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Merge pull request #6461 from hyperlogic/tony/remove-joint-states
Refactor of Rig and MyAvatar animation JavaScript interface
This commit is contained in:
commit
6f50d91208
64 changed files with 2028 additions and 3946 deletions
examples
interface
resources/meshes/defaultAvatar_full
src
libraries
animation/src
AnimClip.cppAnimClip.hAnimInverseKinematics.cppAnimInverseKinematics.hAnimManipulator.cppAnimManipulator.hAnimNode.cppAnimNode.hAnimNodeLoader.cppAnimPose.cppAnimSkeleton.cppAnimSkeleton.hAnimStateMachine.cppAnimStateMachine.hAnimUtil.cppAnimVariant.cppAnimVariant.hAnimationHandle.cppAnimationHandle.hAvatarRig.cppAvatarRig.hEntityRig.cppEntityRig.hJointState.cppJointState.hRig.cppRig.h
avatars/src
entities-renderer/src
entities/src
fbx/src
networking/src/udt
render-utils/src
shared/src
tests/animation/src
91
examples/kneel.js
Normal file
91
examples/kneel.js
Normal file
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@ -0,0 +1,91 @@
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//
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// kneel.js
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// examples
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//
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// Created by Anthony Thibault on 11/9/2015
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// Copyright 2015 High Fidelity, Inc.
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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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// Example of how to play an animation on an avatar.
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//
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var buttonImageUrl = "https://s3.amazonaws.com/hifi-public/images/tools/kneel.svg";
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var windowDimensions = Controller.getViewportDimensions();
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var buttonWidth = 37;
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var buttonHeight = 46;
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var buttonPadding = 10;
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var buttonPositionX = windowDimensions.x - buttonPadding - buttonWidth;
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var buttonPositionY = (windowDimensions.y - buttonHeight) / 2 - (buttonHeight + buttonPadding);
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var kneelDownImageOverlay = {
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x: buttonPositionX,
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y: buttonPositionY,
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width: buttonWidth,
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height: buttonHeight,
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subImage: { x: 0, y: buttonHeight, width: buttonWidth, height: buttonHeight },
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imageURL: buttonImageUrl,
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visible: true,
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alpha: 1.0
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};
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var standUpImageOverlay = {
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x: buttonPositionX,
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y: buttonPositionY,
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width: buttonWidth,
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height: buttonHeight,
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subImage: { x: buttonWidth, y: buttonHeight, width: buttonWidth, height: buttonHeight },
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imageURL: buttonImageUrl,
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visible: false,
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alpha: 1.0
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};
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var kneelDownButton = Overlays.addOverlay("image", kneelDownImageOverlay);
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var standUpButton = Overlays.addOverlay("image", standUpImageOverlay);
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var kneeling = false;
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var KNEEL_ANIM_URL = "https://hifi-public.s3.amazonaws.com/ozan/anim/kneel/kneel.fbx";
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function kneelDown() {
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kneeling = true;
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var playbackRate = 30; // 30 fps is normal speed.
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var loopFlag = false;
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var startFrame = 0;
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var endFrame = 82;
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// This will completly override all motion from the default animation system
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// including inverse kinematics for hand and head controllers.
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MyAvatar.overrideAnimation(KNEEL_ANIM_URL, playbackRate, loopFlag, startFrame, endFrame);
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Overlays.editOverlay(kneelDownButton, { visible: false });
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Overlays.editOverlay(standUpButton, { visible: true });
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}
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function standUp() {
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kneeling = false;
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// this will restore all motion from the default animation system.
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// inverse kinematics will work again normally.
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MyAvatar.restoreAnimation();
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Overlays.editOverlay(standUpButton, { visible: false });
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Overlays.editOverlay(kneelDownButton, { visible: true });
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}
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Controller.mousePressEvent.connect(function (event) {
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var clickedOverlay = Overlays.getOverlayAtPoint({ x: event.x, y: event.y });
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if (clickedOverlay == kneelDownButton) {
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kneelDown();
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} else if (clickedOverlay == standUpButton) {
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standUp();
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}
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});
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Script.scriptEnding.connect(function() {
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Overlays.deleteOverlay(kneelDownButton);
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Overlays.deleteOverlay(standUpButton);
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});
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@ -75,7 +75,7 @@ function updateJoints(factor){
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for (var i = 0; i < startPoseAndTransition.length; i++){
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var scaledTransition = Vec3.multiply(startPoseAndTransition[i].transition, factor);
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var rotation = Vec3.sum(startPoseAndTransition[i].start, scaledTransition);
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MyAvatar.setJointData(startPoseAndTransition[i].joint, Quat.fromVec3Degrees( rotation ));
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MyAvatar.setJointRotation(startPoseAndTransition[i].joint, Quat.fromVec3Degrees( rotation ));
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}
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}
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@ -282,7 +282,8 @@ function update(deltaTime){
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MyAvatar.position.z != avatarOldPosition.z ||
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locationChanged) {
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avatarOldPosition = MyAvatar.position;
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/*
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var SEARCH_RADIUS = 50;
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var foundModels = Entities.findEntities(MyAvatar.position, SEARCH_RADIUS);
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// Let's remove indicator that got out of radius
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@ -306,6 +307,7 @@ function update(deltaTime){
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if (hiddingSeats && passedTime >= animationLenght) {
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showIndicators(true);
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}
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*/
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}
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}
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var oldHost = location.hostname;
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34
examples/theBird.js
Normal file
34
examples/theBird.js
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@ -0,0 +1,34 @@
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//
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// theBird.js
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// examples
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//
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// Created by Anthony Thibault on 11/9/2015
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// Copyright 2015 High Fidelity, Inc.
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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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// Example of how to play an animation on an avatar.
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//
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var THE_BIRD_RIGHT_URL = "https://hifi-public.s3.amazonaws.com/ozan/anim/the_bird/the_bird_right.fbx";
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var roles = MyAvatar.getAnimationRoles();
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var i, l = roles.length
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print("getAnimationRoles()");
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for (i = 0; i < l; i++) {
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print(roles[i]);
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}
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MyAvatar.prefetchAnimation(THE_BIRD_RIGHT_URL);
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// replace point animations with the bird!
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MyAvatar.overrideRoleAnimation("rightHandPointIntro", THE_BIRD_RIGHT_URL, 30, false, 0, 12);
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MyAvatar.overrideRoleAnimation("rightHandPointHold", THE_BIRD_RIGHT_URL, 30, false, 12, 12);
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MyAvatar.overrideRoleAnimation("rightHandPointOutro", THE_BIRD_RIGHT_URL, 30, false, 19, 30);
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Script.scriptEnding.connect(function() {
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MyAvatar.restoreRoleAnimation("rightHandPointIntro");
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MyAvatar.restoreRoleAnimation("rightHandPointHold");
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MyAvatar.restoreRoleAnimation("rightHandPointOutro");
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});
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File diff suppressed because it is too large
Load diff
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@ -2555,11 +2555,12 @@ void Application::init() {
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setAvatarUpdateThreading();
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}
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const bool ENABLE_AVATAR_UPDATE_THREADING = false;
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void Application::setAvatarUpdateThreading() {
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setAvatarUpdateThreading(Menu::getInstance()->isOptionChecked(MenuOption::EnableAvatarUpdateThreading));
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setAvatarUpdateThreading(ENABLE_AVATAR_UPDATE_THREADING);
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}
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void Application::setRawAvatarUpdateThreading() {
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setRawAvatarUpdateThreading(Menu::getInstance()->isOptionChecked(MenuOption::EnableAvatarUpdateThreading));
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setRawAvatarUpdateThreading(ENABLE_AVATAR_UPDATE_THREADING);
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}
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void Application::setRawAvatarUpdateThreading(bool isThreaded) {
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if (_avatarUpdate) {
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@ -2577,17 +2578,11 @@ void Application::setAvatarUpdateThreading(bool isThreaded) {
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}
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auto myAvatar = getMyAvatar();
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bool isRigEnabled = myAvatar->getEnableRigAnimations();
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bool isGraphEnabled = myAvatar->getEnableAnimGraph();
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if (_avatarUpdate) {
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_avatarUpdate->terminate(); // Must be before we shutdown anim graph.
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}
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myAvatar->setEnableRigAnimations(false);
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myAvatar->setEnableAnimGraph(false);
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_avatarUpdate = new AvatarUpdate();
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_avatarUpdate->initialize(isThreaded);
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myAvatar->setEnableRigAnimations(isRigEnabled);
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myAvatar->setEnableAnimGraph(isGraphEnabled);
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}
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void Application::updateLOD() {
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@ -2970,11 +2965,6 @@ void Application::update(float deltaTime) {
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loadViewFrustum(_myCamera, _viewFrustum);
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}
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// Update animation debug draw renderer
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{
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AnimDebugDraw::getInstance().update();
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}
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quint64 now = usecTimestampNow();
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// Update my voxel servers with my current voxel query...
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@ -3534,6 +3524,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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myAvatar->preRender(renderArgs);
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myAvatar->endRender();
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// Update animation debug draw renderer
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AnimDebugDraw::getInstance().update();
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activeRenderingThread = QThread::currentThread();
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PROFILE_RANGE(__FUNCTION__);
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@ -4365,10 +4357,6 @@ void Application::stopAllScripts(bool restart) {
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it.value()->stop();
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qCDebug(interfaceapp) << "stopping script..." << it.key();
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}
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// HACK: ATM scripts cannot set/get their animation priorities, so we clear priorities
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// whenever a script stops in case it happened to have been setting joint rotations.
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// TODO: expose animation priorities and provide a layered animation control system.
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getMyAvatar()->clearJointAnimationPriorities();
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getMyAvatar()->clearScriptableSettings();
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}
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@ -4384,10 +4372,6 @@ bool Application::stopScript(const QString& scriptHash, bool restart) {
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scriptEngine->stop();
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stoppedScript = true;
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qCDebug(interfaceapp) << "stopping script..." << scriptHash;
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// HACK: ATM scripts cannot set/get their animation priorities, so we clear priorities
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// whenever a script stops in case it happened to have been setting joint rotations.
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// TODO: expose animation priorities and provide a layered animation control system.
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getMyAvatar()->clearJointAnimationPriorities();
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}
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if (_scriptEnginesHash.empty()) {
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getMyAvatar()->clearScriptableSettings();
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@ -145,8 +145,6 @@ Menu::Menu() {
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addActionToQMenuAndActionHash(editMenu, MenuOption::Attachments, 0,
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dialogsManager.data(), SLOT(editAttachments()));
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addActionToQMenuAndActionHash(editMenu, MenuOption::Animations, 0,
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dialogsManager.data(), SLOT(editAnimations()));
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MenuWrapper* toolsMenu = addMenu("Tools");
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addActionToQMenuAndActionHash(toolsMenu, MenuOption::ScriptEditor, Qt::ALT | Qt::Key_S,
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@ -443,16 +441,12 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderFocusIndicator, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ShowWhosLookingAtMe, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::FixGaze, 0, false);
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAvatarUpdateThreading, 0, false,
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qApp, SLOT(setAvatarUpdateThreading(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableRigAnimations, 0, false,
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avatar, SLOT(setEnableRigAnimations(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::EnableAnimGraph, 0, true,
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avatar, SLOT(setEnableAnimGraph(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawBindPose, 0, false,
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avatar, SLOT(setEnableDebugDrawBindPose(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawDefaultPose, 0, false,
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avatar, SLOT(setEnableDebugDrawDefaultPose(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawAnimPose, 0, false,
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avatar, SLOT(setEnableDebugDrawAnimPose(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::AnimDebugDrawPosition, 0, false,
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avatar, SLOT(setEnableDebugDrawPosition(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::MeshVisible, 0, true,
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avatar, SLOT(setEnableMeshVisible(bool)));
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addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::DisableEyelidAdjustment, 0, false);
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@ -464,7 +458,6 @@ Menu::Menu() {
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::EnableHandMouseInput, 0, false);
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::LowVelocityFilter, 0, true,
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qApp, SLOT(setLowVelocityFilter(bool)));
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addCheckableActionToQMenuAndActionHash(handOptionsMenu, MenuOption::ShowIKConstraints, 0, false);
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MenuWrapper* leapOptionsMenu = handOptionsMenu->addMenu("Leap Motion");
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addCheckableActionToQMenuAndActionHash(leapOptionsMenu, MenuOption::LeapMotionOnHMD, 0, false);
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@ -131,7 +131,8 @@ namespace MenuOption {
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const QString AddressBar = "Show Address Bar";
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const QString Animations = "Animations...";
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const QString AnimDebugDrawAnimPose = "Debug Draw Animation";
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const QString AnimDebugDrawBindPose = "Debug Draw Bind Pose";
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const QString AnimDebugDrawDefaultPose = "Debug Draw Default Pose";
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const QString AnimDebugDrawPosition= "Debug Draw Position";
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const QString Antialiasing = "Antialiasing";
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const QString AssetMigration = "ATP Asset Migration";
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const QString Atmosphere = "Atmosphere";
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@ -188,10 +189,7 @@ namespace MenuOption {
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const QString EchoServerAudio = "Echo Server Audio";
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const QString EditEntitiesHelp = "Edit Entities Help...";
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const QString Enable3DTVMode = "Enable 3DTV Mode";
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const QString EnableAvatarUpdateThreading = "Enable Avatar Update Threading";
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const QString EnableAnimGraph = "Enable Anim Graph";
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const QString EnableCharacterController = "Enable avatar collisions";
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const QString EnableRigAnimations = "Enable Rig Animations";
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const QString ExpandMyAvatarSimulateTiming = "Expand /myAvatar/simulation";
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const QString ExpandMyAvatarTiming = "Expand /myAvatar";
