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192 lines
7.4 KiB
C++
192 lines
7.4 KiB
C++
//
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// AnimClip.cpp
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//
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// Created by Anthony J. Thibault on 9/2/15.
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// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "GLMHelpers.h"
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#include "AnimClip.h"
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#include "AnimationLogging.h"
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#include "AnimUtil.h"
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bool AnimClip::usePreAndPostPoseFromAnim = false;
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AnimClip::AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag) :
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AnimNode(AnimNode::Type::Clip, id),
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_startFrame(startFrame),
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_endFrame(endFrame),
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_timeScale(timeScale),
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_loopFlag(loopFlag),
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_mirrorFlag(mirrorFlag),
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_frame(startFrame)
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{
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loadURL(url);
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}
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AnimClip::~AnimClip() {
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}
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const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) {
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// lookup parameters from animVars, using current instance variables as defaults.
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_startFrame = animVars.lookup(_startFrameVar, _startFrame);
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_endFrame = animVars.lookup(_endFrameVar, _endFrame);
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_timeScale = animVars.lookup(_timeScaleVar, _timeScale);
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_loopFlag = animVars.lookup(_loopFlagVar, _loopFlag);
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_mirrorFlag = animVars.lookup(_mirrorFlagVar, _mirrorFlag);
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float frame = animVars.lookup(_frameVar, _frame);
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_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggersOut);
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// poll network anim to see if it's finished loading yet.
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if (_networkAnim && _networkAnim->isLoaded() && _skeleton) {
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// loading is complete, copy animation frames from network animation, then throw it away.
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copyFromNetworkAnim();
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_networkAnim.reset();
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}
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if (_anim.size()) {
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// lazy creation of mirrored animation frames.
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if (_mirrorFlag && _anim.size() != _mirrorAnim.size()) {
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buildMirrorAnim();
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}
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int prevIndex = (int)glm::floor(_frame);
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int nextIndex;
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if (_loopFlag && _frame >= _endFrame) {
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nextIndex = (int)glm::ceil(_startFrame);
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} else {
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nextIndex = (int)glm::ceil(_frame);
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}
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// It can be quite possible for the user to set _startFrame and _endFrame to
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// values before or past valid ranges. We clamp the frames here.
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int frameCount = (int)_anim.size();
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prevIndex = std::min(std::max(0, prevIndex), frameCount - 1);
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nextIndex = std::min(std::max(0, nextIndex), frameCount - 1);
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const AnimPoseVec& prevFrame = _mirrorFlag ? _mirrorAnim[prevIndex] : _anim[prevIndex];
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const AnimPoseVec& nextFrame = _mirrorFlag ? _mirrorAnim[nextIndex] : _anim[nextIndex];
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float alpha = glm::fract(_frame);
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::blend(_poses.size(), &prevFrame[0], &nextFrame[0], alpha, &_poses[0]);
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}
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return _poses;
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}
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void AnimClip::loadURL(const QString& url) {
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auto animCache = DependencyManager::get<AnimationCache>();
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_networkAnim = animCache->getAnimation(url);
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_url = url;
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}
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void AnimClip::setCurrentFrameInternal(float frame) {
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// because dt is 0, we should not encounter any triggers
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const float dt = 0.0f;
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Triggers triggers;
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_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame + _startFrame, dt, _loopFlag, _id, triggers);
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}
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void AnimClip::copyFromNetworkAnim() {
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assert(_networkAnim && _networkAnim->isLoaded() && _skeleton);
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_anim.clear();
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// build a mapping from animation joint indices to skeleton joint indices.
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// by matching joints with the same name.
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const FBXGeometry& geom = _networkAnim->getGeometry();
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AnimSkeleton animSkeleton(geom);
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const auto animJointCount = animSkeleton.getNumJoints();
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const auto skeletonJointCount = _skeleton->getNumJoints();
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std::vector<int> jointMap;
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jointMap.reserve(animJointCount);
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for (int i = 0; i < animJointCount; i++) {
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int skeletonJoint = _skeleton->nameToJointIndex(animSkeleton.getJointName(i));
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if (skeletonJoint == -1) {
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qCWarning(animation) << "animation contains joint =" << animSkeleton.getJointName(i) << " which is not in the skeleton, url =" << _url;
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}
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jointMap.push_back(skeletonJoint);
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}
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const int frameCount = geom.animationFrames.size();
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_anim.resize(frameCount);
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for (int frame = 0; frame < frameCount; frame++) {
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const FBXAnimationFrame& fbxAnimFrame = geom.animationFrames[frame];
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// init all joints in animation to default pose
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// this will give us a resonable result for bones in the model skeleton but not in the animation.
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_anim[frame].reserve(skeletonJointCount);
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for (int skeletonJoint = 0; skeletonJoint < skeletonJointCount; skeletonJoint++) {
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_anim[frame].push_back(_skeleton->getRelativeDefaultPose(skeletonJoint));
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}
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for (int animJoint = 0; animJoint < animJointCount; animJoint++) {
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int skeletonJoint = jointMap[animJoint];
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const glm::vec3& fbxAnimTrans = fbxAnimFrame.translations[animJoint];
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const glm::quat& fbxAnimRot = fbxAnimFrame.rotations[animJoint];
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// skip joints that are in the animation but not in the skeleton.
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if (skeletonJoint >= 0 && skeletonJoint < skeletonJointCount) {
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AnimPose preRot, postRot;
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if (usePreAndPostPoseFromAnim) {
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preRot = animSkeleton.getPreRotationPose(animJoint);
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postRot = animSkeleton.getPostRotationPose(animJoint);
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} else {
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// In order to support Blender, which does not have preRotation FBX support, we use the models defaultPose as the reference frame for the animations.
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preRot = AnimPose(glm::vec3(1.0f), _skeleton->getRelativeBindPose(skeletonJoint).rot, glm::vec3());
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postRot = AnimPose::identity;
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}
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// cancel out scale
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preRot.scale = glm::vec3(1.0f);
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postRot.scale = glm::vec3(1.0f);
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AnimPose rot(glm::vec3(1.0f), fbxAnimRot, glm::vec3());
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// adjust translation offsets, so large translation animatons on the reference skeleton
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// will be adjusted when played on a skeleton with short limbs.
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const glm::vec3& fbxZeroTrans = geom.animationFrames[0].translations[animJoint];
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const AnimPose& relDefaultPose = _skeleton->getRelativeDefaultPose(skeletonJoint);
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float boneLengthScale = 1.0f;
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const float EPSILON = 0.0001f;
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if (fabsf(glm::length(fbxZeroTrans)) > EPSILON) {
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boneLengthScale = glm::length(relDefaultPose.trans) / glm::length(fbxZeroTrans);
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}
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AnimPose trans = AnimPose(glm::vec3(1.0f), glm::quat(), relDefaultPose.trans + boneLengthScale * (fbxAnimTrans - fbxZeroTrans));
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_anim[frame][skeletonJoint] = trans * preRot * rot * postRot;
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}
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}
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}
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// mirrorAnim will be re-built on demand, if needed.
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_mirrorAnim.clear();
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_poses.resize(skeletonJointCount);
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}
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void AnimClip::buildMirrorAnim() {
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assert(_skeleton);
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_mirrorAnim.clear();
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_mirrorAnim.reserve(_anim.size());
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for (auto& relPoses : _anim) {
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_mirrorAnim.push_back(relPoses);
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_skeleton->mirrorRelativePoses(_mirrorAnim.back());
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}
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}
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const AnimPoseVec& AnimClip::getPosesInternal() const {
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return _poses;
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}
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