overte-HifiExperiments/libraries/animation/src/AnimBlendLinearMove.cpp
2018-08-23 17:36:35 -07:00

179 lines
7 KiB
C++

//
// AnimBlendLinearMove.cpp
//
// Created by Anthony J. Thibault on 10/22/15.
// 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 "AnimBlendLinearMove.h"
#include <GLMHelpers.h>
#include "AnimationLogging.h"
#include "AnimUtil.h"
#include "AnimClip.h"
AnimBlendLinearMove::AnimBlendLinearMove(const QString& id, float alpha, float desiredSpeed, const std::vector<float>& characteristicSpeeds) :
AnimNode(AnimNode::Type::BlendLinearMove, id),
_alpha(alpha),
_desiredSpeed(desiredSpeed),
_characteristicSpeeds(characteristicSpeeds) {
}
AnimBlendLinearMove::~AnimBlendLinearMove() {
}
static float calculateAlpha(const float speed, const std::vector<float>& characteristicSpeeds) {
assert(characteristicSpeeds.size() > 0);
// calculate alpha from linear combination of referenceSpeeds.
float alpha = 0.0f;
if (speed <= characteristicSpeeds.front()) {
alpha = 0.0f;
} else if (speed > characteristicSpeeds.back()) {
alpha = (float)(characteristicSpeeds.size() - 1);
} else {
for (size_t i = 0; i < characteristicSpeeds.size() - 1; i++) {
if (characteristicSpeeds[i] < speed && speed < characteristicSpeeds[i + 1]) {
alpha = (float)i + ((speed - characteristicSpeeds[i]) / (characteristicSpeeds[i + 1] - characteristicSpeeds[i]));
break;
}
}
}
return alpha;
}
const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) {
assert(_children.size() == _characteristicSpeeds.size());
_desiredSpeed = animVars.lookup(_desiredSpeedVar, _desiredSpeed);
float speed = 0.0f;
if (_alphaVar.contains("Lateral")) {
speed = animVars.lookup("moveLateralSpeed", speed);
} else if (_alphaVar.contains("Backward")) {
speed = animVars.lookup("moveBackwardSpeed", speed);
} else {
//this is forward movement
speed = animVars.lookup("moveForwardSpeed", speed);
}
_alpha = calculateAlpha(speed, _characteristicSpeeds);
float parentAlpha = _animStack[_id];
_animStack["speed"] = speed;
if (_children.size() == 0) {
for (auto&& pose : _poses) {
pose = AnimPose::identity;
}
} else if (_children.size() == 1) {
const float alpha = 0.0f;
const int prevPoseIndex = 0;
const int nextPoseIndex = 0;
float prevDeltaTime, nextDeltaTime;
setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut);
evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime);
_animStack[_children[0]->getID()] = parentAlpha;
} else {
auto clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1));
auto prevPoseIndex = glm::floor(clampedAlpha);
auto nextPoseIndex = glm::ceil(clampedAlpha);
auto alpha = glm::fract(clampedAlpha);
float prevDeltaTime, nextDeltaTime;
setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut);
evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime);
// weights are for animation stack debug purposes only.
float weight1 = 0.0f;
float weight2 = 0.0f;
if (prevPoseIndex == nextPoseIndex) {
weight2 = 1.0f;
_animStack[_children[nextPoseIndex]->getID()] = weight2 * parentAlpha;
} else {
weight2 = alpha;
weight1 = 1.0f - weight2;
_animStack[_children[prevPoseIndex]->getID()] = weight1 * parentAlpha;
_animStack[_children[nextPoseIndex]->getID()] = weight2 * parentAlpha;
}
}
processOutputJoints(triggersOut);
return _poses;
}
// for AnimDebugDraw rendering
const AnimPoseVec& AnimBlendLinearMove::getPosesInternal() const {
return _poses;
}
void AnimBlendLinearMove::evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, AnimVariantMap& triggersOut, float alpha,
size_t prevPoseIndex, size_t nextPoseIndex,
float prevDeltaTime, float nextDeltaTime) {
if (prevPoseIndex == nextPoseIndex) {
// this can happen if alpha is on an integer boundary
_poses = _children[prevPoseIndex]->evaluate(animVars, context, prevDeltaTime, triggersOut);
} else {
// need to eval and blend between two children.
auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, context, prevDeltaTime, triggersOut);
auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, context, nextDeltaTime, triggersOut);
if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
_poses.resize(prevPoses.size());
::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
}
}
}
void AnimBlendLinearMove::setFrameAndPhase(float dt, float alpha, int prevPoseIndex, int nextPoseIndex,
float* prevDeltaTimeOut, float* nextDeltaTimeOut, AnimVariantMap& triggersOut) {
const float FRAMES_PER_SECOND = 30.0f;
auto prevClipNode = std::dynamic_pointer_cast<AnimClip>(_children[prevPoseIndex]);
assert(prevClipNode);
auto nextClipNode = std::dynamic_pointer_cast<AnimClip>(_children[nextPoseIndex]);
assert(nextClipNode);
float v0 = _characteristicSpeeds[prevPoseIndex];
float n0 = (prevClipNode->getEndFrame() - prevClipNode->getStartFrame()) + 1.0f;
float v1 = _characteristicSpeeds[nextPoseIndex];
float n1 = (nextClipNode->getEndFrame() - nextClipNode->getStartFrame()) + 1.0f;
// rate of change in phase space, necessary to achive desired speed.
float omega = (_desiredSpeed * FRAMES_PER_SECOND) / ((1.0f - alpha) * v0 * n0 + alpha * v1 * n1);
float f0 = prevClipNode->getStartFrame() + _phase * n0;
prevClipNode->setCurrentFrame(f0);
float f1 = nextClipNode->getStartFrame() + _phase * n1;
nextClipNode->setCurrentFrame(f1);
// integrate phase forward in time.
_phase += omega * dt;
if (_phase < 0.0f) {
_phase = 0.0f;
}
// detect loop trigger events
if (_phase >= 1.0f) {
triggersOut.setTrigger(_id + "Loop");
_phase = glm::fract(_phase);
}
*prevDeltaTimeOut = omega * dt * (n0 / FRAMES_PER_SECOND);
*nextDeltaTimeOut = omega * dt * (n1 / FRAMES_PER_SECOND);
}
void AnimBlendLinearMove::setCurrentFrameInternal(float frame) {
assert(_children.size() > 0);
auto clipNode = std::dynamic_pointer_cast<AnimClip>(_children.front());
assert(clipNode);
const float NUM_FRAMES = (clipNode->getEndFrame() - clipNode->getStartFrame()) + 1.0f;
_phase = fmodf(frame / NUM_FRAMES, 1.0f);
}