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const QString ExpandOtherAvatarTiming = "Expand /otherAvatar";
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@ -271,7 +269,6 @@ namespace MenuOption {
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const QString ScriptedMotorControl = "Enable Scripted Motor Control";
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const QString ShowDSConnectTable = "Show Domain Connection Timing";
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const QString ShowBordersEntityNodes = "Show Entity Nodes";
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const QString ShowIKConstraints = "Show IK Constraints";
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const QString ShowRealtimeEntityStats = "Show Realtime Entity Stats";
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const QString ShowWhosLookingAtMe = "Show Who's Looking at Me";
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const QString StandingHMDSensorMode = "Standing HMD Sensor Mode";
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@ -43,7 +43,7 @@
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#include "Util.h"
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#include "world.h"
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#include "InterfaceLogging.h"
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#include "EntityRig.h"
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#include <Rig.h>
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using namespace std;
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@ -223,12 +223,7 @@ void Avatar::simulate(float deltaTime) {
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if (!_shouldRenderBillboard && !_shouldSkipRender && inViewFrustum) {
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{
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PerformanceTimer perfTimer("skeleton");
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for (int i = 0; i < _jointData.size(); i++) {
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const JointData& data = _jointData.at(i);
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_skeletonModel.setJointRotation(i, data.rotationSet, data.rotation, 1.0f);
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_skeletonModel.setJointTranslation(i, data.translationSet, data.translation, 1.0f);
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}
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_skeletonModel.getRig()->copyJointsFromJointData(_jointData);
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_skeletonModel.simulate(deltaTime, _hasNewJointRotations || _hasNewJointTranslations);
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simulateAttachments(deltaTime);
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_hasNewJointRotations = false;
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@ -272,7 +267,7 @@ bool Avatar::isLookingAtMe(AvatarSharedPointer avatar) {
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const float HEAD_SPHERE_RADIUS = 0.1f;
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glm::vec3 theirLookAt = dynamic_pointer_cast<Avatar>(avatar)->getHead()->getLookAtPosition();
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glm::vec3 myEyePosition = getHead()->getEyePosition();
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return glm::distance(theirLookAt, myEyePosition) <= (HEAD_SPHERE_RADIUS * getScale());
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}
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@ -522,8 +517,8 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT),
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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position = getHead()->getRightEyePosition();
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@ -533,7 +528,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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eyeDiameter = DEFAULT_EYE_DIAMETER;
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}
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DependencyManager::get<DeferredLightingEffect>()->renderSolidSphereInstance(batch,
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Transform(transform).postScale(eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT),
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Transform(transform).postScale(eyeDiameter * _scale / 2.0f + RADIUS_INCREMENT),
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glm::vec4(LOOKING_AT_ME_COLOR, alpha));
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}
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@ -581,7 +576,7 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
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if (!isMyAvatar() || cameraMode != CAMERA_MODE_FIRST_PERSON) {
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auto& frustum = *renderArgs->_viewFrustum;
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auto textPosition = getDisplayNamePosition();
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|
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|
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if (frustum.pointInFrustum(textPosition, true) == ViewFrustum::INSIDE) {
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renderDisplayName(batch, frustum, textPosition);
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}
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@ -637,7 +632,7 @@ void Avatar::fixupModelsInScene() {
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void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
|
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|
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fixupModelsInScene();
|
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|
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|
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{
|
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if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
|
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// render the billboard until both models are loaded
|
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|
@ -666,7 +661,7 @@ void Avatar::simulateAttachments(float deltaTime) {
|
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glm::vec3 jointPosition;
|
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glm::quat jointRotation;
|
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if (_skeletonModel.getJointPositionInWorldFrame(jointIndex, jointPosition) &&
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_skeletonModel.getJointCombinedRotation(jointIndex, jointRotation)) {
|
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_skeletonModel.getJointRotationInWorldFrame(jointIndex, jointRotation)) {
|
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model->setTranslation(jointPosition + jointRotation * attachment.translation * _scale);
|
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model->setRotation(jointRotation * attachment.rotation);
|
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model->setScaleToFit(true, _scale * attachment.scale, true); // hack to force rescale
|
||||
|
@ -701,7 +696,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
|
|||
glm::quat rotation = getOrientation();
|
||||
glm::vec3 cameraVector = glm::inverse(rotation) * (qApp->getCamera()->getPosition() - _position);
|
||||
rotation = rotation * glm::angleAxis(atan2f(-cameraVector.x, -cameraVector.z), glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
|
||||
// compute the size from the billboard camera parameters and scale
|
||||
float size = getBillboardSize();
|
||||
|
||||
|
@ -714,7 +709,7 @@ void Avatar::renderBillboard(RenderArgs* renderArgs) {
|
|||
glm::vec2 bottomRight(1.0f, 1.0f);
|
||||
glm::vec2 texCoordTopLeft(0.0f, 0.0f);
|
||||
glm::vec2 texCoordBottomRight(1.0f, 1.0f);
|
||||
|
||||
|
||||
gpu::Batch& batch = *renderArgs->_batch;
|
||||
PROFILE_RANGE_BATCH(batch, __FUNCTION__);
|
||||
batch.setResourceTexture(0, _billboardTexture->getGPUTexture());
|
||||
|
@ -747,29 +742,29 @@ glm::vec3 Avatar::getDisplayNamePosition() const {
|
|||
glm::vec3 namePosition(0.0f);
|
||||
glm::vec3 bodyUpDirection = getBodyUpDirection();
|
||||
DEBUG_VALUE("bodyUpDirection =", bodyUpDirection);
|
||||
|
||||
|
||||
if (getSkeletonModel().getNeckPosition(namePosition)) {
|
||||
float headHeight = getHeadHeight();
|
||||
DEBUG_VALUE("namePosition =", namePosition);
|
||||
DEBUG_VALUE("headHeight =", headHeight);
|
||||
|
||||
|
||||
static const float SLIGHTLY_ABOVE = 1.1f;
|
||||
namePosition += bodyUpDirection * headHeight * SLIGHTLY_ABOVE;
|
||||
} else {
|
||||
const float HEAD_PROPORTION = 0.75f;
|
||||
float billboardSize = getBillboardSize();
|
||||
|
||||
|
||||
DEBUG_VALUE("_position =", _position);
|
||||
DEBUG_VALUE("billboardSize =", billboardSize);
|
||||
namePosition = _position + bodyUpDirection * (billboardSize * HEAD_PROPORTION);
|
||||
}
|
||||
|
||||
|
||||
if (glm::any(glm::isnan(namePosition)) || glm::any(glm::isinf(namePosition))) {
|
||||
qCWarning(interfaceapp) << "Invalid display name position" << namePosition
|
||||
<< ", setting is to (0.0f, 0.5f, 0.0f)";
|
||||
namePosition = glm::vec3(0.0f, 0.5f, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
return namePosition;
|
||||
}
|
||||
|
||||
|
@ -777,16 +772,16 @@ Transform Avatar::calculateDisplayNameTransform(const ViewFrustum& frustum, cons
|
|||
Q_ASSERT_X(frustum.pointInFrustum(textPosition, true) == ViewFrustum::INSIDE,
|
||||
"Avatar::calculateDisplayNameTransform", "Text not in viewfrustum.");
|
||||
glm::vec3 toFrustum = frustum.getPosition() - textPosition;
|
||||
|
||||
|
||||
// Compute orientation
|
||||
// If x and z are 0, atan(x, z) adais undefined, so default to 0 degrees
|
||||
const float yawRotation = (toFrustum.x == 0.0f && toFrustum.z == 0.0f) ? 0.0f : glm::atan(toFrustum.x, toFrustum.z);
|
||||
glm::quat orientation = glm::quat(glm::vec3(0.0f, yawRotation, 0.0f));
|
||||
|
||||
|
||||
// Compute correct scale to apply
|
||||
static const float DESIRED_HEIGHT_RAD = glm::radians(1.5f);
|
||||
float scale = glm::length(toFrustum) * glm::tan(DESIRED_HEIGHT_RAD);
|
||||
|
||||
|
||||
// Set transform
|
||||
Transform result;
|
||||
result.setTranslation(textPosition);
|
||||
|
@ -794,7 +789,7 @@ Transform Avatar::calculateDisplayNameTransform(const ViewFrustum& frustum, cons
|
|||
result.setScale(scale);
|
||||
// raise by half the scale up so that textPosition be the bottom
|
||||
result.postTranslate(Vectors::UP / 2.0f);
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -822,14 +817,14 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
|
|||
}
|
||||
renderedDisplayName += statsFormat.arg(QString::number(kilobitsPerSecond, 'f', 2)).arg(getReceiveRate());
|
||||
}
|
||||
|
||||
|
||||
// Compute display name extent/position offset
|
||||
const glm::vec2 extent = renderer->computeExtent(renderedDisplayName);
|
||||
if (!glm::any(glm::isCompNull(extent, EPSILON))) {
|
||||
const QRect nameDynamicRect = QRect(0, 0, (int)extent.x, (int)extent.y);
|
||||
const int text_x = -nameDynamicRect.width() / 2;
|
||||
const int text_y = -nameDynamicRect.height() / 2;
|
||||
|
||||
|
||||
// Compute background position/size
|
||||
static const float SLIGHTLY_IN_FRONT = 0.1f;
|
||||
static const float BORDER_RELATIVE_SIZE = 0.1f;
|
||||
|
@ -840,12 +835,12 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
|
|||
const int width = nameDynamicRect.width() + 2.0f * border;
|
||||
const int height = nameDynamicRect.height() + 2.0f * border;
|
||||
const int bevelDistance = BEVEL_FACTOR * height;
|
||||
|
||||
|
||||
// Display name and background colors
|
||||
glm::vec4 textColor(0.93f, 0.93f, 0.93f, _displayNameAlpha);
|
||||
glm::vec4 backgroundColor(0.2f, 0.2f, 0.2f,
|
||||
(_displayNameAlpha / DISPLAYNAME_ALPHA) * DISPLAYNAME_BACKGROUND_ALPHA);
|
||||
|
||||
|
||||
// Compute display name transform
|
||||
auto textTransform = calculateDisplayNameTransform(frustum, textPosition);
|
||||
// Test on extent above insures abs(height) > 0.0f
|
||||
|
@ -861,7 +856,7 @@ void Avatar::renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, co
|
|||
|
||||
// Render actual name
|
||||
QByteArray nameUTF8 = renderedDisplayName.toLocal8Bit();
|
||||
|
||||
|
||||
// Render text slightly in front to avoid z-fighting
|
||||
textTransform.postTranslate(glm::vec3(0.0f, 0.0f, SLIGHTLY_IN_FRONT * renderer->getFontSize()));
|
||||
batch.setModelTransform(textTransform);
|
||||
|
@ -963,52 +958,6 @@ glm::vec3 Avatar::getJointPosition(const QString& name) const {
|
|||
return position;
|
||||
}
|
||||
|
||||
glm::quat Avatar::getJointCombinedRotation(int index) const {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
glm::quat rotation;
|
||||
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const int, index));
|
||||
return rotation;
|
||||
}
|
||||
glm::quat rotation;
|
||||
_skeletonModel.getJointCombinedRotation(index, rotation);
|
||||
return rotation;
|
||||
}
|
||||
|
||||
glm::quat Avatar::getJointCombinedRotation(const QString& name) const {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
glm::quat rotation;
|
||||
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "getJointCombinedRotation", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(glm::quat, rotation), Q_ARG(const QString&, name));
|
||||
return rotation;
|
||||
}
|
||||
glm::quat rotation;
|
||||
_skeletonModel.getJointCombinedRotation(getJointIndex(name), rotation);
|
||||
return rotation;
|
||||
}
|
||||
|
||||
const float SCRIPT_PRIORITY = DEFAULT_PRIORITY + 1.0f;
|
||||
|
||||
void Avatar::setJointModelPositionAndOrientation(int index, glm::vec3 position, const glm::quat& rotation) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "setJointModelPositionAndOrientation",
|
||||
Qt::AutoConnection, Q_ARG(const int, index), Q_ARG(const glm::vec3, position),
|
||||
Q_ARG(const glm::quat&, rotation));
|
||||
} else {
|
||||
_skeletonModel.inverseKinematics(index, position, rotation, SCRIPT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::setJointModelPositionAndOrientation(const QString& name, glm::vec3 position, const glm::quat& rotation) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(const_cast<Avatar*>(this), "setJointModelPositionAndOrientation",
|
||||
Qt::AutoConnection, Q_ARG(const QString&, name), Q_ARG(const glm::vec3, position),
|
||||
Q_ARG(const glm::quat&, rotation));
|
||||
} else {
|
||||
_skeletonModel.inverseKinematics(getJointIndex(name), position, rotation, SCRIPT_PRIORITY);
|
||||
}
|
||||
}
|
||||
|
||||
void Avatar::scaleVectorRelativeToPosition(glm::vec3 &positionToScale) const {
|
||||
//Scale a world space vector as if it was relative to the position
|
||||
positionToScale = _position + _scale * (positionToScale - _position);
|
||||
|
@ -1037,7 +986,7 @@ void Avatar::setAttachmentData(const QVector<AttachmentData>& attachmentData) {
|
|||
if (_unusedAttachments.size() > 0) {
|
||||
model = _unusedAttachments.takeFirst();
|
||||
} else {
|
||||
model = new Model(std::make_shared<EntityRig>(), this);
|
||||
model = new Model(std::make_shared<Rig>(), this);
|
||||
}
|
||||
model->init();
|
||||
_attachmentModels.append(model);
|
||||
|
|
|
@ -26,6 +26,7 @@
|
|||
#include "Head.h"
|
||||
#include "SkeletonModel.h"
|
||||
#include "world.h"
|
||||
#include "Rig.h"
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const AvatarSharedPointer& avatar);
|
||||
|
@ -65,7 +66,7 @@ public:
|
|||
|
||||
typedef render::Payload<AvatarData> Payload;
|
||||
typedef std::shared_ptr<render::Item::PayloadInterface> PayloadPointer;
|
||||
|
||||
|
||||
void init();
|
||||
void simulate(float deltaTime);
|
||||
|
||||
|
@ -100,20 +101,20 @@ public:
|
|||
float getLODDistance() const;
|
||||
|
||||
virtual bool isMyAvatar() const { return false; }
|
||||
|
||||
|
||||
virtual QVector<glm::quat> getJointRotations() const;
|
||||
virtual glm::quat getJointRotation(int index) const;
|
||||
virtual glm::vec3 getJointTranslation(int index) const;
|
||||
virtual int getJointIndex(const QString& name) const;
|
||||
virtual QStringList getJointNames() const;
|
||||
|
||||
|
||||
virtual void setFaceModelURL(const QUrl& faceModelURL);
|
||||
virtual void setSkeletonModelURL(const QUrl& skeletonModelURL);
|
||||
virtual void setAttachmentData(const QVector<AttachmentData>& attachmentData);
|
||||
virtual void setBillboard(const QByteArray& billboard);
|
||||
|
||||
void setShowDisplayName(bool showDisplayName);
|
||||
|
||||
|
||||
virtual int parseDataFromBuffer(const QByteArray& buffer);
|
||||
|
||||
static void renderJointConnectingCone( gpu::Batch& batch, glm::vec3 position1, glm::vec3 position2,
|
||||
|
@ -124,16 +125,9 @@ public:
|
|||
Q_INVOKABLE void setSkeletonOffset(const glm::vec3& offset);
|
||||
Q_INVOKABLE glm::vec3 getSkeletonOffset() { return _skeletonOffset; }
|
||||
virtual glm::vec3 getSkeletonPosition() const;
|
||||
|
||||
|
||||
Q_INVOKABLE glm::vec3 getJointPosition(int index) const;
|
||||
Q_INVOKABLE glm::vec3 getJointPosition(const QString& name) const;
|
||||
Q_INVOKABLE glm::quat getJointCombinedRotation(int index) const;
|
||||
Q_INVOKABLE glm::quat getJointCombinedRotation(const QString& name) const;
|
||||
|
||||
Q_INVOKABLE void setJointModelPositionAndOrientation(int index, const glm::vec3 position, const glm::quat& rotation);
|
||||
Q_INVOKABLE void setJointModelPositionAndOrientation(const QString& name, const glm::vec3 position,
|
||||
const glm::quat& rotation);
|
||||
|
||||
Q_INVOKABLE glm::vec3 getNeckPosition() const;
|
||||
|
||||
Q_INVOKABLE glm::vec3 getAcceleration() const { return _acceleration; }
|
||||
|
@ -196,9 +190,9 @@ protected:
|
|||
glm::vec3 _worldUpDirection;
|
||||
float _stringLength;
|
||||
bool _moving; ///< set when position is changing
|
||||
|
||||
|
||||
bool isLookingAtMe(AvatarSharedPointer avatar);
|
||||
|
||||
|
||||
// protected methods...
|
||||
glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
|
||||
glm::vec3 getBodyUpDirection() const { return getOrientation() * IDENTITY_UP; }
|
||||
|
|
|
@ -35,7 +35,7 @@
|
|||
#include "Menu.h"
|
||||
#include "MyAvatar.h"
|
||||
#include "SceneScriptingInterface.h"
|
||||
#include "AvatarRig.h"
|
||||
#include <Rig.h>
|
||||
|
||||
// 70 times per second - target is 60hz, but this helps account for any small deviations
|
||||
// in the update loop
|
||||
|
@ -66,7 +66,7 @@ AvatarManager::AvatarManager(QObject* parent) :
|
|||
{
|
||||
// register a meta type for the weak pointer we'll use for the owning avatar mixer for each avatar
|
||||
qRegisterMetaType<QWeakPointer<Node> >("NodeWeakPointer");
|
||||
_myAvatar = std::make_shared<MyAvatar>(std::make_shared<AvatarRig>());
|
||||
_myAvatar = std::make_shared<MyAvatar>(std::make_shared<Rig>());
|
||||
|
||||
auto& packetReceiver = DependencyManager::get<NodeList>()->getPacketReceiver();
|
||||
packetReceiver.registerListener(PacketType::BulkAvatarData, this, "processAvatarDataPacket");
|
||||
|
@ -205,7 +205,7 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
|
|||
}
|
||||
|
||||
AvatarSharedPointer AvatarManager::newSharedAvatar() {
|
||||
return std::make_shared<Avatar>(std::make_shared<AvatarRig>());
|
||||
return std::make_shared<Avatar>(std::make_shared<Rig>());
|
||||
}
|
||||
|
||||
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
|
||||
|
@ -356,7 +356,8 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
|
|||
|
||||
AudioInjector::playSound(collisionSoundURL, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getPosition());
|
||||
myAvatar->collisionWithEntity(collision);
|
||||
return; }
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,9 +44,12 @@ void AvatarUpdate::synchronousProcess() {
|
|||
bool AvatarUpdate::process() {
|
||||
PerformanceTimer perfTimer("AvatarUpdate");
|
||||
quint64 start = usecTimestampNow();
|
||||
quint64 deltaMicroseconds = start - _lastAvatarUpdate;
|
||||
_lastAvatarUpdate = start;
|
||||
quint64 deltaMicroseconds = 0;
|
||||
if (_lastAvatarUpdate > 0) {
|
||||
deltaMicroseconds = start - _lastAvatarUpdate;
|
||||
}
|
||||
float deltaSeconds = (float) deltaMicroseconds / (float) USECS_PER_SECOND;
|
||||
_lastAvatarUpdate = start;
|
||||
qApp->setAvatarSimrateSample(1.0f / deltaSeconds);
|
||||
|
||||
QSharedPointer<AvatarManager> manager = DependencyManager::get<AvatarManager>();
|
||||
|
|
|
@ -32,10 +32,7 @@ void FaceModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
neckPosition = owningAvatar->getPosition();
|
||||
}
|
||||
setTranslation(neckPosition);
|
||||
glm::quat neckParentRotation;
|
||||
if (!owningAvatar->getSkeletonModel().getNeckParentRotationFromDefaultOrientation(neckParentRotation)) {
|
||||
neckParentRotation = owningAvatar->getOrientation();
|
||||
}
|
||||
glm::quat neckParentRotation = owningAvatar->getOrientation();
|
||||
setRotation(neckParentRotation);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningHead->getScale());
|
||||
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
#include "devices/DdeFaceTracker.h"
|
||||
#include "devices/EyeTracker.h"
|
||||
#include "devices/Faceshift.h"
|
||||
#include "AvatarRig.h"
|
||||
#include <Rig.h>
|
||||
|
||||
using namespace std;
|
||||
|
||||
|
@ -62,7 +62,7 @@ Head::Head(Avatar* owningAvatar) :
|
|||
_isLookingAtMe(false),
|
||||
_lookingAtMeStarted(0),
|
||||
_wasLastLookingAtMe(0),
|
||||
_faceModel(this, std::make_shared<AvatarRig>()),
|
||||
_faceModel(this, std::make_shared<Rig>()),
|
||||
_leftEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID()),
|
||||
_rightEyeLookAtID(DependencyManager::get<GeometryCache>()->allocateID())
|
||||
{
|
||||
|
|
|
@ -21,7 +21,6 @@
|
|||
|
||||
#include <AccountManager.h>
|
||||
#include <AddressManager.h>
|
||||
#include <AnimationHandle.h>
|
||||
#include <AudioClient.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <display-plugins/DisplayPlugin.h>
|
||||
|
@ -218,16 +217,9 @@ QByteArray MyAvatar::toByteArray(bool cullSmallChanges, bool sendAll) {
|
|||
}
|
||||
|
||||
void MyAvatar::reset(bool andReload) {
|
||||
// Gather animation mode...
|
||||
// This should be simpler when we have only graph animations always on.
|
||||
bool isRig = _rig->getEnableRig();
|
||||
// seting rig animation to true, below, will clear the graph animation menu item, so grab it now.
|
||||
bool isGraph = _rig->getEnableAnimGraph() || Menu::getInstance()->isOptionChecked(MenuOption::EnableAnimGraph);
|
||||
// ... and get to sane configuration where other activity won't bother us.
|
||||
|
||||
if (andReload) {
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
_rig->disableHands = true;
|
||||
setEnableRigAnimations(true);
|
||||
}
|
||||
|
||||
// Reset dynamic state.
|
||||
|
@ -263,19 +255,6 @@ void MyAvatar::reset(bool andReload) {
|
|||
//_bodySensorMatrix = newBodySensorMatrix;
|
||||
//updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
|
||||
|
||||
_skeletonModel.simulate(0.1f); // non-zero
|
||||
setEnableRigAnimations(false);
|
||||
_skeletonModel.simulate(0.1f);
|
||||
}
|
||||
if (isRig) {
|
||||
setEnableRigAnimations(true);
|
||||
Menu::getInstance()->setIsOptionChecked(MenuOption::EnableRigAnimations, true);
|
||||
} else if (isGraph) {
|
||||
setEnableAnimGraph(true);
|
||||
Menu::getInstance()->setIsOptionChecked(MenuOption::EnableAnimGraph, true);
|
||||
}
|
||||
if (andReload) {
|
||||
_rig->disableHands = false;
|
||||
qApp->setRawAvatarUpdateThreading();
|
||||
}
|
||||
}
|
||||
|
@ -359,13 +338,7 @@ void MyAvatar::simulate(float deltaTime) {
|
|||
{
|
||||
PerformanceTimer perfTimer("joints");
|
||||
// copy out the skeleton joints from the model
|
||||
_jointData.resize(_rig->getJointStateCount());
|
||||
|
||||
for (int i = 0; i < _jointData.size(); i++) {
|
||||
JointData& data = _jointData[i];
|
||||
data.rotationSet |= _rig->getJointStateRotation(i, data.rotation);
|
||||
data.translationSet |= _rig->getJointStateTranslation(i, data.translation);
|
||||
}
|
||||
_rig->copyJointsIntoJointData(_jointData);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -450,12 +423,6 @@ void MyAvatar::updateHMDFollowVelocity() {
|
|||
// This is so the correct camera can be used for rendering.
