[0]);
}
processOutputJoints(triggersOut);
return _poses;
}
void AnimClip::loadURL(const QString& url) {
auto animCache = DependencyManager::get<AnimationCache>();
_networkAnim = animCache->getAnimation(url);
_url = url;
}
void AnimClip::setCurrentFrameInternal(float frame) {
// because dt is 0, we should not encounter any triggers
const float dt = 0.0f;
AnimVariantMap triggers;
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame + _startFrame, dt, _loopFlag, _id, triggers);
}
void AnimClip::copyFromNetworkAnim() {
assert(_networkAnim && _networkAnim->isLoaded() && _skeleton);
_anim.clear();
auto avatarSkeleton = getSkeleton();
// build a mapping from animation joint indices to avatar joint indices.
// by matching joints with the same name.
const HFMModel& animModel = _networkAnim->getHFMModel();
AnimSkeleton animSkeleton(animModel);
const int animJointCount = animSkeleton.getNumJoints();
const int avatarJointCount = avatarSkeleton->getNumJoints();
std::vector<int> animToAvatarJointIndexMap;
animToAvatarJointIndexMap.reserve(animJointCount);
for (int animJointIndex = 0; animJointIndex < animJointCount; animJointIndex++) {
QString animJointName = animSkeleton.getJointName(animJointIndex);
int avatarJointIndex = avatarSkeleton->nameToJointIndex(animJointName);
animToAvatarJointIndexMap.push_back(avatarJointIndex);
}
const int animFrameCount = animModel.animationFrames.size();
_anim.resize(animFrameCount);
for (int frame = 0; frame < animFrameCount; frame++) {
const HFMAnimationFrame& animFrame = animModel.animationFrames[frame];
// init all joints in animation to default pose
// this will give us a resonable result for bones in the avatar skeleton but not in the animation.
_anim[frame].reserve(avatarJointCount);
for (int avatarJointIndex = 0; avatarJointIndex < avatarJointCount; avatarJointIndex++) {
_anim[frame].push_back(avatarSkeleton->getRelativeDefaultPose(avatarJointIndex));
}
for (int animJointIndex = 0; animJointIndex < animJointCount; animJointIndex++) {
int avatarJointIndex = animToAvatarJointIndexMap[animJointIndex];
// skip joints that are in the animation but not in the avatar.
if (avatarJointIndex >= 0 && avatarJointIndex < avatarJointCount) {
const glm::vec3& animTrans = animFrame.translations[animJointIndex];
const glm::quat& animRot = animFrame.rotations[animJointIndex];
const AnimPose& animPreRotPose = animSkeleton.getPreRotationPose(animJointIndex);
AnimPose animPostRotPose = animSkeleton.getPostRotationPose(animJointIndex);
AnimPose animRotPose(glm::vec3(1.0f), animRot, glm::vec3());
// adjust anim scale to equal the scale from the avatar joint.
// we do not support animated scale.
const AnimPose& avatarDefaultPose = avatarSkeleton->getRelativeDefaultPose(avatarJointIndex);
animPostRotPose.scale() = avatarDefaultPose.scale();
// retarget translation from animation to avatar
const glm::vec3& animZeroTrans = animModel.animationFrames[0].translations[animJointIndex];
float boneLengthScale = 1.0f;
const float EPSILON = 0.0001f;
const int avatarHipsParentIndex = avatarSkeleton->getParentIndex(avatarSkeleton->nameToJointIndex("Hips"));
const int animHipsParentIndex = animSkeleton.getParentIndex(animSkeleton.nameToJointIndex("Hips"));
if (avatarJointIndex == avatarSkeleton->nameToJointIndex("Hips") && (avatarHipsParentIndex >= 0) || (animHipsParentIndex >= 0)) {
const AnimPose& animHipsAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animSkeleton.nameToJointIndex("Hips"));
const AnimPose& avatarHipsAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarSkeleton->nameToJointIndex("Hips"));
// the get the units and the heights for the animation and the avatar
const float animationUnitScale = extractScale(animModel.offset).y;
const float avatarUnitScale = extractScale(avatarSkeleton->getGeometryOffset()).y;
const float avatarHeightInMeters = avatarUnitScale * avatarHipsAbsoluteDefaultPose.trans().y;
const float animHeightInMeters = animationUnitScale * animHipsAbsoluteDefaultPose.trans().y;
// get the parent scales for the avatar and the animation
float avatarHipsParentScale = 1.0f;
float animHipsParentScale = 1.0f;
if (avatarHipsParentIndex >= 0) {
const AnimPose& avatarHipsParentAbsoluteDefaultPose = avatarSkeleton->getAbsoluteDefaultPose(avatarHipsParentIndex);
avatarHipsParentScale = avatarHipsParentAbsoluteDefaultPose.scale().y;
}
if (animHipsParentIndex >= 0) {
const AnimPose& animationHipsParentAbsoluteDefaultPose = animSkeleton.getAbsoluteDefaultPose(animHipsParentIndex);
animHipsParentScale = animationHipsParentAbsoluteDefaultPose.scale().y;
}
// compute the ratios for the units, the heights in meters, and the parent scales
if ((fabsf(animHeightInMeters) > EPSILON) && (animationUnitScale > EPSILON) && (animHipsParentScale > EPSILON)) {
const float avatarToAnimationHeightRatio = avatarHeightInMeters / animHeightInMeters;
const float unitsRatio = 1.0f / (avatarUnitScale / animationUnitScale);
const float parentScaleRatio = 1.0f / (avatarHipsParentScale / animHipsParentScale);
boneLengthScale = avatarToAnimationHeightRatio * unitsRatio * parentScaleRatio;
}
} else {
if (fabsf(glm::length(animZeroTrans)) > EPSILON) {
boneLengthScale = glm::length(avatarDefaultPose.trans()) / glm::length(animZeroTrans);
}
}
AnimPose animTransPose = AnimPose(glm::vec3(1.0f), glm::quat(), avatarDefaultPose.trans() + boneLengthScale * (animTrans - animZeroTrans));
_anim[frame][avatarJointIndex] = animTransPose * animPreRotPose * animRotPose * animPostRotPose;
}
}
}
// mirrorAnim will be re-built on demand, if needed.
_mirrorAnim.clear();
_poses.resize(avatarJointCount);
}
void AnimClip::buildMirrorAnim() {
assert(_skeleton);
_mirrorAnim.clear();
_mirrorAnim.reserve(_anim.size());
for (auto& relPoses : _anim) {
_mirrorAnim.push_back(relPoses);
_skeleton->mirrorRelativePoses(_mirrorAnim.back());
}
}
const AnimPoseVec& AnimClip::getPosesInternal() const {
return _poses;
}