overte-HifiExperiments/assignment-client/src/avatars/ScriptableAvatar.cpp
Anthony J. Thibault cd4d9255bd Added defaultPoseFlags to avatar protocol
Change rotationSet to rotationIsDefaultPose for JointData
Also for translation.  Fixed all code to flip boolean value.
Created EntityJointData so that the ModelEntity stuff doesn't need to change.
2018-01-19 15:34:27 -08:00

139 lines
6 KiB
C++

//
// ScriptableAvatar.cpp
//
//
// Created by Clement on 7/22/14.
// Copyright 2014 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 <QDebug>
#include <QThread>
#include <glm/gtx/transform.hpp>
#include <shared/QtHelpers.h>
#include <GLMHelpers.h>
#include <AnimUtil.h>
#include "ScriptableAvatar.h"
QByteArray ScriptableAvatar::toByteArrayStateful(AvatarDataDetail dataDetail, bool dropFaceTracking) {
_globalPosition = getWorldPosition();
return AvatarData::toByteArrayStateful(dataDetail);
}
// hold and priority unused but kept so that client side JS can run.
void ScriptableAvatar::startAnimation(const QString& url, float fps, float priority,
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "startAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
return;
}
_animation = DependencyManager::get<AnimationCache>()->getAnimation(url);
_animationDetails = AnimationDetails("", QUrl(url), fps, 0, loop, hold, false, firstFrame, lastFrame, true, firstFrame, false);
_maskedJoints = maskedJoints;
}
void ScriptableAvatar::stopAnimation() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "stopAnimation");
return;
}
_animation.clear();
}
AnimationDetails ScriptableAvatar::getAnimationDetails() {
if (QThread::currentThread() != thread()) {
AnimationDetails result;
BLOCKING_INVOKE_METHOD(this, "getAnimationDetails",
Q_RETURN_ARG(AnimationDetails, result));
return result;
}
return _animationDetails;
}
void ScriptableAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_bind.reset();
_animSkeleton.reset();
AvatarData::setSkeletonModelURL(skeletonModelURL);
}
static AnimPose composeAnimPose(const FBXJoint& fbxJoint, const glm::quat rotation, const glm::vec3 translation) {
glm::mat4 translationMat = glm::translate(translation);
glm::mat4 rotationMat = glm::mat4_cast(fbxJoint.preRotation * rotation * fbxJoint.postRotation);
glm::mat4 finalMat = translationMat * fbxJoint.preTransform * rotationMat * fbxJoint.postTransform;
return AnimPose(finalMat);
}
void ScriptableAvatar::update(float deltatime) {
if (_bind.isNull() && !_skeletonFBXURL.isEmpty()) { // AvatarData will parse the .fst, but not get the .fbx skeleton.
_bind = DependencyManager::get<AnimationCache>()->getAnimation(_skeletonFBXURL);
}
// Run animation
if (_animation && _animation->isLoaded() && _animation->getFrames().size() > 0 && !_bind.isNull() && _bind->isLoaded()) {
if (!_animSkeleton) {
_animSkeleton = std::make_shared<AnimSkeleton>(_bind->getGeometry());
}
float currentFrame = _animationDetails.currentFrame + deltatime * _animationDetails.fps;
if (_animationDetails.loop || currentFrame < _animationDetails.lastFrame) {
while (currentFrame >= _animationDetails.lastFrame) {
currentFrame -= (_animationDetails.lastFrame - _animationDetails.firstFrame);
}
_animationDetails.currentFrame = currentFrame;
const QVector<FBXJoint>& modelJoints = _bind->getGeometry().joints;
QStringList animationJointNames = _animation->getJointNames();
const int nJoints = modelJoints.size();
if (_jointData.size() != nJoints) {
_jointData.resize(nJoints);
}
const int frameCount = _animation->getFrames().size();
const FBXAnimationFrame& floorFrame = _animation->getFrames().at((int)glm::floor(currentFrame) % frameCount);
const FBXAnimationFrame& ceilFrame = _animation->getFrames().at((int)glm::ceil(currentFrame) % frameCount);
const float frameFraction = glm::fract(currentFrame);
std::vector<AnimPose> poses = _animSkeleton->getRelativeDefaultPoses();
const float UNIT_SCALE = 0.01f;
for (int i = 0; i < animationJointNames.size(); i++) {
const QString& name = animationJointNames[i];
// As long as we need the model preRotations anyway, let's get the jointIndex from the bind skeleton rather than
// trusting the .fst (which is sometimes not updated to match changes to .fbx).
int mapping = _bind->getGeometry().getJointIndex(name);
if (mapping != -1 && !_maskedJoints.contains(name)) {
AnimPose floorPose = composeAnimPose(modelJoints[mapping], floorFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
AnimPose ceilPose = composeAnimPose(modelJoints[mapping], ceilFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
blend(1, &floorPose, &ceilPose, frameFraction, &poses[mapping]);
}
}
std::vector<AnimPose> absPoses = poses;
_animSkeleton->convertRelativePosesToAbsolute(absPoses);
for (int i = 0; i < nJoints; i++) {
JointData& data = _jointData[i];
AnimPose& absPose = absPoses[i];
if (data.rotation != absPose.rot()) {
data.rotation = absPose.rot();
data.rotationIsDefaultPose = false;
}
AnimPose& relPose = poses[i];
if (data.translation != relPose.trans()) {
data.translation = relPose.trans();
data.translationIsDefaultPose = false;
}
}
} else {
_animation.clear();
}
}
}