|
||||
void MyAvatar::updateSensorToWorldMatrix() {
|
||||
|
||||
#ifdef DEBUG_RENDERING
|
||||
// draw marker about avatar's position
|
||||
const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
DebugDraw::getInstance().addMyAvatarMarker("pos", glm::quat(), glm::vec3(), red);
|
||||
#endif
|
||||
|
||||
// update the sensor mat so that the body position will end up in the desired
|
||||
// position when driven from the head.
|
||||
glm::mat4 desiredMat = createMatFromQuatAndPos(getOrientation(), getPosition());
|
||||
|
@ -602,12 +569,6 @@ void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
|
|||
}
|
||||
|
||||
Avatar::render(renderArgs, cameraPosition);
|
||||
|
||||
// don't display IK constraints in shadow mode
|
||||
if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) &&
|
||||
renderArgs && renderArgs->_batch) {
|
||||
_skeletonModel.renderIKConstraints(*renderArgs->_batch);
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::clearReferential() {
|
||||
|
@ -636,76 +597,56 @@ bool MyAvatar::setJointReferential(const QUuid& id, int jointIndex) {
|
|||
}
|
||||
}
|
||||
|
||||
void MyAvatar::startAnimation(const QString& url, float fps, float priority,
|
||||
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
|
||||
void MyAvatar::overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame) {
|
||||
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));
|
||||
QMetaObject::invokeMethod(this, "overrideAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
|
||||
Q_ARG(bool, loop), Q_ARG(float, firstFrame), Q_ARG(float, lastFrame));
|
||||
return;
|
||||
}
|
||||
_rig->startAnimation(url, fps, priority, loop, hold, firstFrame, lastFrame, maskedJoints);
|
||||
_rig->overrideAnimation(url, fps, loop, firstFrame, lastFrame);
|
||||
}
|
||||
|
||||
void MyAvatar::startAnimationByRole(const QString& role, const QString& url, float fps, float priority,
|
||||
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
|
||||
void MyAvatar::restoreAnimation() {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "startAnimationByRole", Q_ARG(const QString&, role), 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));
|
||||
QMetaObject::invokeMethod(this, "restoreAnimation");
|
||||
return;
|
||||
}
|
||||
_rig->startAnimationByRole(role, url, fps, priority, loop, hold, firstFrame, lastFrame, maskedJoints);
|
||||
_rig->restoreAnimation();
|
||||
}
|
||||
|
||||
void MyAvatar::stopAnimationByRole(const QString& role) {
|
||||
QStringList MyAvatar::getAnimationRoles() {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "stopAnimationByRole", Q_ARG(const QString&, role));
|
||||
return;
|
||||
}
|
||||
_rig->stopAnimationByRole(role);
|
||||
}
|
||||
|
||||
void MyAvatar::stopAnimation(const QString& url) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "stopAnimation", Q_ARG(const QString&, url));
|
||||
return;
|
||||
}
|
||||
_rig->stopAnimation(url);
|
||||
}
|
||||
|
||||
AnimationDetails MyAvatar::getAnimationDetailsByRole(const QString& role) {
|
||||
AnimationDetails result;
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "getAnimationDetailsByRole", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(AnimationDetails, result),
|
||||
Q_ARG(const QString&, role));
|
||||
QStringList result;
|
||||
QMetaObject::invokeMethod(this, "getAnimationRoles", Qt::BlockingQueuedConnection, Q_RETURN_ARG(QStringList, result));
|
||||
return result;
|
||||
}
|
||||
foreach (const AnimationHandlePointer& handle, _rig->getRunningAnimations()) {
|
||||
if (handle->getRole() == role) {
|
||||
result = handle->getAnimationDetails();
|
||||
break;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
return _rig->getAnimationRoles();
|
||||
}
|
||||
|
||||
AnimationDetails MyAvatar::getAnimationDetails(const QString& url) {
|
||||
AnimationDetails result;
|
||||
void MyAvatar::overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop,
|
||||
float firstFrame, float lastFrame) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "getAnimationDetails", Qt::BlockingQueuedConnection,
|
||||
Q_RETURN_ARG(AnimationDetails, result),
|
||||
Q_ARG(const QString&, url));
|
||||
return result;
|
||||
QMetaObject::invokeMethod(this, "overrideRoleAnimation", Q_ARG(const QString&, role), Q_ARG(const QString&, url),
|
||||
Q_ARG(float, fps), Q_ARG(bool, loop), Q_ARG(float, firstFrame), Q_ARG(float, lastFrame));
|
||||
return;
|
||||
}
|
||||
foreach (const AnimationHandlePointer& handle, _rig->getRunningAnimations()) {
|
||||
if (handle->getURL() == url) {
|
||||
result = handle->getAnimationDetails();
|
||||
break;
|
||||
}
|
||||
_rig->overrideRoleAnimation(role, url, fps, loop, firstFrame, lastFrame);
|
||||
}
|
||||
|
||||
void MyAvatar::restoreRoleAnimation(const QString& role) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "restoreRoleAnimation", Q_ARG(const QString&, role));
|
||||
return;
|
||||
}
|
||||
return result;
|
||||
_rig->restoreRoleAnimation(role);
|
||||
}
|
||||
|
||||
void MyAvatar::prefetchAnimation(const QString& url) {
|
||||
if (QThread::currentThread() != thread()) {
|
||||
QMetaObject::invokeMethod(this, "prefetchAnimation", Q_ARG(const QString&, url));
|
||||
return;
|
||||
}
|
||||
_rig->prefetchAnimation(url);
|
||||
}
|
||||
|
||||
void MyAvatar::saveData() {
|
||||
|
@ -740,24 +681,6 @@ void MyAvatar::saveData() {
|
|||
}
|
||||
settings.endArray();
|
||||
|
||||
settings.beginWriteArray("animationHandles");
|
||||
auto animationHandles = _rig->getAnimationHandles();
|
||||
for (int i = 0; i < animationHandles.size(); i++) {
|
||||
settings.setArrayIndex(i);
|
||||
const AnimationHandlePointer& pointer = animationHandles.at(i);
|
||||
settings.setValue("role", pointer->getRole());
|
||||
settings.setValue("url", pointer->getURL());
|
||||
settings.setValue("fps", pointer->getFPS());
|
||||
settings.setValue("priority", pointer->getPriority());
|
||||
settings.setValue("loop", pointer->getLoop());
|
||||
settings.setValue("hold", pointer->getHold());
|
||||
settings.setValue("startAutomatically", pointer->getStartAutomatically());
|
||||
settings.setValue("firstFrame", pointer->getFirstFrame());
|
||||
settings.setValue("lastFrame", pointer->getLastFrame());
|
||||
settings.setValue("maskedJoints", pointer->getMaskedJoints());
|
||||
}
|
||||
settings.endArray();
|
||||
|
||||
settings.setValue("displayName", _displayName);
|
||||
settings.setValue("collisionSoundURL", _collisionSoundURL);
|
||||
|
||||
|
@ -772,65 +695,11 @@ float loadSetting(QSettings& settings, const char* name, float defaultValue) {
|
|||
return value;
|
||||
}
|
||||
|
||||
// Resource loading is not yet thread safe. If an animation is not loaded when requested by other than tha main thread,
|
||||
// we block in AnimationHandle::setURL => AnimationCache::getAnimation.
|
||||
// Meanwhile, the main thread will also eventually lock as it tries to render us.
|
||||
// If we demand the animation from the update thread while we're locked, we'll deadlock.
|
||||
// Until we untangle this, code puts the updates back on the main thread temporarilly and starts all the loading.
|
||||
void MyAvatar::safelyLoadAnimations() {
|
||||
_rig->addAnimationByRole("idle");
|
||||
_rig->addAnimationByRole("walk");
|
||||
_rig->addAnimationByRole("backup");
|
||||
_rig->addAnimationByRole("leftTurn");
|
||||
_rig->addAnimationByRole("rightTurn");
|
||||
_rig->addAnimationByRole("leftStrafe");
|
||||
_rig->addAnimationByRole("rightStrafe");
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableRigAnimations(bool isEnabled) {
|
||||
if (_rig->getEnableRig() == isEnabled) {
|
||||
return;
|
||||
}
|
||||
if (isEnabled) {
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
setEnableAnimGraph(false);
|
||||
Menu::getInstance()->setIsOptionChecked(MenuOption::EnableAnimGraph, false);
|
||||
safelyLoadAnimations();
|
||||
qApp->setRawAvatarUpdateThreading();
|
||||
_rig->setEnableRig(true);
|
||||
} else {
|
||||
_rig->setEnableRig(false);
|
||||
_rig->deleteAnimations();
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableAnimGraph(bool isEnabled) {
|
||||
if (_rig->getEnableAnimGraph() == isEnabled) {
|
||||
return;
|
||||
}
|
||||
if (isEnabled) {
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
setEnableRigAnimations(false);
|
||||
Menu::getInstance()->setIsOptionChecked(MenuOption::EnableRigAnimations, false);
|
||||
safelyLoadAnimations();
|
||||
if (_skeletonModel.readyToAddToScene()) {
|
||||
_rig->setEnableAnimGraph(true);
|
||||
initAnimGraph(); // must be enabled for the init to happen
|
||||
_rig->setEnableAnimGraph(false); // must be disable to safely reset threading
|
||||
}
|
||||
qApp->setRawAvatarUpdateThreading();
|
||||
_rig->setEnableAnimGraph(true);
|
||||
} else {
|
||||
_rig->setEnableAnimGraph(false);
|
||||
destroyAnimGraph();
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableDebugDrawBindPose(bool isEnabled) {
|
||||
_enableDebugDrawBindPose = isEnabled;
|
||||
void MyAvatar::setEnableDebugDrawDefaultPose(bool isEnabled) {
|
||||
_enableDebugDrawDefaultPose = isEnabled;
|
||||
|
||||
if (!isEnabled) {
|
||||
AnimDebugDraw::getInstance().removeSkeleton("myAvatar");
|
||||
AnimDebugDraw::getInstance().removeAbsolutePoses("myAvatarDefaultPoses");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -838,7 +707,16 @@ void MyAvatar::setEnableDebugDrawAnimPose(bool isEnabled) {
|
|||
_enableDebugDrawAnimPose = isEnabled;
|
||||
|
||||
if (!isEnabled) {
|
||||
AnimDebugDraw::getInstance().removePoses("myAvatar");
|
||||
AnimDebugDraw::getInstance().removeAbsolutePoses("myAvatarAnimPoses");
|
||||
}
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableDebugDrawPosition(bool isEnabled) {
|
||||
if (isEnabled) {
|
||||
const glm::vec4 red(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
DebugDraw::getInstance().addMyAvatarMarker("avatarPosition", glm::quat(), glm::vec3(), red);
|
||||
} else {
|
||||
DebugDraw::getInstance().removeMyAvatarMarker("avatarPosition");
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -886,31 +764,15 @@ void MyAvatar::loadData() {
|
|||
settings.endArray();
|
||||
setAttachmentData(attachmentData);
|
||||
|
||||
int animationCount = settings.beginReadArray("animationHandles");
|
||||
_rig->deleteAnimations();
|
||||
for (int i = 0; i < animationCount; i++) {
|
||||
settings.setArrayIndex(i);
|
||||
_rig->addAnimationByRole(settings.value("role", "idle").toString(),
|
||||
settings.value("url").toString(),
|
||||
loadSetting(settings, "fps", 30.0f),
|
||||
loadSetting(settings, "priority", 1.0f),
|
||||
settings.value("loop", true).toBool(),
|
||||
settings.value("hold", false).toBool(),
|
||||
settings.value("firstFrame", 0.0f).toFloat(),
|
||||
settings.value("lastFrame", INT_MAX).toFloat(),
|
||||
settings.value("maskedJoints").toStringList(),
|
||||
settings.value("startAutomatically", true).toBool());
|
||||
}
|
||||
settings.endArray();
|
||||
|
||||
setDisplayName(settings.value("displayName").toString());
|
||||
setCollisionSoundURL(settings.value("collisionSoundURL", DEFAULT_AVATAR_COLLISION_SOUND_URL).toString());
|
||||
|
||||
settings.endGroup();
|
||||
_rig->setEnableRig(Menu::getInstance()->isOptionChecked(MenuOption::EnableRigAnimations));
|
||||
|
||||
setEnableMeshVisible(Menu::getInstance()->isOptionChecked(MenuOption::MeshVisible));
|
||||
setEnableDebugDrawBindPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawBindPose));
|
||||
setEnableDebugDrawDefaultPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawDefaultPose));
|
||||
setEnableDebugDrawAnimPose(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawAnimPose));
|
||||
setEnableDebugDrawPosition(Menu::getInstance()->isOptionChecked(MenuOption::AnimDebugDrawPosition));
|
||||
}
|
||||
|
||||
void MyAvatar::saveAttachmentData(const AttachmentData& attachment) const {
|
||||
|
@ -1090,11 +952,11 @@ eyeContactTarget MyAvatar::getEyeContactTarget() {
|
|||
}
|
||||
|
||||
glm::vec3 MyAvatar::getDefaultEyePosition() const {
|
||||
return getPosition() + getWorldAlignedOrientation() * _skeletonModel.getDefaultEyeModelPosition();
|
||||
return getPosition() + getWorldAlignedOrientation() * Quaternions::Y_180 * _skeletonModel.getDefaultEyeModelPosition();
|
||||
}
|
||||
|
||||
const float SCRIPT_PRIORITY = DEFAULT_PRIORITY + 1.0f;
|
||||
const float RECORDER_PRIORITY = SCRIPT_PRIORITY + 1.0f;
|
||||
const float SCRIPT_PRIORITY = 1.0f + 1.0f;
|
||||
const float RECORDER_PRIORITY = 1.0f + 1.0f;
|
||||
|
||||
void MyAvatar::setJointRotations(QVector<glm::quat> jointRotations) {
|
||||
int numStates = glm::min(_skeletonModel.getJointStateCount(), jointRotations.size());
|
||||
|
@ -1143,14 +1005,7 @@ void MyAvatar::clearJointData(int index) {
|
|||
}
|
||||
|
||||
void MyAvatar::clearJointsData() {
|
||||
clearJointAnimationPriorities();
|
||||
}
|
||||
|
||||
void MyAvatar::clearJointAnimationPriorities() {
|
||||
int numStates = _skeletonModel.getJointStateCount();
|
||||
for (int i = 0; i < numStates; ++i) {
|
||||
_rig->clearJointAnimationPriority(i);
|
||||
}
|
||||
//clearJointAnimationPriorities();
|
||||
}
|
||||
|
||||
void MyAvatar::setFaceModelURL(const QUrl& faceModelURL) {
|
||||
|
@ -1195,16 +1050,8 @@ void MyAvatar::useFullAvatarURL(const QUrl& fullAvatarURL, const QString& modelN
|
|||
|
||||
const QString& urlString = fullAvatarURL.toString();
|
||||
if (urlString.isEmpty() || (fullAvatarURL != getSkeletonModelURL())) {
|
||||
bool isRigEnabled = getEnableRigAnimations();
|
||||
bool isGraphEnabled = getEnableAnimGraph();
|
||||
qApp->setRawAvatarUpdateThreading(false);
|
||||
setEnableRigAnimations(false);
|
||||
setEnableAnimGraph(false);
|
||||
|
||||
setSkeletonModelURL(fullAvatarURL);
|
||||
|
||||
setEnableRigAnimations(isRigEnabled);
|
||||
setEnableAnimGraph(isGraphEnabled);
|
||||
qApp->setRawAvatarUpdateThreading();
|
||||
UserActivityLogger::getInstance().changedModel("skeleton", urlString);
|
||||
}
|
||||
|
@ -1340,7 +1187,6 @@ void MyAvatar::setScriptedMotorFrame(QString frame) {
|
|||
}
|
||||
|
||||
void MyAvatar::clearScriptableSettings() {
|
||||
clearJointAnimationPriorities();
|
||||
_scriptedMotorVelocity = glm::vec3(0.0f);
|
||||
_scriptedMotorTimescale = DEFAULT_SCRIPTED_MOTOR_TIMESCALE;
|
||||
}
|
||||
|
@ -1459,7 +1305,7 @@ void MyAvatar::initAnimGraph() {
|
|||
auto graphUrl = QUrl(_animGraphUrl.isEmpty() ?
|
||||
QUrl::fromLocalFile(PathUtils::resourcesPath() + "meshes/defaultAvatar_full/avatar-animation.json") :
|
||||
_animGraphUrl);
|
||||
_rig->initAnimGraph(graphUrl, _skeletonModel.getGeometry()->getFBXGeometry());
|
||||
_rig->initAnimGraph(graphUrl);
|
||||
|
||||
_bodySensorMatrix = deriveBodyFromHMDSensor(); // Based on current cached HMD position/rotation..
|
||||
updateSensorToWorldMatrix(); // Uses updated position/orientation and _bodySensorMatrix changes
|
||||
|
@ -1478,38 +1324,29 @@ void MyAvatar::preRender(RenderArgs* renderArgs) {
|
|||
initHeadBones();
|
||||
_skeletonModel.setCauterizeBoneSet(_headBoneSet);
|
||||
initAnimGraph();
|
||||
_debugDrawSkeleton = std::make_shared<AnimSkeleton>(_skeletonModel.getGeometry()->getFBXGeometry());
|
||||
}
|
||||
|
||||
if (_enableDebugDrawBindPose || _enableDebugDrawAnimPose) {
|
||||
if (_enableDebugDrawDefaultPose || _enableDebugDrawAnimPose) {
|
||||
|
||||
// bones are aligned such that z is forward, not -z.
|
||||
glm::quat rotY180 = glm::angleAxis((float)M_PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
AnimPose xform(glm::vec3(1), getOrientation() * rotY180, getPosition());
|
||||
auto animSkeleton = _rig->getAnimSkeleton();
|
||||
|
||||
if (_enableDebugDrawBindPose && _debugDrawSkeleton) {
|
||||
// the rig is in the skeletonModel frame
|
||||
AnimPose xform(glm::vec3(1), _skeletonModel.getRotation(), _skeletonModel.getTranslation());
|
||||
|
||||
if (_enableDebugDrawDefaultPose && animSkeleton) {
|
||||
glm::vec4 gray(0.2f, 0.2f, 0.2f, 0.2f);
|
||||
AnimDebugDraw::getInstance().addSkeleton("myAvatar", _debugDrawSkeleton, xform, gray);
|
||||
AnimDebugDraw::getInstance().addAbsolutePoses("myAvatarDefaultPoses", animSkeleton, _rig->getAbsoluteDefaultPoses(), xform, gray);
|
||||
}
|
||||
|
||||
if (_enableDebugDrawAnimPose && _debugDrawSkeleton) {
|
||||
glm::vec4 cyan(0.1f, 0.6f, 0.6f, 1.0f);
|
||||
|
||||
// build AnimPoseVec from JointStates.
