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

133 lines
4.5 KiB
C++

//
// AnimManipulator.cpp
//
// Created by Anthony J. Thibault on 9/8/15.
// 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 "AnimManipulator.h"
#include "AnimUtil.h"
#include "AnimationLogging.h"
AnimManipulator::AnimManipulator(const QString& id, float alpha) :
AnimNode(AnimNode::Type::Manipulator, id),
_alpha(alpha) {
}
AnimManipulator::~AnimManipulator() {
}
const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) {
return overlay(animVars, dt, triggersOut, _skeleton->getRelativeBindPoses());
}
const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
_alpha = animVars.lookup(_alphaVar, _alpha);
_poses = underPoses;
if (underPoses.size() == 0) {
return _poses;
}
for (auto& jointVar : _jointVars) {
if (!jointVar.hasPerformedJointLookup) {
jointVar.jointIndex = _skeleton->nameToJointIndex(jointVar.jointName);
if (jointVar.jointIndex < 0) {
qCWarning(animation) << "AnimManipulator could not find jointName" << jointVar.jointName << "in skeleton";
}
jointVar.hasPerformedJointLookup = true;
}
if (jointVar.jointIndex >= 0) {
// use the underPose as our default value if we can.
AnimPose defaultRelPose;
if (jointVar.jointIndex <= (int)underPoses.size()) {
defaultRelPose = underPoses[jointVar.jointIndex];
} else {
defaultRelPose = AnimPose::identity;
}
AnimPose relPose = computeRelativePoseFromJointVar(animVars, jointVar, defaultRelPose, underPoses);
// blend with underPose
::blend(1, &defaultRelPose, &relPose, _alpha, &_poses[jointVar.jointIndex]);
}
}
return _poses;
}
void AnimManipulator::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
AnimNode::setSkeletonInternal(skeleton);
// invalidate all jointVar indices
for (auto& jointVar : _jointVars) {
jointVar.jointIndex = -1;
jointVar.hasPerformedJointLookup = false;
}
// potentially allocate new joints.
_poses.resize(skeleton->getNumJoints());
// set all joints to identity
for (auto& pose : _poses) {
pose = AnimPose::identity;
}
}
// for AnimDebugDraw rendering
const AnimPoseVec& AnimManipulator::getPosesInternal() const {
return _poses;
}
void AnimManipulator::addJointVar(const JointVar& jointVar) {
_jointVars.push_back(jointVar);
}
void AnimManipulator::removeAllJointVars() {
_jointVars.clear();
}
AnimPose AnimManipulator::computeRelativePoseFromJointVar(const AnimVariantMap& animVars, const JointVar& jointVar,
const AnimPose& defaultRelPose, const AnimPoseVec& underPoses) {
AnimPose defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
if (jointVar.type == JointVar::Type::AbsoluteRotation || jointVar.type == JointVar::Type::AbsolutePosition) {
if (jointVar.type == JointVar::Type::AbsoluteRotation) {
defaultAbsPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.rot());
} else if (jointVar.type == JointVar::Type::AbsolutePosition) {
defaultAbsPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultAbsPose.trans());
}
// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose.
AnimPose parentAbsPose = AnimPose::identity;
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
if (parentIndex >= 0) {
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
}
// convert from absolute to relative
return parentAbsPose.inverse() * defaultAbsPose;
} else {
// override the default rel pose
AnimPose relPose = defaultRelPose;
if (jointVar.type == JointVar::Type::RelativeRotation) {
relPose.rot() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.rot());
} else if (jointVar.type == JointVar::Type::RelativePosition) {
relPose.trans() = animVars.lookupRigToGeometry(jointVar.var, defaultRelPose.trans());
}
return relPose;
}
}