overte-HifiExperiments/libraries/animation/src/AnimClip.cpp
Anthony J. Thibault 5d83976e2a Added AnimBlendLinear + tests.
MyAvatar now does a sine wave blend between a walk
and a walk animation.
2015-08-04 18:14:50 -07:00

162 lines
5.3 KiB
C++

//
// AnimClip.cpp
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLMHelpers.h"
#include "AnimClip.h"
#include "AnimationLogging.h"
AnimClip::AnimClip(const std::string& id, const std::string& url, float startFrame, float endFrame, float timeScale, bool loopFlag) :
AnimNode(AnimNode::ClipType, id),
_startFrame(startFrame),
_endFrame(endFrame),
_timeScale(timeScale),
_loopFlag(loopFlag),
_frame(startFrame)
{
setURL(url);
}
AnimClip::~AnimClip() {
}
void AnimClip::setURL(const std::string& url) {
auto animCache = DependencyManager::get<AnimationCache>();
_networkAnim = animCache->getAnimation(QString::fromStdString(url));
_url = url;
}
void AnimClip::setStartFrame(float startFrame) {
_startFrame = startFrame;
}
void AnimClip::setEndFrame(float endFrame) {
_endFrame = endFrame;
}
void AnimClip::setLoopFlag(bool loopFlag) {
_loopFlag = loopFlag;
}
float AnimClip::accumulateTime(float frame, float dt) const {
const float startFrame = std::min(_startFrame, _endFrame);
if (startFrame == _endFrame) {
// when startFrame >= endFrame
frame = _endFrame;
} else if (_timeScale > 0.0f) {
// 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;
while (framesRemaining > 0.0f) {
float framesTillEnd = _endFrame - _frame;
if (framesRemaining >= framesTillEnd) {
if (_loopFlag) {
// anim loop
// TODO: trigger onLoop event
framesRemaining -= framesTillEnd;
frame = startFrame;
} else {
// anim end
// TODO: trigger onDone event
frame = _endFrame;
framesRemaining = 0.0f;
}
} else {
frame += framesRemaining;
framesRemaining = 0.0f;
}
}
}
return frame;
}
const std::vector<AnimPose>& AnimClip::evaluate(float dt) {
_frame = accumulateTime(_frame, dt);
if (_networkAnim && _networkAnim->isLoaded() && _skeleton) {
copyFromNetworkAnim();
_networkAnim.reset();
}
if (_anim.size()) {
int frameCount = _anim.size();
int prevIndex = (int)glm::floor(_frame);
int nextIndex = (int)glm::ceil(_frame);
if (_loopFlag && nextIndex >= frameCount) {
nextIndex = 0;
}
// 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.
prevIndex = std::min(std::max(0, prevIndex), frameCount - 1);
nextIndex = std::min(std::max(0, nextIndex), frameCount - 1);
const std::vector<AnimPose>& prevFrame = _anim[prevIndex];
const std::vector<AnimPose>& nextFrame = _anim[nextIndex];
float alpha = glm::fract(_frame);
for (size_t i = 0; i < _poses.size(); i++) {
const AnimPose& prevPose = prevFrame[i];
const AnimPose& nextPose = nextFrame[i];
_poses[i].scale = lerp(prevPose.scale, nextPose.scale, alpha);
_poses[i].rot = glm::normalize(glm::lerp(prevPose.rot, nextPose.rot, alpha));
_poses[i].trans = lerp(prevPose.trans, nextPose.trans, alpha);
}
}
return _poses;
}
void AnimClip::copyFromNetworkAnim() {
assert(_networkAnim && _networkAnim->isLoaded() && _skeleton);
_anim.clear();
// build a mapping from animation joint indices to skeleton joint indices.
// by matching joints with the same name.
const FBXGeometry& geom = _networkAnim->getGeometry();
const QVector<FBXJoint>& animJoints = geom.joints;
std::vector<int> jointMap;
const int animJointCount = animJoints.count();
jointMap.reserve(animJointCount);
for (int i = 0; i < animJointCount; i++) {
int skeletonJoint = _skeleton->nameToJointIndex(animJoints.at(i).name);
if (skeletonJoint == -1) {
qCWarning(animation) << "animation contains joint =" << animJoints.at(i).name << " which is not in the skeleton, url =" << _url.c_str();
}
jointMap.push_back(skeletonJoint);
}
const int frameCount = geom.animationFrames.size();
const int skeletonJointCount = _skeleton->getNumJoints();
_anim.resize(frameCount);
for (int i = 0; i < frameCount; i++) {
// init all joints in animation to bind pose
_anim[i].reserve(skeletonJointCount);
for (int j = 0; j < skeletonJointCount; j++) {
_anim[i].push_back(_skeleton->getRelativeBindPose(j));
}
// init over all joint animations
for (int j = 0; j < animJointCount; j++) {
int k = jointMap[j];
if (k >= 0 && k < skeletonJointCount) {
// currently FBX animations only have rotation.
_anim[i][k].rot = _skeleton->getRelativeBindPose(j).rot * geom.animationFrames[i].rotations[j];
}
}
}
_poses.resize(skeletonJointCount);
}
const std::vector<AnimPose>& AnimClip::getPosesInternal() const {
return _poses;
}