|
||||
AnimPoseVec poses;
|
||||
poses.reserve(_debugDrawSkeleton->getNumJoints());
|
||||
for (int i = 0; i < _debugDrawSkeleton->getNumJoints(); i++) {
|
||||
AnimPose pose = _debugDrawSkeleton->getRelativeBindPose(i);
|
||||
glm::quat jointRot;
|
||||
_rig->getJointRotationInConstrainedFrame(i, jointRot);
|
||||
glm::vec3 jointTrans;
|
||||
_rig->getJointTranslation(i, jointTrans);
|
||||
pose.rot = pose.rot * jointRot;
|
||||
pose.trans = jointTrans;
|
||||
poses.push_back(pose);
|
||||
if (_enableDebugDrawAnimPose && animSkeleton) {
|
||||
// build absolute AnimPoseVec from rig
|
||||
AnimPoseVec absPoses;
|
||||
absPoses.reserve(_rig->getJointStateCount());
|
||||
for (int i = 0; i < _rig->getJointStateCount(); i++) {
|
||||
absPoses.push_back(AnimPose(_rig->getJointTransform(i)));
|
||||
}
|
||||
|
||||
AnimDebugDraw::getInstance().addPoses("myAvatar", _debugDrawSkeleton, poses, xform, cyan);
|
||||
glm::vec4 cyan(0.1f, 0.6f, 0.6f, 1.0f);
|
||||
AnimDebugDraw::getInstance().addAbsolutePoses("myAvatarAnimPoses", animSkeleton, absPoses, xform, cyan);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1961,54 +1798,33 @@ glm::mat4 MyAvatar::deriveBodyFromHMDSensor() const {
|
|||
const glm::quat hmdOrientation = getHMDSensorOrientation();
|
||||
const glm::quat hmdOrientationYawOnly = cancelOutRollAndPitch(hmdOrientation);
|
||||
|
||||
/*
|
||||
const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.6f, 0.0f);
|
||||
const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.6f, 0.0f);
|
||||
const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.5f, 0.0f);
|
||||
const glm::vec3 DEFAULT_HIPS_POS(0.0f, 1.0f, 0.0f);
|
||||
*/
|
||||
// 2 meter tall dude (in rig coordinates)
|
||||
const glm::vec3 DEFAULT_RIG_MIDDLE_EYE_POS(0.0f, 0.9f, 0.0f);
|
||||
const glm::vec3 DEFAULT_RIG_NECK_POS(0.0f, 0.70f, 0.0f);
|
||||
const glm::vec3 DEFAULT_RIG_HIPS_POS(0.0f, 0.05f, 0.0f);
|
||||
|
||||
// 2 meter tall dude
|
||||
const glm::vec3 DEFAULT_RIGHT_EYE_POS(-0.3f, 1.9f, 0.0f);
|
||||
const glm::vec3 DEFAULT_LEFT_EYE_POS(0.3f, 1.9f, 0.0f);
|
||||
const glm::vec3 DEFAULT_NECK_POS(0.0f, 1.70f, 0.0f);
|
||||
const glm::vec3 DEFAULT_HIPS_POS(0.0f, 1.05f, 0.0f);
|
||||
int rightEyeIndex = _rig->indexOfJoint("RightEye");
|
||||
int leftEyeIndex = _rig->indexOfJoint("LeftEye");
|
||||
int neckIndex = _rig->indexOfJoint("Neck");
|
||||
int hipsIndex = _rig->indexOfJoint("Hips");
|
||||
|
||||
vec3 localEyes, localNeck;
|
||||
if (!_debugDrawSkeleton) {
|
||||
const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
localEyes = rotY180 * (((DEFAULT_RIGHT_EYE_POS + DEFAULT_LEFT_EYE_POS) / 2.0f) - DEFAULT_HIPS_POS);
|
||||
localNeck = rotY180 * (DEFAULT_NECK_POS - DEFAULT_HIPS_POS);
|
||||
} else {
|
||||
// TODO: At the moment MyAvatar does not have access to the rig, which has the skeleton, which has the bind poses.
|
||||
// for now use the _debugDrawSkeleton, which is initialized with the same FBX model as the rig.
|
||||
glm::vec3 rigMiddleEyePos = leftEyeIndex != -1 ? _rig->getAbsoluteDefaultPose(leftEyeIndex).trans : DEFAULT_RIG_MIDDLE_EYE_POS;
|
||||
glm::vec3 rigNeckPos = neckIndex != -1 ? _rig->getAbsoluteDefaultPose(neckIndex).trans : DEFAULT_RIG_NECK_POS;
|
||||
glm::vec3 rigHipsPos = hipsIndex != -1 ? _rig->getAbsoluteDefaultPose(hipsIndex).trans : DEFAULT_RIG_HIPS_POS;
|
||||
|
||||
// TODO: cache these indices.
|
||||
int rightEyeIndex = _debugDrawSkeleton->nameToJointIndex("RightEye");
|
||||
int leftEyeIndex = _debugDrawSkeleton->nameToJointIndex("LeftEye");
|
||||
int neckIndex = _debugDrawSkeleton->nameToJointIndex("Neck");
|
||||
int hipsIndex = _debugDrawSkeleton->nameToJointIndex("Hips");
|
||||
|
||||
glm::vec3 absRightEyePos = rightEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(rightEyeIndex).trans : DEFAULT_RIGHT_EYE_POS;
|
||||
glm::vec3 absLeftEyePos = leftEyeIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(leftEyeIndex).trans : DEFAULT_LEFT_EYE_POS;
|
||||
glm::vec3 absNeckPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(neckIndex).trans : DEFAULT_NECK_POS;
|
||||
glm::vec3 absHipsPos = neckIndex != -1 ? _debugDrawSkeleton->getAbsoluteBindPose(hipsIndex).trans : DEFAULT_HIPS_POS;
|
||||
|
||||
const glm::quat rotY180 = glm::angleAxis((float)PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
localEyes = rotY180 * (((absRightEyePos + absLeftEyePos) / 2.0f) - absHipsPos);
|
||||
localNeck = rotY180 * (absNeckPos - absHipsPos);
|
||||
}
|
||||
glm::vec3 localEyes = (rigMiddleEyePos - rigHipsPos);
|
||||
glm::vec3 localNeck = (rigNeckPos - rigHipsPos);
|
||||
|
||||
// apply simplistic head/neck model
|
||||
// figure out where the avatar body should be by applying offsets from the avatar's neck & head joints.
|
||||
|
||||
// eyeToNeck offset is relative full HMD orientation.
|
||||
// while neckToRoot offset is only relative to HMDs yaw.
|
||||
glm::vec3 eyeToNeck = hmdOrientation * (localNeck - localEyes);
|
||||
glm::vec3 neckToRoot = hmdOrientationYawOnly * -localNeck;
|
||||
// Y_180 is necessary because rig is z forward and hmdOrientation is -z forward
|
||||
glm::vec3 eyeToNeck = hmdOrientation * Quaternions::Y_180 * (localNeck - localEyes);
|
||||
glm::vec3 neckToRoot = hmdOrientationYawOnly * Quaternions::Y_180 * -localNeck;
|
||||
glm::vec3 bodyPos = hmdPosition + eyeToNeck + neckToRoot;
|
||||
|
||||
// avatar facing is determined solely by hmd orientation.
|
||||
return createMatFromQuatAndPos(hmdOrientationYawOnly, bodyPos);
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -114,27 +114,24 @@ public:
|
|||
|
||||
float getRealWorldFieldOfView() { return _realWorldFieldOfView.get(); }
|
||||
|
||||
const QList<AnimationHandlePointer>& getAnimationHandles() const { return _rig->getAnimationHandles(); }
|
||||
AnimationHandlePointer addAnimationHandle() { return _rig->createAnimationHandle(); }
|
||||
void removeAnimationHandle(const AnimationHandlePointer& handle) { _rig->removeAnimationHandle(handle); }
|
||||
/// Allows scripts to run animations.
|
||||
Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
|
||||
bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
// Interrupt the current animation with a custom animation.
|
||||
Q_INVOKABLE void overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
|
||||
|
||||
/// Stops an animation as identified by a URL.
|
||||
Q_INVOKABLE void stopAnimation(const QString& url);
|
||||
// Stop the animation that was started with overrideAnimation and go back to the standard animation.
|
||||
Q_INVOKABLE void restoreAnimation();
|
||||
|
||||
// Returns a list of all clips that are available
|
||||
Q_INVOKABLE QStringList getAnimationRoles();
|
||||
|
||||
// Replace an existing standard role animation with a custom one.
|
||||
Q_INVOKABLE void overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
|
||||
|
||||
// remove an animation role override and return to the standard animation.
|
||||
Q_INVOKABLE void restoreRoleAnimation(const QString& role);
|
||||
|
||||
// prefetch animation
|
||||
Q_INVOKABLE void prefetchAnimation(const QString& url);
|
||||
|
||||
/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
|
||||
/// animation for the role.
|
||||
Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
|
||||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
/// Stops an animation identified by its role.
|
||||
Q_INVOKABLE void stopAnimationByRole(const QString& role);
|
||||
Q_INVOKABLE AnimationDetails getAnimationDetailsByRole(const QString& role);
|
||||
Q_INVOKABLE AnimationDetails getAnimationDetails(const QString& url);
|
||||
void clearJointAnimationPriorities();
|
||||
// Adds handler(animStateDictionaryIn) => animStateDictionaryOut, which will be invoked just before each animGraph state update.
|
||||
// The handler will be called with an animStateDictionaryIn that has all those properties specified by the (possibly empty)
|
||||
// propertiesList argument. However for debugging, if the properties argument is null, all internal animGraph state is provided.
|
||||
|
@ -256,13 +253,11 @@ public slots:
|
|||
|
||||
virtual void rebuildSkeletonBody() override;
|
||||
|
||||
bool getEnableRigAnimations() const { return _rig->getEnableRig(); }
|
||||
void setEnableRigAnimations(bool isEnabled);
|
||||
bool getEnableAnimGraph() const { return _rig->getEnableAnimGraph(); }
|
||||
const QString& getAnimGraphUrl() const { return _animGraphUrl; }
|
||||
void setEnableAnimGraph(bool isEnabled);
|
||||
void setEnableDebugDrawBindPose(bool isEnabled);
|
||||
|
||||
void setEnableDebugDrawDefaultPose(bool isEnabled);
|
||||
void setEnableDebugDrawAnimPose(bool isEnabled);
|
||||
void setEnableDebugDrawPosition(bool isEnabled);
|
||||
void setEnableMeshVisible(bool isEnabled);
|
||||
void setAnimGraphUrl(const QString& url) { _animGraphUrl = url; }
|
||||
|
||||
|
@ -361,7 +356,6 @@ private:
|
|||
void maybeUpdateBillboard();
|
||||
void initHeadBones();
|
||||
void initAnimGraph();
|
||||
void safelyLoadAnimations();
|
||||
|
||||
// Avatar Preferences
|
||||
QUrl _fullAvatarURLFromPreferences;
|
||||
|
@ -393,9 +387,8 @@ private:
|
|||
RigPointer _rig;
|
||||
bool _prevShouldDrawHead;
|
||||
|
||||
bool _enableDebugDrawBindPose { false };
|
||||
bool _enableDebugDrawDefaultPose { false };
|
||||
bool _enableDebugDrawAnimPose { false };
|
||||
AnimSkeleton::ConstPointer _debugDrawSkeleton { nullptr };
|
||||
|
||||
AudioListenerMode _audioListenerMode;
|
||||
glm::vec3 _customListenPosition;
|
||||
|
|
|
@ -26,7 +26,6 @@
|
|||
|
||||
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
|
||||
Model(rig, parent),
|
||||
_triangleFanID(DependencyManager::get<GeometryCache>()->allocateID()),
|
||||
_owningAvatar(owningAvatar),
|
||||
_boundingCapsuleLocalOffset(0.0f),
|
||||
_boundingCapsuleRadius(0.0f),
|
||||
|
@ -41,26 +40,11 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer r
|
|||
SkeletonModel::~SkeletonModel() {
|
||||
}
|
||||
|
||||
void SkeletonModel::initJointStates(QVector<JointState> states) {
|
||||
void SkeletonModel::initJointStates() {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 rootTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
|
||||
int rootJointIndex = geometry.rootJointIndex;
|
||||
int leftHandJointIndex = geometry.leftHandJointIndex;
|
||||
int leftElbowJointIndex = leftHandJointIndex >= 0 ? geometry.joints.at(leftHandJointIndex).parentIndex : -1;
|
||||
int leftShoulderJointIndex = leftElbowJointIndex >= 0 ? geometry.joints.at(leftElbowJointIndex).parentIndex : -1;
|
||||
int rightHandJointIndex = geometry.rightHandJointIndex;
|
||||
int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
|
||||
int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
|
||||
|
||||
_rig->initJointStates(states, rootTransform,
|
||||
rootJointIndex,
|
||||
leftHandJointIndex,
|
||||
leftElbowJointIndex,
|
||||
leftShoulderJointIndex,
|
||||
rightHandJointIndex,
|
||||
rightElbowJointIndex,
|
||||
rightShoulderJointIndex);
|
||||
glm::mat4 geometryOffset = geometry.offset;
|
||||
glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
|
||||
_rig->initJointStates(geometry, modelOffset);
|
||||
|
||||
// Determine the default eye position for avatar scale = 1.0
|
||||
int headJointIndex = _geometry->getFBXGeometry().headJointIndex;
|
||||
|
@ -75,19 +59,11 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
|
|||
getJointPosition(rootJointIndex, rootModelPosition);
|
||||
|
||||
_defaultEyeModelPosition = midEyePosition - rootModelPosition;
|
||||
_defaultEyeModelPosition.z = -_defaultEyeModelPosition.z;
|
||||
|
||||
// Skeleton may have already been scaled so unscale it
|
||||
_defaultEyeModelPosition = _defaultEyeModelPosition / _scale;
|
||||
}
|
||||
|
||||
// the SkeletonModel override of updateJointState() will clear the translation part
|
||||
// of its root joint and we need that done before we try to build shapes hence we
|
||||
// recompute all joint transforms at this time.
|
||||
for (int i = 0; i < _rig->getJointStateCount(); i++) {
|
||||
_rig->updateJointState(i, rootTransform);
|
||||
}
|
||||
|
||||
computeBoundingShape();
|
||||
|
||||
Extents meshExtents = getMeshExtents();
|
||||
|
@ -98,7 +74,6 @@ void SkeletonModel::initJointStates(QVector<JointState> states) {
|
|||
emit skeletonLoaded();
|
||||
}
|
||||
|
||||
const float PALM_PRIORITY = DEFAULT_PRIORITY;
|
||||
// Called within Model::simulate call, below.
|
||||
void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
||||
Head* head = _owningAvatar->getHead();
|
||||
|
@ -111,32 +86,24 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
headParams.leanSideways = head->getFinalLeanSideways();
|
||||
headParams.leanForward = head->getFinalLeanForward();
|
||||
headParams.torsoTwist = head->getTorsoTwist();
|
||||
headParams.localHeadPitch = head->getFinalPitch();
|
||||
headParams.localHeadYaw = head->getFinalYaw();
|
||||
headParams.localHeadRoll = head->getFinalRoll();
|
||||
|
||||
if (qApp->getAvatarUpdater()->isHMDMode()) {
|
||||
headParams.isInHMD = true;
|
||||
|
||||
// get HMD position from sensor space into world space, and back into model space
|
||||
AnimPose avatarToWorld(glm::vec3(1.0f), myAvatar->getOrientation(), myAvatar->getPosition());
|
||||
glm::mat4 worldToAvatar = glm::inverse((glm::mat4)avatarToWorld);
|
||||
// get HMD position from sensor space into world space, and back into rig space
|
||||
glm::mat4 worldHMDMat = myAvatar->getSensorToWorldMatrix() * myAvatar->getHMDSensorMatrix();
|
||||
glm::mat4 hmdMat = worldToAvatar * worldHMDMat;
|
||||
|
||||
// in local avatar space (i.e. relative to avatar pos/orientation.)
|
||||
glm::vec3 hmdPosition = extractTranslation(hmdMat);
|
||||
glm::quat hmdOrientation = extractRotation(hmdMat);
|
||||
|
||||
headParams.localHeadPosition = hmdPosition;
|
||||
headParams.localHeadOrientation = hmdOrientation;
|
||||
glm::mat4 rigToWorld = createMatFromQuatAndPos(getRotation(), getTranslation());
|
||||
glm::mat4 worldToRig = glm::inverse(rigToWorld);
|
||||
glm::mat4 rigHMDMat = worldToRig * worldHMDMat;
|
||||
|
||||
headParams.rigHeadPosition = extractTranslation(rigHMDMat);
|
||||
headParams.rigHeadOrientation = extractRotation(rigHMDMat);
|
||||
headParams.worldHeadOrientation = extractRotation(worldHMDMat);
|
||||
} else {
|
||||
headParams.isInHMD = false;
|
||||
|
||||
// We don't have a valid localHeadPosition.
|
||||
headParams.localHeadOrientation = head->getFinalOrientationInLocalFrame();
|
||||
headParams.rigHeadOrientation = Quaternions::Y_180 * head->getFinalOrientationInLocalFrame();
|
||||
headParams.worldHeadOrientation = head->getFinalOrientationInWorldFrame();
|
||||
}
|
||||
|
||||
|
@ -151,8 +118,8 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
auto leftPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::LeftHand);
|
||||
if (leftPalm.isValid() && leftPalm.isActive()) {
|
||||
handParams.isLeftEnabled = true;
|
||||
handParams.leftPosition = leftPalm.getRawPosition();
|
||||
handParams.leftOrientation = leftPalm.getRawRotation();
|
||||
handParams.leftPosition = Quaternions::Y_180 * leftPalm.getRawPosition();
|
||||
handParams.leftOrientation = Quaternions::Y_180 * leftPalm.getRawRotation();
|
||||
handParams.leftTrigger = leftPalm.getTrigger();
|
||||
} else {
|
||||
handParams.isLeftEnabled = false;
|
||||
|
@ -161,8 +128,8 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
auto rightPalm = myAvatar->getHand()->getCopyOfPalmData(HandData::RightHand);
|
||||
if (rightPalm.isValid() && rightPalm.isActive()) {
|
||||
handParams.isRightEnabled = true;
|
||||
handParams.rightPosition = rightPalm.getRawPosition();
|
||||
handParams.rightOrientation = rightPalm.getRawRotation();
|
||||
handParams.rightPosition = Quaternions::Y_180 * rightPalm.getRawPosition();
|
||||
handParams.rightOrientation = Quaternions::Y_180 * rightPalm.getRawRotation();
|
||||
handParams.rightTrigger = rightPalm.getTrigger();
|
||||
} else {
|
||||
handParams.isRightEnabled = false;
|
||||
|
@ -171,6 +138,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
_rig->updateFromHandParameters(handParams, deltaTime);
|
||||
|
||||
_rig->computeMotionAnimationState(deltaTime, _owningAvatar->getPosition(), _owningAvatar->getVelocity(), _owningAvatar->getOrientation());
|
||||
|
||||
// evaluate AnimGraph animation and update jointStates.
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
|
||||
|
@ -185,10 +153,6 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
|
||||
_rig->updateFromEyeParameters(eyeParams);
|
||||
|
||||
// rebuild the jointState transform for the eyes only. Must be after updateRig.
|
||||
_rig->updateJointState(eyeParams.leftEyeJointIndex, parentTransform);
|
||||
_rig->updateJointState(eyeParams.rightEyeJointIndex, parentTransform);
|
||||
|
||||
} else {
|
||||
|
||||
Model::updateRig(deltaTime, parentTransform);
|
||||
|
@ -202,6 +166,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
// However, in the !isLookingAtMe case, the eyes aren't rotating the way they should right now.
|
||||
// We will revisit that as priorities allow, and particularly after the new rig/animation/joints.
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
// If the head is not positioned, updateEyeJoints won't get the math right
|
||||
glm::quat headOrientation;
|
||||
_rig->getJointRotation(geometry.headJointIndex, headOrientation);
|
||||
|
@ -218,14 +183,14 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
eyeParams.modelTranslation = getTranslation();
|
||||
eyeParams.leftEyeJointIndex = geometry.leftEyeJointIndex;
|
||||
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
|
||||
|
||||
_rig->updateFromEyeParameters(eyeParams);
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::updateAttitude() {
|
||||
setTranslation(_owningAvatar->getSkeletonPosition());
|
||||
static const glm::quat refOrientation = glm::angleAxis(PI, glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
setRotation(_owningAvatar->getOrientation() * refOrientation);
|
||||
setRotation(_owningAvatar->getOrientation() * Quaternions::Y_180);
|
||||
setScale(glm::vec3(1.0f, 1.0f, 1.0f) * _owningAvatar->getScale());
|
||||
}
|
||||
|
||||
|
@ -238,9 +203,9 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
Model::simulate(deltaTime, fullUpdate);
|
||||
|
||||
// let rig compute the model offset
|
||||
glm::vec3 modelOffset;
|
||||
if (_rig->getModelOffset(modelOffset)) {
|
||||
setOffset(modelOffset);
|
||||
glm::vec3 registrationPoint;
|
||||
if (_rig->getModelRegistrationPoint(registrationPoint)) {
|
||||
setOffset(registrationPoint);
|
||||
}
|
||||
|
||||
if (!isActive() || !_owningAvatar->isMyAvatar()) {
|
||||
|
@ -251,45 +216,6 @@ void SkeletonModel::simulate(float deltaTime, bool fullUpdate) {
|
|||
if (player->isPlaying()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
||||
// Don't Relax toward hand positions when in animGraph mode.
|
||||
if (!_rig->getEnableAnimGraph()) {
|
||||
|
||||
Hand* hand = _owningAvatar->getHand();
|
||||
auto leftPalm = hand->getCopyOfPalmData(HandData::LeftHand);
|
||||
auto rightPalm = hand->getCopyOfPalmData(HandData::RightHand);
|
||||
|
||||
const float HAND_RESTORATION_RATE = 0.25f;
|
||||
if (!leftPalm.isActive() && !rightPalm.isActive()) {
|
||||
// palms are not yet set, use mouse
|
||||
if (_owningAvatar->getHandState() == HAND_STATE_NULL) {
|
||||
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
|
||||
} else {
|
||||
// transform into model-frame
|
||||
glm::vec3 handPosition = glm::inverse(_rotation) * (_owningAvatar->getHandPosition() - _translation);
|
||||
applyHandPosition(geometry.rightHandJointIndex, handPosition);
|
||||
}
|
||||
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
|
||||
} else {
|
||||
if (leftPalm.isActive()) {
|
||||
applyPalmData(geometry.leftHandJointIndex, leftPalm);
|
||||
} else {
|
||||
restoreLeftHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
|
||||
}
|
||||
if (rightPalm.isActive()) {
|
||||
applyPalmData(geometry.rightHandJointIndex, rightPalm);
|
||||
} else {
|
||||
restoreRightHandPosition(HAND_RESTORATION_RATE, PALM_PRIORITY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SkeletonModel::renderIKConstraints(gpu::Batch& batch) {
|
||||
renderJointConstraints(batch, getRightHandJointIndex());
|
||||
renderJointConstraints(batch, getLeftHandJointIndex());
|
||||
}
|
||||
|
||||
class IndexValue {
|
||||
|
@ -302,34 +228,6 @@ bool operator<(const IndexValue& firstIndex, const IndexValue& secondIndex) {
|
|||
return firstIndex.value < secondIndex.value;
|
||||
}
|
||||
|
||||
void SkeletonModel::applyHandPosition(int jointIndex, const glm::vec3& position) {
|
||||
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
|
||||
return;
|
||||
}
|
||||
// NOTE: 'position' is in model-frame
|
||||
setJointPosition(jointIndex, position, glm::quat(), false, -1, false, glm::vec3(0.0f, -1.0f, 0.0f), PALM_PRIORITY);
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::vec3 handPosition, elbowPosition;
|
||||
getJointPosition(jointIndex, handPosition);
|
||||
getJointPosition(geometry.joints.at(jointIndex).parentIndex, elbowPosition);
|
||||
glm::vec3 forearmVector = handPosition - elbowPosition;
|
||||
float forearmLength = glm::length(forearmVector);
|
||||
if (forearmLength < EPSILON) {
|
||||
return;
|
||||
}
|
||||
glm::quat handRotation;
|
||||
if (!_rig->getJointStateRotation(jointIndex, handRotation)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// align hand with forearm
|
||||
float sign = (jointIndex == geometry.rightHandJointIndex) ? 1.0f : -1.0f;
|
||||
_rig->applyJointRotationDelta(jointIndex,
|
||||
rotationBetween(handRotation * glm::vec3(-sign, 0.0f, 0.0f), forearmVector),
|
||||
PALM_PRIORITY);
|
||||
}
|
||||
|
||||
void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) {
|
||||
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
|
||||
return;
|
||||
|
@ -344,100 +242,6 @@ void SkeletonModel::applyPalmData(int jointIndex, const PalmData& palm) {
|
|||
glm::quat inverseRotation = glm::inverse(_rotation);
|
||||
glm::vec3 palmPosition = inverseRotation * (palm.getPosition() - _translation);
|
||||
glm::quat palmRotation = inverseRotation * palm.getRotation();
|
||||
|
||||
inverseKinematics(jointIndex, palmPosition, palmRotation, PALM_PRIORITY);
|
||||
}
|
||||
|
||||
void SkeletonModel::renderJointConstraints(gpu::Batch& batch, int jointIndex) {
|
||||
if (jointIndex == -1 || jointIndex >= _rig->getJointStateCount()) {
|
||||
return;
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const float BASE_DIRECTION_SIZE = 0.3f;
|
||||
float directionSize = BASE_DIRECTION_SIZE * extractUniformScale(_scale);
|
||||
// FIXME: THe line width of 3.0f is not supported anymore, we ll need a workaround
|
||||
|
||||
do {
|
||||
const FBXJoint& joint = geometry.joints.at(jointIndex);
|
||||
const JointState& jointState = _rig->getJointState(jointIndex);
|
||||
glm::vec3 position = _rotation * jointState.getPosition() + _translation;
|
||||
glm::quat parentRotation = (joint.parentIndex == -1) ?
|
||||
_rotation :
|
||||
_rotation * _rig->getJointState(joint.parentIndex).getRotation();
|
||||
float fanScale = directionSize * 0.75f;
|
||||
|
||||
Transform transform = Transform();
|
||||
transform.setTranslation(position);
|
||||
transform.setRotation(parentRotation);
|
||||
transform.setScale(fanScale);
|
||||
batch.setModelTransform(transform);
|
||||
|
||||
const int AXIS_COUNT = 3;
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
for (int i = 0; i < AXIS_COUNT; i++) {
|
||||
if (joint.rotationMin[i] <= -PI + EPSILON && joint.rotationMax[i] >= PI - EPSILON) {
|
||||
continue; // unconstrained
|
||||
}
|
||||
glm::vec3 axis;
|
||||
axis[i] = 1.0f;
|
||||
|
||||
glm::vec3 otherAxis;
|
||||
if (i == 0) {
|
||||
otherAxis.y = 1.0f;
|
||||
} else {
|
||||
otherAxis.x = 1.0f;
|
||||
}
|
||||
glm::vec4 color(otherAxis.r, otherAxis.g, otherAxis.b, 0.75f);
|
||||
|
||||
QVector<glm::vec3> points;
|
||||
points << glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
const int FAN_SEGMENTS = 16;
|
||||
for (int j = 0; j < FAN_SEGMENTS; j++) {
|
||||
glm::vec3 rotated = glm::angleAxis(glm::mix(joint.rotationMin[i], joint.rotationMax[i],
|
||||
(float)j / (FAN_SEGMENTS - 1)), axis) * otherAxis;
|
||||
points << rotated;
|
||||
}
|
||||
// TODO: this is really inefficient constantly recreating these vertices buffers. It would be
|
||||
// better if the skeleton model cached these buffers for each of the joints they are rendering
|
||||
geometryCache->updateVertices(_triangleFanID, points, color);
|
||||
geometryCache->renderVertices(batch, gpu::TRIANGLE_FAN, _triangleFanID);
|
||||
|
||||
}
|
||||
|
||||
renderOrientationDirections(batch, jointIndex, position, _rotation * jointState.getRotation(), directionSize);
|
||||
jointIndex = joint.parentIndex;
|
||||
|
||||
} while (jointIndex != -1 && geometry.joints.at(jointIndex).isFree);
|
||||
}
|
||||
|
||||
void SkeletonModel::renderOrientationDirections(gpu::Batch& batch, int jointIndex,
|
||||
glm::vec3 position, const glm::quat& orientation, float size) {
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
if (!_jointOrientationLines.contains(jointIndex)) {
|
||||
OrientationLineIDs jointLineIDs;
|
||||
jointLineIDs._up = geometryCache->allocateID();
|
||||
jointLineIDs._front = geometryCache->allocateID();
|
||||
jointLineIDs._right = geometryCache->allocateID();
|
||||
_jointOrientationLines[jointIndex] = jointLineIDs;
|
||||
}
|
||||
OrientationLineIDs& jointLineIDs = _jointOrientationLines[jointIndex];
|
||||
|
||||
glm::vec3 pRight = position + orientation * IDENTITY_RIGHT * size;
|
||||
glm::vec3 pUp = position + orientation * IDENTITY_UP * size;
|
||||
glm::vec3 pFront = position + orientation * IDENTITY_FRONT * size;
|
||||
|
||||
glm::vec3 red(1.0f, 0.0f, 0.0f);
|
||||
geometryCache->renderLine(batch, position, pRight, red, jointLineIDs._right);
|
||||
|
||||
glm::vec3 green(0.0f, 1.0f, 0.0f);
|
||||
geometryCache->renderLine(batch, position, pUp, green, jointLineIDs._up);
|
||||
|
||||
glm::vec3 blue(0.0f, 0.0f, 1.0f);
|
||||
geometryCache->renderLine(batch, position, pFront, blue, jointLineIDs._front);
|
||||
}
|
||||
|
||||
bool SkeletonModel::getLeftHandPosition(glm::vec3& position) const {
|
||||
|
@ -484,27 +288,10 @@ bool SkeletonModel::getLocalNeckPosition(glm::vec3& neckPosition) const {
|
|||
return isActive() && getJointPosition(_geometry->getFBXGeometry().neckJointIndex, neckPosition);
|
||||
}
|
||||
|
||||
bool SkeletonModel::getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const {
|
||||
if (!isActive()) {
|
||||
return false;
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (geometry.neckJointIndex == -1) {
|
||||
return false;
|
||||
}
|
||||
int parentIndex = geometry.joints.at(geometry.neckJointIndex).parentIndex;
|
||||
glm::quat worldFrameRotation;
|
||||
bool success = getJointRotationInWorldFrame(parentIndex, worldFrameRotation);
|
||||
if (success) {
|
||||
neckParentRotation = worldFrameRotation * _rig->getJointState(parentIndex).getInverseDefaultRotation();
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
bool SkeletonModel::getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const {
|
||||
if (!isActive()) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
if (getJointPosition(geometry.leftEyeJointIndex, firstEyePosition) &&
|
||||
getJointPosition(geometry.rightEyeJointIndex, secondEyePosition)) {
|
||||
|
@ -557,112 +344,17 @@ void SkeletonModel::computeBoundingShape() {
|
|||
return;
|
||||
}
|
||||
|
||||
// BOUNDING SHAPE HACK: before we measure the bounds of the joints we use IK to put the
|
||||
// hands and feet into positions that are more correct than the default pose.
|
||||
|
||||
// Measure limb lengths so we can specify IK targets that will pull hands and feet tight to body
|
||||
QVector<QString> endEffectors;
|
||||
endEffectors.push_back("RightHand");
|
||||
endEffectors.push_back("LeftHand");
|
||||
endEffectors.push_back("RightFoot");
|
||||
endEffectors.push_back("LeftFoot");
|
||||
|
||||
QVector<QString> baseJoints;
|
||||
baseJoints.push_back("RightArm");
|
||||
baseJoints.push_back("LeftArm");
|
||||
baseJoints.push_back("RightUpLeg");
|
||||
baseJoints.push_back("LeftUpLeg");
|
||||
|
||||
for (int i = 0; i < endEffectors.size(); ++i) {
|
||||
QString tipName = endEffectors[i];
|
||||
QString baseName = baseJoints[i];
|
||||
float limbLength = 0.0f;
|
||||
int tipIndex = _rig->indexOfJoint(tipName);
|
||||
if (tipIndex == -1) {
|
||||
continue;
|
||||
}
|
||||
// save tip's relative rotation for later
|
||||
glm::quat tipRotation = _rig->getJointState(tipIndex).getRotationInConstrainedFrame();
|
||||
|
||||
// IK on each endpoint
|
||||
int jointIndex = tipIndex;
|
||||
QVector<int> freeLineage;
|
||||
float priority = 1.0f;
|
||||
while (jointIndex > -1) {
|
||||
JointState limbJoint = _rig->getJointState(jointIndex);
|
||||
freeLineage.push_back(jointIndex);
|
||||
if (limbJoint.getName() == baseName) {
|
||||
glm::vec3 targetPosition = limbJoint.getPosition() - glm::vec3(0.0f, 1.5f * limbLength, 0.0f);
|
||||
// do IK a few times to make sure the endpoint gets close to its target
|
||||
for (int j = 0; j < 5; ++j) {
|
||||
_rig->inverseKinematics(tipIndex,
|
||||
targetPosition,
|
||||
glm::quat(),
|
||||
priority,
|
||||
freeLineage,
|
||||
glm::mat4());
|
||||
}
|
||||
break;
|
||||
}
|
||||
limbLength += limbJoint.getDistanceToParent();
|
||||
jointIndex = limbJoint.getParentIndex();
|
||||
}
|
||||
|
||||
// since this IK target is totally bogus we restore the tip's relative rotation
|
||||
_rig->setJointRotationInConstrainedFrame(tipIndex, tipRotation, priority);
|
||||
}
|
||||
|
||||
// recompute all joint model-frame transforms
|
||||
glm::mat4 rootTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
for (int i = 0; i < _rig->getJointStateCount(); i++) {
|
||||
_rig->updateJointState(i, rootTransform);
|
||||
}
|
||||
// END BOUNDING SHAPE HACK
|
||||
|
||||
// compute bounding box that encloses all shapes
|
||||
Extents totalExtents;
|
||||
totalExtents.reset();
|
||||
totalExtents.addPoint(glm::vec3(0.0f));
|
||||
int numStates = _rig->getJointStateCount();
|
||||
for (int i = 0; i < numStates; i++) {
|
||||
// Each joint contributes a capsule defined by FBXJoint.shapeInfo.
|
||||
// For totalExtents we use the capsule endpoints expanded by the radius.
|
||||
const JointState& state = _rig->getJointState(i);
|
||||
const glm::mat4& jointTransform = state.getTransform();
|
||||
const FBXJointShapeInfo& shapeInfo = geometry.joints.at(i).shapeInfo;
|
||||
if (shapeInfo.points.size() > 0) {
|
||||
for (int j = 0; j < shapeInfo.points.size(); ++j) {
|
||||
totalExtents.addPoint(extractTranslation(jointTransform * glm::translate(shapeInfo.points[j])));
|
||||
}
|
||||
}
|
||||
// HACK so that default legless robot doesn't knuckle-drag
|
||||
if (shapeInfo.points.size() == 0 && (state.getName() == "LeftFoot" || state.getName() == "RightFoot")) {
|
||||
totalExtents.addPoint(extractTranslation(jointTransform));
|
||||
}
|
||||
}
|
||||
|
||||
// compute bounding shape parameters
|
||||
// NOTE: we assume that the longest side of totalExtents is the yAxis...
|
||||
glm::vec3 diagonal = totalExtents.maximum - totalExtents.minimum;
|
||||
// ... and assume the radius is half the RMS of the X and Z sides:
|
||||
_boundingCapsuleRadius = 0.5f * sqrtf(0.5f * (diagonal.x * diagonal.x + diagonal.z * diagonal.z));
|
||||
_boundingCapsuleHeight = diagonal.y - 2.0f * _boundingCapsuleRadius;
|
||||
|
||||
glm::vec3 rootPosition = _rig->getJointState(geometry.rootJointIndex).getPosition();
|
||||
_boundingCapsuleLocalOffset = 0.5f * (totalExtents.maximum + totalExtents.minimum) - rootPosition;
|
||||
|
||||
// RECOVER FROM BOUNINDG SHAPE HACK: now that we're all done, restore the default pose
|
||||
for (int i = 0; i < numStates; i++) {
|
||||
_rig->restoreJointRotation(i, 1.0f, 1.0f);
|
||||
_rig->restoreJointTranslation(i, 1.0f, 1.0f);
|
||||
}
|
||||
_rig->computeAvatarBoundingCapsule(geometry,
|
||||
_boundingCapsuleRadius,
|
||||
_boundingCapsuleHeight,
|
||||
_boundingCapsuleLocalOffset);
|
||||
}
|
||||
|
||||
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
|
||||
// draw a blue sphere at the capsule top point
|
||||
glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
glm::vec3 topPoint = _translation + getRotation() * (_boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f));
|
||||
|
||||
deferredLighting->renderSolidSphereInstance(batch,
|
||||
Transform().setTranslation(topPoint).postScale(_boundingCapsuleRadius),
|
||||
|
|
|
@ -27,14 +27,12 @@ public:
|
|||
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
|
||||
~SkeletonModel();
|
||||
|
||||
virtual void initJointStates(QVector<JointState> states) override;
|
||||
virtual void initJointStates() override;
|
||||
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true) override;
|
||||
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
|
||||
void updateAttitude();
|
||||
|
||||
void renderIKConstraints(gpu::Batch& batch);
|
||||
|
||||
/// Returns the index of the left hand joint, or -1 if not found.
|
||||
int getLeftHandJointIndex() const { return isActive() ? _geometry->getFBXGeometry().leftHandJointIndex : -1; }
|
||||
|
||||
|
@ -83,10 +81,6 @@ public:
|
|||
|
||||
bool getLocalNeckPosition(glm::vec3& neckPosition) const;
|
||||
|
||||
/// Returns the rotation of the neck joint's parent from default orientation
|
||||
/// \return whether or not the neck was found
|
||||
bool getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const;
|
||||
|
||||
/// Retrieve the positions of up to two eye meshes.
|
||||
/// \return whether or not both eye meshes were found
|
||||
bool getEyePositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
@ -114,25 +108,9 @@ protected:
|
|||
|
||||
void computeBoundingShape();
|
||||
|
||||
/// \param jointIndex index of joint in model
|
||||
/// \param position position of joint in model-frame
|
||||
void applyHandPosition(int jointIndex, const glm::vec3& position);
|
||||
|
||||
void applyPalmData(int jointIndex, const PalmData& palm);
|
||||
private:
|
||||
|
||||
void renderJointConstraints(gpu::Batch& batch, int jointIndex);
|
||||
void renderOrientationDirections(gpu::Batch& batch, int jointIndex,
|
||||
glm::vec3 position, const glm::quat& orientation, float size);
|
||||
|
||||
struct OrientationLineIDs {
|
||||
int _up;
|
||||
int _front;
|
||||
int _right;
|
||||
};
|
||||
QHash<int, OrientationLineIDs> _jointOrientationLines;
|
||||
int _triangleFanID;
|
||||
|
||||
bool getEyeModelPositions(glm::vec3& firstEyePosition, glm::vec3& secondEyePosition) const;
|
||||
|
||||
Avatar* _owningAvatar;
|
||||
|
|
|
@ -1,210 +0,0 @@
|
|||
//
|
||||
// AnimationsDialog.cpp
|
||||
// interface/src/ui
|
||||
//
|
||||
// Created by Andrzej Kapolka on 5/19/14.
|
||||
// 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 <QCheckBox>
|
||||
#include <QComboBox>
|
||||
#include <QDialogButtonBox>
|
||||
#include <QDoubleSpinBox>
|
||||
#include <QFileDialog>
|
||||
#include <QFormLayout>
|
||||
#include <QLineEdit>
|
||||
#include <QMenu>
|
||||
#include <QPushButton>
|
||||
#include <QScrollArea>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "avatar/AvatarManager.h"
|
||||
|
||||
#include "AnimationsDialog.h"
|
||||
|
||||
AnimationsDialog::AnimationsDialog(QWidget* parent) :
|
||||
QDialog(parent)
|
||||
{
|
||||
setWindowTitle("Edit Animations");
|
||||
setAttribute(Qt::WA_DeleteOnClose);
|
||||
|
||||
QVBoxLayout* layout = new QVBoxLayout();
|
||||
setLayout(layout);
|
||||
|
||||
QScrollArea* area = new QScrollArea();
|
||||
layout->addWidget(area);
|
||||
area->setWidgetResizable(true);
|
||||
QWidget* container = new QWidget();
|
||||
container->setLayout(_animations = new QVBoxLayout());
|
||||
container->setSizePolicy(QSizePolicy::Ignored, QSizePolicy::Preferred);
|
||||
area->setWidget(container);
|
||||
_animations->addStretch(1);
|
||||
|
||||
MyAvatar* myAvatar = DependencyManager::get<AvatarManager>()->getMyAvatar();
|
||||
foreach (const AnimationHandlePointer& handle, myAvatar->getAnimationHandles()) {
|
||||
_animations->insertWidget(_animations->count() - 1, new AnimationPanel(this, handle));
|
||||
}
|
||||
|
||||
QPushButton* newAnimation = new QPushButton("New Animation");
|
||||
connect(newAnimation, SIGNAL(clicked(bool)), SLOT(addAnimation()));
|
||||
layout->addWidget(newAnimation);
|
||||
|
||||
QDialogButtonBox* buttons = new QDialogButtonBox(QDialogButtonBox::Ok);
|
||||
layout->addWidget(buttons);
|
||||
connect(buttons, SIGNAL(accepted()), SLOT(deleteLater()));
|
||||
_ok = buttons->button(QDialogButtonBox::Ok);
|
||||
|
||||
setMinimumSize(600, 600);
|
||||
}
|
||||
|
||||
void AnimationsDialog::setVisible(bool visible) {
|
||||
QDialog::setVisible(visible);
|
||||
|
||||
// un-default the OK button
|
||||
if (visible) {
|
||||
_ok->setDefault(false);
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationsDialog::addAnimation() {
|
||||
_animations->insertWidget(_animations->count() - 1, new AnimationPanel(this,
|
||||
DependencyManager::get<AvatarManager>()->getMyAvatar()->addAnimationHandle()));
|
||||
}
|
||||
|
||||
Setting::Handle<QString> AnimationPanel::_animationDirectory("animation_directory", QString());
|
||||
|
||||
AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePointer& handle) :
|
||||
_dialog(dialog),
|
||||
_handle(handle),
|
||||
_applying(false) {
|
||||
setFrameStyle(QFrame::StyledPanel);
|
||||
|
||||
QFormLayout* layout = new QFormLayout();
|
||||
layout->setFieldGrowthPolicy(QFormLayout::AllNonFixedFieldsGrow);
|
||||
setLayout(layout);
|
||||
|
||||
layout->addRow("Role:", _role = new QComboBox());
|
||||
_role->addItem("idle");
|
||||
_role->addItem("sit");
|
||||
_role->setEditable(true);
|
||||
_role->setCurrentText(handle->getRole());
|
||||
connect(_role, SIGNAL(currentTextChanged(const QString&)), SLOT(updateHandle()));
|
||||
|
||||
QHBoxLayout* urlBox = new QHBoxLayout();
|
||||
layout->addRow("URL:", urlBox);
|
||||
urlBox->addWidget(_url = new QLineEdit(handle->getURL().toString()), 1);
|
||||
connect(_url, SIGNAL(editingFinished()), SLOT(updateHandle()));
|
||||
QPushButton* chooseURL = new QPushButton("Choose");
|
||||
urlBox->addWidget(chooseURL);
|
||||
connect(chooseURL, SIGNAL(clicked(bool)), SLOT(chooseURL()));
|
||||
|
||||
layout->addRow("FPS:", _fps = new QDoubleSpinBox());
|
||||
_fps->setSingleStep(0.01);
|
||||
_fps->setMinimum(-FLT_MAX);
|
||||
_fps->setMaximum(FLT_MAX);
|
||||
_fps->setValue(handle->getFPS());
|
||||
connect(_fps, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
|
||||
|
||||
layout->addRow("Priority:", _priority = new QDoubleSpinBox());
|
||||
_priority->setSingleStep(0.01);
|
||||
_priority->setMinimum(-FLT_MAX);
|
||||
_priority->setMaximum(FLT_MAX);
|
||||
_priority->setValue(handle->getPriority());
|
||||
connect(_priority, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
|
||||
|
||||
QHBoxLayout* maskedJointBox = new QHBoxLayout();
|
||||
layout->addRow("Masked Joints:", maskedJointBox);
|
||||
maskedJointBox->addWidget(_maskedJoints = new QLineEdit(handle->getMaskedJoints().join(", ")), 1);
|
||||
connect(_maskedJoints, SIGNAL(editingFinished()), SLOT(updateHandle()));
|
||||
maskedJointBox->addWidget(_chooseMaskedJoints = new QPushButton("Choose"));
|
||||
connect(_chooseMaskedJoints, SIGNAL(clicked(bool)), SLOT(chooseMaskedJoints()));
|
||||
|
||||
layout->addRow("Loop:", _loop = new QCheckBox());
|
||||
_loop->setChecked(handle->getLoop());
|
||||
connect(_loop, SIGNAL(toggled(bool)), SLOT(updateHandle()));
|
||||
|
||||
layout->addRow("Hold:", _hold = new QCheckBox());
|
||||
_hold->setChecked(handle->getHold());
|
||||
connect(_hold, SIGNAL(toggled(bool)), SLOT(updateHandle()));
|
||||
|
||||
layout->addRow("Start Automatically:", _startAutomatically = new QCheckBox());
|
||||
_startAutomatically->setChecked(handle->getStartAutomatically());
|
||||
connect(_startAutomatically, SIGNAL(toggled(bool)), SLOT(updateHandle()));
|
||||
|
||||
layout->addRow("First Frame:", _firstFrame = new QDoubleSpinBox());
|
||||
_firstFrame->setSingleStep(0.01);
|
||||
_firstFrame->setMaximum(INT_MAX);
|
||||
_firstFrame->setValue(handle->getFirstFrame());
|
||||
connect(_firstFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
|
||||
|
||||
layout->addRow("Last Frame:", _lastFrame = new QDoubleSpinBox());
|
||||
_lastFrame->setSingleStep(0.01);
|
||||
_lastFrame->setMaximum(INT_MAX);
|
||||
_lastFrame->setValue(handle->getLastFrame());
|
||||
connect(_lastFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
|
||||
|
||||
QHBoxLayout* buttons = new QHBoxLayout();
|
||||
layout->addRow(buttons);
|
||||
buttons->addWidget(_start = new QPushButton("Start"));
|
||||
_handle->connect(_start, SIGNAL(clicked(bool)), SLOT(start()));
|
||||
buttons->addWidget(_stop = new QPushButton("Stop"));
|
||||
_handle->connect(_stop, SIGNAL(clicked(bool)), SLOT(stop()));
|
||||
QPushButton* remove = new QPushButton("Delete");
|
||||
buttons->addWidget(remove);
|
||||
connect(remove, SIGNAL(clicked(bool)), SLOT(removeHandle()));
|
||||
|
||||
_stop->connect(_handle.get(), SIGNAL(runningChanged(bool)), SLOT(setEnabled(bool)));
|
||||
_stop->setEnabled(_handle->isRunning());
|
||||
}
|
||||
|
||||
void AnimationPanel::chooseURL() {
|
||||
QString filename = QFileDialog::getOpenFileName(this, "Choose Animation",
|
||||
_animationDirectory.get(), "Animation files (*.fbx)");
|
||||
if (filename.isEmpty()) {
|
||||
return;
|
||||
}
|
||||
_animationDirectory.set(QFileInfo(filename).path());
|
||||
_url->setText(QUrl::fromLocalFile(filename).toString());
|
||||
emit _url->editingFinished();
|
||||
}
|
||||
|
||||
void AnimationPanel::chooseMaskedJoints() {
|
||||
QMenu menu;
|
||||
QStringList maskedJoints = _handle->getMaskedJoints();
|
||||
foreach (const QString& jointName, DependencyManager::get<AvatarManager>()->getMyAvatar()->getJointNames()) {
|
||||
QAction* action = menu.addAction(jointName);
|
||||
action->setCheckable(true);
|
||||
action->setChecked(maskedJoints.contains(jointName));
|
||||
}
|
||||
QAction* action = menu.exec(_chooseMaskedJoints->mapToGlobal(QPoint(0, 0)));
|
||||
if (action) {
|
||||
if (action->isChecked()) {
|
||||
maskedJoints.append(action->text());
|
||||
} else {
|
||||
maskedJoints.removeOne(action->text());
|
||||
}
|
||||
_handle->setMaskedJoints(maskedJoints);
|
||||
_maskedJoints->setText(maskedJoints.join(", "));
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationPanel::updateHandle() {
|
||||
_handle->setRole(_role->currentText());
|
||||
_handle->setURL(_url->text());
|
||||
_handle->setFPS(_fps->value());
|
||||
_handle->setPriority(_priority->value());
|
||||
_handle->setLoop(_loop->isChecked());
|
||||
_handle->setHold(_hold->isChecked());
|
||||
_handle->setStartAutomatically(_startAutomatically->isChecked());
|
||||
_handle->setFirstFrame(_firstFrame->value());
|
||||
_handle->setLastFrame(_lastFrame->value());
|
||||
_handle->setMaskedJoints(_maskedJoints->text().split(QRegExp("\\s*,\\s*")));
|
||||
}
|
||||
|
||||
void AnimationPanel::removeHandle() {
|
||||
DependencyManager::get<AvatarManager>()->getMyAvatar()->removeAnimationHandle(_handle);
|
||||
deleteLater();
|
||||
}
|
|
@ -1,87 +0,0 @@
|
|||
//
|
||||
// AnimationsDialog.h
|
||||
// interface/src/ui
|
||||
//
|
||||
// Created by Andrzej Kapolka on 5/19/14.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_AnimationsDialog_h
|
||||
#define hifi_AnimationsDialog_h
|
||||
|
||||
#include <QDialog>
|
||||
#include <QDoubleSpinBox>
|
||||
#include <QFrame>
|
||||
|
||||
#include <SettingHandle.h>
|
||||
|
||||
#include "avatar/MyAvatar.h"
|
||||
|
||||
class QCheckBox;
|
||||
class QComboBox;
|
||||
class QDoubleSpinner;
|
||||
class QLineEdit;
|
||||
class QPushButton;
|
||||
class QVBoxLayout;
|
||||
|
||||
/// Allows users to edit the avatar animations.
|
||||
class AnimationsDialog : public QDialog {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
AnimationsDialog(QWidget* parent = nullptr);
|
||||
|
||||
virtual void setVisible(bool visible);
|
||||
|
||||
private slots:
|
||||
|
||||
void addAnimation();
|
||||
|
||||
private:
|
||||
|
||||
QVBoxLayout* _animations = nullptr;
|
||||
QPushButton* _ok = nullptr;
|
||||
};
|
||||
|
||||
/// A panel controlling a single animation.
|
||||
class AnimationPanel : public QFrame {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePointer& handle);
|
||||
|
||||
private slots:
|
||||
|
||||
void chooseURL();
|
||||
void chooseMaskedJoints();
|
||||
void updateHandle();
|
||||
void removeHandle();
|
||||
|
||||
private:
|
||||
|
||||
AnimationsDialog* _dialog = nullptr;
|
||||
AnimationHandlePointer _handle;
|
||||
QComboBox* _role = nullptr;
|
||||
QLineEdit* _url = nullptr;
|
||||
QDoubleSpinBox* _fps = nullptr;
|
||||
QDoubleSpinBox* _priority = nullptr;
|
||||
QCheckBox* _loop = nullptr;
|
||||
QCheckBox* _hold = nullptr;
|
||||
QCheckBox* _startAutomatically = nullptr;
|
||||
QDoubleSpinBox* _firstFrame = nullptr;
|
||||
QDoubleSpinBox* _lastFrame = nullptr;
|
||||
QLineEdit* _maskedJoints = nullptr;
|
||||
QPushButton* _chooseMaskedJoints = nullptr;
|
||||
QPushButton* _start = nullptr;
|
||||
QPushButton* _stop = nullptr;
|
||||
bool _applying;
|
||||
|
||||
static Setting::Handle<QString> _animationDirectory;
|
||||
};
|
||||
|
||||
#endif // hifi_AnimationsDialog_h
|
|
@ -19,7 +19,6 @@
|
|||
#include <PathUtils.h>
|
||||
|
||||
#include "AddressBarDialog.h"
|
||||
#include "AnimationsDialog.h"
|
||||
#include "AttachmentsDialog.h"
|
||||
#include "BandwidthDialog.h"
|
||||
#include "CachesSizeDialog.h"
|
||||
|
@ -110,15 +109,6 @@ void DialogsManager::editAttachments() {
|
|||
}
|
||||
}
|
||||
|
||||
void DialogsManager::editAnimations() {
|
||||
if (!_animationsDialog) {
|
||||
maybeCreateDialog(_animationsDialog);
|
||||
_animationsDialog->show();
|
||||
} else {
|
||||
_animationsDialog->close();
|
||||
}
|
||||
}
|
||||
|
||||
void DialogsManager::audioStatsDetails() {
|
||||
if (! _audioStatsDialog) {
|
||||
_audioStatsDialog = new AudioStatsDialog(qApp->getWindow());
|
||||
|
|
|
@ -52,7 +52,6 @@ public slots:
|
|||
void cachesSizeDialog();
|
||||
void editPreferences();
|
||||
void editAttachments();
|
||||
void editAnimations();
|
||||
void audioStatsDetails();
|
||||
void bandwidthDetails();
|
||||
void lodTools();
|
||||
|
|
|
@ -247,12 +247,7 @@ void PreferencesDialog::savePreferences() {
|
|||
myAvatar->setLeanScale(ui.leanScaleSpin->value());
|
||||
myAvatar->setClampedTargetScale(ui.avatarScaleSpin->value());
|
||||
if (myAvatar->getAnimGraphUrl() != ui.avatarAnimationEdit->text()) { // If changed, destroy the old and start with the new
|
||||
bool isEnabled = myAvatar->getEnableAnimGraph();
|
||||
myAvatar->setEnableAnimGraph(false);
|
||||
myAvatar->setAnimGraphUrl(ui.avatarAnimationEdit->text());
|
||||
if (isEnabled) {
|
||||
myAvatar->setEnableAnimGraph(true);
|
||||
}
|
||||
}
|
||||
|
||||
myAvatar->setRealWorldFieldOfView(ui.realWorldFieldOfViewSpin->value());
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
//
|
||||
|
||||
#include "ModelOverlay.h"
|
||||
#include "EntityRig.h"
|
||||
#include <Rig.h>
|
||||
|
||||
#include "Application.h"
|
||||
|
||||
|
@ -18,7 +18,7 @@
|
|||
QString const ModelOverlay::TYPE = "model";
|
||||
|
||||
ModelOverlay::ModelOverlay()
|
||||
: _model(std::make_shared<EntityRig>()),
|
||||
: _model(std::make_shared<Rig>()),
|
||||
_modelTextures(QVariantMap()),
|
||||
_updateModel(false)
|
||||
{
|
||||
|
@ -28,7 +28,7 @@ ModelOverlay::ModelOverlay()
|
|||
|
||||
ModelOverlay::ModelOverlay(const ModelOverlay* modelOverlay) :
|
||||
Volume3DOverlay(modelOverlay),
|
||||
_model(std::make_shared<EntityRig>()),
|
||||
_model(std::make_shared<Rig>()),
|
||||
_modelTextures(QVariantMap()),
|
||||
_url(modelOverlay->_url),
|
||||
_updateModel(false)
|
||||
|
|
|
@ -91,57 +91,64 @@ void AnimClip::copyFromNetworkAnim() {
|
|||
// 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;
|
||||
AnimSkeleton animSkeleton(geom);
|
||||
const int animJointCount = animSkeleton.getNumJoints();
|
||||
const int skeletonJointCount = _skeleton->getNumJoints();
|
||||
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);
|
||||
int skeletonJoint = _skeleton->nameToJointIndex(animSkeleton.getJointName(i));
|
||||
if (skeletonJoint == -1) {
|
||||
qCWarning(animation) << "animation contains joint =" << animJoints.at(i).name << " which is not in the skeleton, url =" << _url;
|
||||
qCWarning(animation) << "animation contains joint =" << animSkeleton.getJointName(i) << " which is not in the skeleton, url =" << _url;
|
||||
}
|
||||
jointMap.push_back(skeletonJoint);
|
||||
}
|
||||
|
||||
const int frameCount = geom.animationFrames.size();
|
||||
const int skeletonJointCount = _skeleton->getNumJoints();
|
||||
_anim.resize(frameCount);
|
||||
|
||||
const glm::vec3 offsetScale = extractScale(geom.offset);
|
||||
|
||||
for (int frame = 0; frame < frameCount; frame++) {
|
||||
|
||||
// init all joints in animation to bind pose
|
||||
// this will give us a resonable result for bones in the skeleton but not in the animation.
|
||||
// init all joints in animation to default pose
|
||||
// this will give us a resonable result for bones in the model skeleton but not in the animation.
|
||||
_anim[frame].reserve(skeletonJointCount);
|
||||
for (int skeletonJoint = 0; skeletonJoint < skeletonJointCount; skeletonJoint++) {
|
||||
_anim[frame].push_back(_skeleton->getRelativeBindPose(skeletonJoint));
|
||||
_anim[frame].push_back(_skeleton->getRelativeDefaultPose(skeletonJoint));
|
||||
}
|
||||
|
||||
for (int animJoint = 0; animJoint < animJointCount; animJoint++) {
|
||||
|
||||
int skeletonJoint = jointMap[animJoint];
|
||||
|
||||
// skip joints that are in the animation but not in the skeleton.
|
||||
if (skeletonJoint >= 0 && skeletonJoint < skeletonJointCount) {
|
||||
|
||||
const glm::vec3& fbxZeroTrans = geom.animationFrames[0].translations[animJoint] * offsetScale;
|
||||
const AnimPose& relBindPose = _skeleton->getRelativeBindPose(skeletonJoint);
|
||||
const glm::vec3& fbxZeroTrans = geom.animationFrames[0].translations[animJoint];
|
||||
#ifdef USE_PRE_ROT_FROM_ANIM
|
||||
// TODO: This is the correct way to apply the pre rotations from maya, however
|
||||
// the current animation set has incorrect preRotations for the left wrist and thumb
|
||||
// so it looks wrong if we enable this code.
|
||||
glm::quat preRotation = animSkeleton.getPreRotation(animJoint);
|
||||
#else
|
||||
// TODO: This is the legacy approach, this does not work when animations and models do not
|
||||
// have the same set of pre rotations. For example when mixing maya models with blender animations.
|
||||
glm::quat preRotation = _skeleton->getRelativeBindPose(skeletonJoint).rot;
|
||||
#endif
|
||||
const AnimPose& relDefaultPose = _skeleton->getRelativeDefaultPose(skeletonJoint);
|
||||
|
||||
// used to adjust translation offsets, so large translation animatons on the reference skeleton
|
||||
// will be adjusted when played on a skeleton with short limbs.
|
||||
float limbLengthScale = fabsf(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relBindPose.trans) / glm::length(fbxZeroTrans));
|
||||
float limbLengthScale = fabsf(glm::length(fbxZeroTrans)) <= 0.0001f ? 1.0f : (glm::length(relDefaultPose.trans) / glm::length(fbxZeroTrans));
|
||||
|
||||
AnimPose& pose = _anim[frame][skeletonJoint];
|
||||
const FBXAnimationFrame& fbxAnimFrame = geom.animationFrames[frame];
|
||||
|
||||
// rotation in fbxAnimationFrame is a delta from a reference skeleton bind pose.
|
||||
pose.rot = relBindPose.rot * fbxAnimFrame.rotations[animJoint];
|
||||
// rotation in fbxAnimationFrame is a delta from its preRotation.
|
||||
pose.rot = preRotation * fbxAnimFrame.rotations[animJoint];
|
||||
|
||||
// translation in fbxAnimationFrame is not a delta.
|
||||
// convert it into a delta by subtracting from the first frame.
|
||||
const glm::vec3& fbxTrans = fbxAnimFrame.translations[animJoint] * offsetScale;
|
||||
pose.trans = relBindPose.trans + limbLengthScale * (fbxTrans - fbxZeroTrans);
|
||||
const glm::vec3& fbxTrans = fbxAnimFrame.translations[animJoint];
|
||||
pose.trans = relDefaultPose.trans + limbLengthScale * (fbxTrans - fbxZeroTrans);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,13 +37,18 @@ public:
|
|||
void setFrameVar(const QString& frameVar) { _frameVar = frameVar; }
|
||||
|
||||
float getStartFrame() const { return _startFrame; }
|
||||
void setStartFrame(float startFrame) { _startFrame = startFrame; }
|
||||
float getEndFrame() const { return _endFrame; }
|
||||
void setEndFrame(float endFrame) { _endFrame = endFrame; }
|
||||
|
||||
void setTimeScale(float timeScale) { _timeScale = timeScale; }
|
||||
float getTimeScale() const { return _timeScale; }
|
||||
|
||||
protected:
|
||||
bool getLoopFlag() const { return _loopFlag; }
|
||||
void setLoopFlag(bool loopFlag) { _loopFlag = loopFlag; }
|
||||
|
||||
void loadURL(const QString& url);
|
||||
protected:
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) override;
|
||||
|
||||
|
|
|
@ -98,8 +98,8 @@ void AnimInverseKinematics::computeTargets(const AnimVariantMap& animVars, std::
|
|||
target.setType(animVars.lookup(targetVar.typeVar, (int)IKTarget::Type::RotationAndPosition));
|
||||
if (target.getType() != IKTarget::Type::Unknown) {
|
||||
AnimPose defaultPose = _skeleton->getAbsolutePose(targetVar.jointIndex, underPoses);
|
||||
glm::quat rotation = animVars.lookup(targetVar.rotationVar, defaultPose.rot);
|
||||
glm::vec3 translation = animVars.lookup(targetVar.positionVar, defaultPose.trans);
|
||||
glm::quat rotation = animVars.lookupRigToGeometry(targetVar.rotationVar, defaultPose.rot);
|
||||
glm::vec3 translation = animVars.lookupRigToGeometry(targetVar.positionVar, defaultPose.trans);
|
||||
if (target.getType() == IKTarget::Type::HipsRelativeRotationAndPosition) {
|
||||
translation += _hipsOffset;
|
||||
}
|
||||
|
|
|
@ -54,9 +54,9 @@ protected:
|
|||
AnimInverseKinematics& operator=(const AnimInverseKinematics&) = delete;
|
||||
|
||||
struct IKTargetVar {
|
||||
IKTargetVar(const QString& jointNameIn,
|
||||
const QString& positionVarIn,
|
||||
const QString& rotationVarIn,
|
||||
IKTargetVar(const QString& jointNameIn,
|
||||
const QString& positionVarIn,
|
||||
const QString& rotationVarIn,
|
||||
const QString& typeVarIn) :
|
||||
positionVar(positionVarIn),
|
||||
rotationVar(rotationVarIn),
|
||||
|
|
|
@ -46,39 +46,15 @@ const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, floa
|
|||
|
||||
if (jointVar.jointIndex >= 0) {
|
||||
|
||||
AnimPose defaultAbsPose;
|
||||
// use the underPose as our default value if we can.
|
||||
AnimPose defaultRelPose;
|
||||
AnimPose parentAbsPose = AnimPose::identity;
|
||||
if (jointVar.jointIndex <= (int)underPoses.size()) {
|
||||
|
||||
// jointVar is an absolute rotation, if it is not set we will use the underPose as our default value
|
||||
defaultRelPose = underPoses[jointVar.jointIndex];
|
||||
defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
|
||||
defaultAbsPose.rot = animVars.lookup(jointVar.var, defaultAbsPose.rot);
|
||||
|
||||
// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose.
|
||||
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
|
||||
if (parentIndex >= 0) {
|
||||
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// jointVar is an absolute rotation, if it is not set we will use the bindPose as our default value
|
||||
defaultRelPose = AnimPose::identity;
|
||||
defaultAbsPose = _skeleton->getAbsoluteBindPose(jointVar.jointIndex);
|
||||
defaultAbsPose.rot = animVars.lookup(jointVar.var, defaultAbsPose.rot);
|
||||
|
||||
// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose
|
||||
// here we use the bind pose
|
||||
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
|
||||
if (parentIndex >= 0) {
|
||||
parentAbsPose = _skeleton->getAbsoluteBindPose(parentIndex);
|
||||
}
|
||||
}
|
||||
|
||||
// convert from absolute to relative
|
||||
AnimPose relPose = parentAbsPose.inverse() * defaultAbsPose;
|
||||
AnimPose relPose = computeRelativePoseFromJointVar(animVars, jointVar, defaultRelPose, underPoses);
|
||||
|
||||
// blend with underPose
|
||||
::blend(1, &defaultRelPose, &relPose, _alpha, &_poses[jointVar.jointIndex]);
|
||||
|
@ -114,3 +90,44 @@ const AnimPoseVec& AnimManipulator::getPosesInternal() const {
|
|||
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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -30,19 +30,33 @@ public:
|
|||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) override;
|
||||
|
||||
struct JointVar {
|
||||
JointVar(const QString& varIn, const QString& jointNameIn) : var(varIn), jointName(jointNameIn), jointIndex(-1), hasPerformedJointLookup(false) {}
|
||||
enum class Type {
|
||||
AbsoluteRotation = 0,
|
||||
AbsolutePosition,
|
||||
RelativeRotation,
|
||||
RelativePosition,
|
||||
NumTypes
|
||||
};
|
||||
|
||||
JointVar(const QString& varIn, const QString& jointNameIn, Type typeIn) : var(varIn), jointName(jointNameIn), type(typeIn), jointIndex(-1), hasPerformedJointLookup(false) {}
|
||||
QString var = "";
|
||||
QString jointName = "";
|
||||
Type type = Type::AbsoluteRotation;
|
||||
int jointIndex = -1;
|
||||
bool hasPerformedJointLookup = false;
|
||||
bool isRelative = false;
|
||||
};
|
||||
|
||||
void addJointVar(const JointVar& jointVar);
|
||||
void removeAllJointVars();
|
||||
|
||||
protected:
|
||||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const override;
|
||||
|
||||
AnimPose computeRelativePoseFromJointVar(const AnimVariantMap& animVars, const JointVar& jointVar,
|
||||
const AnimPose& defaultRelPose, const AnimPoseVec& underPoses);
|
||||
|
||||
AnimPoseVec _poses;
|
||||
float _alpha;
|
||||
QString _alphaVar;
|
||||
|
|
|
@ -8,12 +8,35 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include <QtGlobal>
|
||||
#include "AnimNode.h"
|
||||
|
||||
void AnimNode::removeChild(AnimNode::Pointer child) {
|
||||
AnimNode::Pointer AnimNode::getParent() {
|
||||
return _parent.lock();
|
||||
}
|
||||
|
||||
void AnimNode::addChild(Pointer child) {
|
||||
_children.push_back(child);
|
||||
child->_parent = shared_from_this();
|
||||
}
|
||||
|
||||
void AnimNode::removeChild(Pointer child) {
|
||||
auto iter = std::find(_children.begin(), _children.end(), child);
|
||||
if (iter != _children.end()) {
|
||||
_children.erase(iter);
|
||||
child->_parent.reset();
|
||||
}
|
||||
}
|
||||
|
||||
void AnimNode::replaceChild(Pointer oldChild, Pointer newChild) {
|
||||
auto iter = std::find(_children.begin(), _children.end(), oldChild);
|
||||
if (iter != _children.end()) {
|
||||
oldChild->_parent.reset();
|
||||
newChild->_parent = shared_from_this();
|
||||
if (_skeleton) {
|
||||
newChild->setSkeleton(_skeleton);
|
||||
}
|
||||
*iter = newChild;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -22,7 +45,7 @@ AnimNode::Pointer AnimNode::getChild(int i) const {
|
|||
return _children[i];
|
||||
}
|
||||
|
||||
void AnimNode::setSkeleton(const AnimSkeleton::Pointer skeleton) {
|
||||
void AnimNode::setSkeleton(AnimSkeleton::ConstPointer skeleton) {
|
||||
setSkeletonInternal(skeleton);
|
||||
for (auto&& child : _children) {
|
||||
child->setSkeleton(skeleton);
|
||||
|
|
|
@ -33,7 +33,7 @@ class QJsonObject;
|
|||
// * evaluate method, perform actual joint manipulations here and return result by reference.
|
||||
// Also, append any triggers that are detected during evaluation.
|
||||
|
||||
class AnimNode {
|
||||
class AnimNode : public std::enable_shared_from_this<AnimNode> {
|
||||
public:
|
||||
enum class Type {
|
||||
Clip = 0,
|
||||
|
@ -60,14 +60,15 @@ public:
|
|||
Type getType() const { return _type; }
|
||||
|
||||
// hierarchy accessors
|
||||
void addChild(Pointer child) { _children.push_back(child); }
|
||||
Pointer getParent();
|
||||
void addChild(Pointer child);
|
||||
void removeChild(Pointer child);
|
||||
|
||||
void replaceChild(Pointer oldChild, Pointer newChild);
|
||||
Pointer getChild(int i) const;
|
||||
int getChildCount() const { return (int)_children.size(); }
|
||||
|
||||
// pair this AnimNode graph with a skeleton.
|
||||
void setSkeleton(const AnimSkeleton::Pointer skeleton);
|
||||
void setSkeleton(AnimSkeleton::ConstPointer skeleton);
|
||||
|
||||
AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
|
||||
|
||||
|
@ -78,6 +79,30 @@ public:
|
|||
|
||||
void setCurrentFrame(float frame);
|
||||
|
||||
template <typename F>
|
||||
bool traverse(F func) {
|
||||
if (func(shared_from_this())) {
|
||||
for (auto&& child : _children) {
|
||||
if (!child->traverse(func)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Pointer findByName(const QString& id) {
|
||||
Pointer result;
|
||||
traverse([&](Pointer node) {
|
||||
if (id == node->getID()) {
|
||||
result = node;
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) {}
|
||||
|
@ -90,6 +115,7 @@ protected:
|
|||
QString _id;
|
||||
std::vector<AnimNode::Pointer> _children;
|
||||
AnimSkeleton::ConstPointer _skeleton;
|
||||
std::weak_ptr<AnimNode> _parent;
|
||||
|
||||
// no copies
|
||||
AnimNode(const AnimNode&) = delete;
|
||||
|
|
|
@ -55,6 +55,41 @@ static const char* animNodeTypeToString(AnimNode::Type type) {
|
|||
return nullptr;
|
||||
}
|
||||
|
||||
static AnimNode::Type stringToAnimNodeType(const QString& str) {
|
||||
// O(n), move to map when number of types becomes large.
|
||||
const int NUM_TYPES = static_cast<int>(AnimNode::Type::NumTypes);
|
||||
for (int i = 0; i < NUM_TYPES; i++) {
|
||||
AnimNode::Type type = static_cast<AnimNode::Type>(i);
|
||||
if (str == animNodeTypeToString(type)) {
|
||||
return type;
|
||||
}
|
||||
}
|
||||
return AnimNode::Type::NumTypes;
|
||||
}
|
||||
|
||||
static const char* animManipulatorJointVarTypeToString(AnimManipulator::JointVar::Type type) {
|
||||
switch (type) {
|
||||
case AnimManipulator::JointVar::Type::AbsoluteRotation: return "absoluteRotation";
|
||||
case AnimManipulator::JointVar::Type::AbsolutePosition: return "absolutePosition";
|
||||
case AnimManipulator::JointVar::Type::RelativeRotation: return "relativeRotation";
|
||||
case AnimManipulator::JointVar::Type::RelativePosition: return "relativePosition";
|
||||
case AnimManipulator::JointVar::Type::NumTypes: return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
static AnimManipulator::JointVar::Type stringToAnimManipulatorJointVarType(const QString& str) {
|
||||
// O(n), move to map when number of types becomes large.
|
||||
const int NUM_TYPES = static_cast<int>(AnimManipulator::JointVar::Type::NumTypes);
|
||||
for (int i = 0; i < NUM_TYPES; i++) {
|
||||
AnimManipulator::JointVar::Type type = static_cast<AnimManipulator::JointVar::Type>(i);
|
||||
if (str == animManipulatorJointVarTypeToString(type)) {
|
||||
return type;
|
||||
}
|
||||
}
|
||||
return AnimManipulator::JointVar::Type::NumTypes;
|
||||
}
|
||||
|
||||
static NodeLoaderFunc animNodeTypeToLoaderFunc(AnimNode::Type type) {
|
||||
switch (type) {
|
||||
case AnimNode::Type::Clip: return loadClipNode;
|
||||
|
@ -120,17 +155,6 @@ static NodeProcessFunc animNodeTypeToProcessFunc(AnimNode::Type type) {
|
|||
} \
|
||||
float NAME = (float)NAME##_VAL.toDouble()
|
||||
|
||||
static AnimNode::Type stringToEnum(const QString& str) {
|
||||
// O(n), move to map when number of types becomes large.
|
||||
const int NUM_TYPES = static_cast<int>(AnimNode::Type::NumTypes);
|
||||
for (int i = 0; i < NUM_TYPES; i++) {
|
||||
AnimNode::Type type = static_cast<AnimNode::Type>(i);
|
||||
if (str == animNodeTypeToString(type)) {
|
||||
return type;
|
||||
}
|
||||
}
|
||||
return AnimNode::Type::NumTypes;
|
||||
}
|
||||
|
||||
static AnimNode::Pointer loadNode(const QJsonObject& jsonObj, const QUrl& jsonUrl) {
|
||||
auto idVal = jsonObj.value("id");
|
||||
|
@ -146,7 +170,7 @@ static AnimNode::Pointer loadNode(const QJsonObject& jsonObj, const QUrl& jsonUr
|
|||
return nullptr;
|
||||
}
|
||||
QString typeStr = typeVal.toString();
|
||||
AnimNode::Type type = stringToEnum(typeStr);
|
||||
AnimNode::Type type = stringToAnimNodeType(typeStr);
|
||||
if (type == AnimNode::Type::NumTypes) {
|
||||
qCCritical(animation) << "AnimNodeLoader, unknown node type" << typeStr << ", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
|
@ -355,10 +379,17 @@ static AnimNode::Pointer loadManipulatorNode(const QJsonObject& jsonObj, const Q
|
|||
}
|
||||
auto jointObj = jointValue.toObject();
|
||||
|
||||
READ_STRING(var, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(type, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(jointName, jointObj, id, jsonUrl, nullptr);
|
||||
READ_STRING(var, jointObj, id, jsonUrl, nullptr);
|
||||
|
||||
AnimManipulator::JointVar jointVar(var, jointName);
|
||||
AnimManipulator::JointVar::Type jointVarType = stringToAnimManipulatorJointVarType(type);
|
||||
if (jointVarType == AnimManipulator::JointVar::Type::NumTypes) {
|
||||
qCCritical(animation) << "AnimNodeLoader, bad type in \"joints\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
AnimManipulator::JointVar jointVar(var, jointName, jointVarType);
|
||||
node->addJointVar(jointVar);
|
||||
};
|
||||
|
||||
|
@ -393,9 +424,9 @@ AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, const QS
|
|||
return node;
|
||||
}
|
||||
|
||||
void buildChildMap(std::map<QString, AnimNode::Pointer>& map, AnimNode::Pointer node) {
|
||||
for ( auto child : node->_children ) {
|
||||
map.insert(std::pair<QString, AnimNode::Pointer>(child->_id, child));
|
||||
void buildChildMap(std::map<QString, int>& map, AnimNode::Pointer node) {
|
||||
for (int i = 0; i < (int)node->getChildCount(); ++i) {
|
||||
map.insert(std::pair<QString, int>(node->getChild(i)->getID(), i));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -412,7 +443,7 @@ bool processStateMachineNode(AnimNode::Pointer node, const QJsonObject& jsonObj,
|
|||
}
|
||||
|
||||
// build a map for all children by name.
|
||||
std::map<QString, AnimNode::Pointer> childMap;
|
||||
std::map<QString, int> childMap;
|
||||
buildChildMap(childMap, node);
|
||||
|
||||
// first pass parse all the states and build up the state and transition map.
|
||||
|
|
|
@ -9,7 +9,8 @@
|
|||
//
|
||||
|
||||
#include "AnimPose.h"
|
||||
#include "GLMHelpers.h"
|
||||
#include <GLMHelpers.h>
|
||||
#include <algorithm>
|
||||
|
||||
const AnimPose AnimPose::identity = AnimPose(glm::vec3(1.0f),
|
||||
glm::quat(),
|
||||
|
@ -17,7 +18,7 @@ const AnimPose AnimPose::identity = AnimPose(glm::vec3(1.0f),
|
|||
|
||||
AnimPose::AnimPose(const glm::mat4& mat) {
|
||||
scale = extractScale(mat);
|
||||
rot = glm::normalize(glm::quat_cast(mat));
|
||||
rot = glmExtractRotation(mat);
|
||||
trans = extractTranslation(mat);
|
||||
}
|
||||
|
||||
|
|
|
@ -23,13 +23,11 @@ AnimSkeleton::AnimSkeleton(const FBXGeometry& fbxGeometry) {
|
|||
for (auto& joint : fbxGeometry.joints) {
|
||||
joints.push_back(joint);
|
||||
}
|
||||
|
||||
AnimPose geometryOffset(fbxGeometry.offset);
|
||||
buildSkeletonFromJoints(joints, geometryOffset);
|
||||
buildSkeletonFromJoints(joints);
|
||||
}
|
||||
|
||||
AnimSkeleton::AnimSkeleton(const std::vector<FBXJoint>& joints, const AnimPose& geometryOffset) {
|
||||
buildSkeletonFromJoints(joints, geometryOffset);
|
||||
AnimSkeleton::AnimSkeleton(const std::vector<FBXJoint>& joints) {
|
||||
buildSkeletonFromJoints(joints);
|
||||
}
|
||||
|
||||
int AnimSkeleton::nameToJointIndex(const QString& jointName) const {
|
||||
|
@ -53,6 +51,18 @@ const AnimPose& AnimSkeleton::getRelativeBindPose(int jointIndex) const {
|
|||
return _relativeBindPoses[jointIndex];
|
||||
}
|
||||
|
||||
const AnimPose& AnimSkeleton::getRelativeDefaultPose(int jointIndex) const {
|
||||
return _relativeDefaultPoses[jointIndex];
|
||||
}
|
||||
|
||||
const AnimPose& AnimSkeleton::getAbsoluteDefaultPose(int jointIndex) const {
|
||||
return _absoluteDefaultPoses[jointIndex];
|
||||
}
|
||||
|
||||
const glm::quat AnimSkeleton::getPreRotation(int jointIndex) const {
|
||||
return _joints[jointIndex].preRotation;
|
||||
}
|
||||
|
||||
int AnimSkeleton::getParentIndex(int jointIndex) const {
|
||||
return _joints[jointIndex].parentIndex;
|
||||
}
|
||||
|
@ -69,21 +79,48 @@ AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses)
|
|||
}
|
||||
}
|
||||
|
||||
void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints, const AnimPose& geometryOffset) {
|
||||
void AnimSkeleton::convertRelativePosesToAbsolute(AnimPoseVec& poses) const {
|
||||
// poses start off relative and leave in absolute frame
|
||||
for (int i = 0; i < (int)poses.size() && i < (int)_joints.size(); ++i) {
|
||||
int parentIndex = _joints[i].parentIndex;
|
||||
if (parentIndex != -1) {
|
||||
poses[i] = poses[parentIndex] * poses[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints) {
|
||||
_joints = joints;
|
||||
|
||||
// build a cache of bind poses
|
||||
_absoluteBindPoses.reserve(joints.size());
|
||||
_relativeBindPoses.reserve(joints.size());
|
||||
|
||||
// build a chache of default poses
|
||||
_absoluteDefaultPoses.reserve(joints.size());
|
||||
_relativeDefaultPoses.reserve(joints.size());
|
||||
|
||||
// iterate over FBXJoints and extract the bind pose information.
|
||||
for (size_t i = 0; i < joints.size(); i++) {
|
||||
|
||||
// build relative and absolute default poses
|
||||
glm::mat4 rotTransform = glm::mat4_cast(_joints[i].preRotation * _joints[i].rotation * _joints[i].postRotation);
|
||||
glm::mat4 relDefaultMat = glm::translate(_joints[i].translation) * _joints[i].preTransform * rotTransform * _joints[i].postTransform;
|
||||
AnimPose relDefaultPose(relDefaultMat);
|
||||
_relativeDefaultPoses.push_back(relDefaultPose);
|
||||
int parentIndex = getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
_absoluteDefaultPoses.push_back(_absoluteDefaultPoses[parentIndex] * relDefaultPose);
|
||||
} else {
|
||||
_absoluteDefaultPoses.push_back(relDefaultPose);
|
||||
}
|
||||
|
||||
// build relative and absolute bind poses
|
||||
if (_joints[i].bindTransformFoundInCluster) {
|
||||
// Use the FBXJoint::bindTransform, which is absolute model coordinates
|
||||
// i.e. not relative to it's parent.
|
||||
AnimPose absoluteBindPose(_joints[i].bindTransform);
|
||||
_absoluteBindPoses.push_back(absoluteBindPose);
|
||||
int parentIndex = getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
AnimPose inverseParentAbsoluteBindPose = _absoluteBindPoses[parentIndex].inverse();
|
||||
_relativeBindPoses.push_back(inverseParentAbsoluteBindPose * absoluteBindPose);
|
||||
|
@ -91,37 +128,15 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints,
|
|||
_relativeBindPoses.push_back(absoluteBindPose);
|
||||
}
|
||||
} else {
|
||||
// use FBXJoint's local transform, instead
|
||||
glm::mat4 rotTransform = glm::mat4_cast(_joints[i].preRotation * _joints[i].rotation * _joints[i].postRotation);
|
||||
glm::mat4 relBindMat = glm::translate(_joints[i].translation) * _joints[i].preTransform * rotTransform * _joints[i].postTransform;
|
||||
AnimPose relBindPose(relBindMat);
|
||||
_relativeBindPoses.push_back(relBindPose);
|
||||
|
||||
int parentIndex = getParentIndex(i);
|
||||
// use default transform instead
|
||||
_relativeBindPoses.push_back(relDefaultPose);
|
||||
if (parentIndex >= 0) {
|
||||
_absoluteBindPoses.push_back(_absoluteBindPoses[parentIndex] * relBindPose);
|
||||
_absoluteBindPoses.push_back(_absoluteBindPoses[parentIndex] * relDefaultPose);
|
||||
} else {
|
||||
_absoluteBindPoses.push_back(relBindPose);
|
||||
_absoluteBindPoses.push_back(relDefaultPose);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// now we want to normalize scale from geometryOffset to all poses.
|
||||
// This will ensure our bone translations will be in meters, even if the model was authored with some other unit of mesure.
|
||||
for (auto& absPose : _absoluteBindPoses) {
|
||||
absPose.trans = (geometryOffset * absPose).trans;
|
||||
absPose.scale = vec3(1, 1, 1);
|
||||
}
|
||||
|
||||
// re-compute relative poses based on the modified absolute poses.
|
||||
for (size_t i = 0; i < _relativeBindPoses.size(); i++) {
|
||||
int parentIndex = getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
_relativeBindPoses[i] = _absoluteBindPoses[parentIndex].inverse() * _absoluteBindPoses[i];
|
||||
} else {
|
||||
_relativeBindPoses[i] = _absoluteBindPoses[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#ifndef NDEBUG
|
||||
|
@ -133,6 +148,25 @@ void AnimSkeleton::dump() const {
|
|||
qCDebug(animation) << " name =" << getJointName(i);
|
||||
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
|
||||
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);
|
||||
qCDebug(animation) << " absDefaultPose =" << getAbsoluteDefaultPose(i);
|
||||
qCDebug(animation) << " relDefaultPose =" << getRelativeDefaultPose(i);
|
||||
#ifdef DUMP_FBX_JOINTS
|
||||
qCDebug(animation) << " isFree =" << _joints[i].isFree;
|
||||
qCDebug(animation) << " freeLineage =" << _joints[i].freeLineage;
|
||||
qCDebug(animation) << " parentIndex =" << _joints[i].parentIndex;
|
||||
qCDebug(animation) << " translation =" << _joints[i].translation;
|
||||
qCDebug(animation) << " preTransform =" << _joints[i].preTransform;
|
||||
qCDebug(animation) << " preRotation =" << _joints[i].preRotation;
|
||||
qCDebug(animation) << " rotation =" << _joints[i].rotation;
|
||||
qCDebug(animation) << " postRotation =" << _joints[i].postRotation;
|
||||
qCDebug(animation) << " postTransform =" << _joints[i].postTransform;
|
||||
qCDebug(animation) << " transform =" << _joints[i].transform;
|
||||
qCDebug(animation) << " rotationMin =" << _joints[i].rotationMin << ", rotationMax =" << _joints[i].rotationMax;
|
||||
qCDebug(animation) << " inverseDefaultRotation" << _joints[i].inverseDefaultRotation;
|
||||
qCDebug(animation) << " inverseBindRotation" << _joints[i].inverseBindRotation;
|
||||
qCDebug(animation) << " bindTransform" << _joints[i].bindTransform;
|
||||
qCDebug(animation) << " isSkeletonJoint" << _joints[i].isSkeletonJoint;
|
||||
#endif
|
||||
if (getParentIndex(i) >= 0) {
|
||||
qCDebug(animation) << " parent =" << getJointName(getParentIndex(i));
|
||||
}
|
||||
|
@ -149,6 +183,8 @@ void AnimSkeleton::dump(const AnimPoseVec& poses) const {
|
|||
qCDebug(animation) << " name =" << getJointName(i);
|
||||
qCDebug(animation) << " absBindPose =" << getAbsoluteBindPose(i);
|
||||
qCDebug(animation) << " relBindPose =" << getRelativeBindPose(i);
|
||||
qCDebug(animation) << " absDefaultPose =" << getAbsoluteDefaultPose(i);
|
||||
qCDebug(animation) << " relDefaultPose =" << getRelativeDefaultPose(i);
|
||||
qCDebug(animation) << " pose =" << poses[i];
|
||||
if (getParentIndex(i) >= 0) {
|
||||
qCDebug(animation) << " parent =" << getJointName(getParentIndex(i));
|
||||
|
|
|
@ -24,7 +24,7 @@ public:
|
|||
using ConstPointer = std::shared_ptr<const AnimSkeleton>;
|
||||
|
||||
AnimSkeleton(const FBXGeometry& fbxGeometry);
|
||||
AnimSkeleton(const std::vector<FBXJoint>& joints, const AnimPose& geometryOffset);
|
||||
AnimSkeleton(const std::vector<FBXJoint>& joints);
|
||||
int nameToJointIndex(const QString& jointName) const;
|
||||
const QString& getJointName(int jointIndex) const;
|
||||
int getNumJoints() const;
|
||||
|
@ -36,21 +36,34 @@ public:
|
|||
const AnimPose& getRelativeBindPose(int jointIndex) const;
|
||||
const AnimPoseVec& getRelativeBindPoses() const { return _relativeBindPoses; }
|
||||
|
||||
// the default poses are the orientations of the joints on frame 0.
|
||||
const AnimPose& getRelativeDefaultPose(int jointIndex) const;
|
||||
const AnimPoseVec& getRelativeDefaultPoses() const { return _relativeDefaultPoses; }
|
||||
const AnimPose& getAbsoluteDefaultPose(int jointIndex) const;
|
||||
const AnimPoseVec& getAbsoluteDefaultPoses() const { return _absoluteDefaultPoses; }
|
||||
|
||||
// get pre-rotation aka Maya's joint orientation.
|
||||
const glm::quat getPreRotation(int jointIndex) const;
|
||||
|
||||
int getParentIndex(int jointIndex) const;
|
||||
|
||||
AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
|
||||
|
||||
void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
|
||||
|
||||
#ifndef NDEBUG
|
||||
void dump() const;
|
||||
void dump(const AnimPoseVec& poses) const;
|
||||
#endif
|
||||
|
||||
protected:
|
||||
void buildSkeletonFromJoints(const std::vector<FBXJoint>& joints, const AnimPose& geometryOffset);
|
||||
void buildSkeletonFromJoints(const std::vector<FBXJoint>& joints);
|
||||
|
||||
std::vector<FBXJoint> _joints;
|
||||
AnimPoseVec _absoluteBindPoses;
|
||||
AnimPoseVec _relativeBindPoses;
|
||||
AnimPoseVec _relativeDefaultPoses;
|
||||
AnimPoseVec _absoluteDefaultPoses;
|
||||
|
||||
// no copies
|
||||
AnimSkeleton(const AnimSkeleton&) = delete;
|
||||
|
|
|
@ -46,7 +46,7 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, fl
|
|||
}
|
||||
|
||||
assert(_currentState);
|
||||
auto currentStateNode = _currentState->getNode();
|
||||
auto currentStateNode = _children[_currentState->getChildIndex()];
|
||||
assert(currentStateNode);
|
||||
|
||||
if (_duringInterp) {
|
||||
|
@ -79,8 +79,8 @@ void AnimStateMachine::switchState(const AnimVariantMap& animVars, State::Pointe
|
|||
|
||||
const float FRAMES_PER_SECOND = 30.0f;
|
||||
|
||||
auto prevStateNode = _currentState->getNode();
|
||||
auto nextStateNode = desiredState->getNode();
|
||||
auto prevStateNode = _children[_currentState->getChildIndex()];
|
||||
auto nextStateNode = _children[desiredState->getChildIndex()];
|
||||
|
||||
_duringInterp = true;
|
||||
_alpha = 0.0f;
|
||||
|
|
|
@ -55,16 +55,16 @@ protected:
|
|||
State::Pointer _state;
|
||||
};
|
||||
|
||||
State(const QString& id, AnimNode::Pointer node, float interpTarget, float interpDuration) :
|
||||
State(const QString& id, int childIndex, float interpTarget, float interpDuration) :
|
||||
_id(id),
|
||||
_node(node),
|
||||
_childIndex(childIndex),
|
||||
_interpTarget(interpTarget),
|
||||
_interpDuration(interpDuration) {}
|
||||
|
||||
void setInterpTargetVar(const QString& interpTargetVar) { _interpTargetVar = interpTargetVar; }
|
||||
void setInterpDurationVar(const QString& interpDurationVar) { _interpDurationVar = interpDurationVar; }
|
||||
|
||||
AnimNode::Pointer getNode() const { return _node; }
|
||||
int getChildIndex() const { return _childIndex; }
|
||||
const QString& getID() const { return _id; }
|
||||
|
||||
protected:
|
||||
|
@ -75,7 +75,7 @@ protected:
|
|||
void addTransition(const Transition& transition) { _transitions.push_back(transition); }
|
||||
|
||||
QString _id;
|
||||
AnimNode::Pointer _node;
|
||||
int _childIndex;
|
||||
float _interpTarget; // frames
|
||||
float _interpDuration; // frames
|
||||
|
||||
|
|
|
@ -18,8 +18,17 @@ void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, A
|
|||
for (size_t i = 0; i < numPoses; i++) {
|
||||
const AnimPose& aPose = a[i];
|
||||
const AnimPose& bPose = b[i];
|
||||
|
||||
// adjust signs if necessary
|
||||
const glm::quat& q1 = aPose.rot;
|
||||
glm::quat q2 = bPose.rot;
|
||||
float dot = glm::dot(q1, q2);
|
||||
if (dot < 0.0f) {
|
||||
q2 = -q2;
|
||||
}
|
||||
|
||||
result[i].scale = lerp(aPose.scale, bPose.scale, alpha);
|
||||
result[i].rot = glm::normalize(glm::lerp(aPose.rot, bPose.rot, alpha));
|
||||
result[i].rot = glm::normalize(glm::lerp(aPose.rot, q2, alpha));
|
||||
result[i].trans = lerp(aPose.trans, bPose.trans, alpha);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -43,7 +43,7 @@ QScriptValue AnimVariantMap::animVariantMapToScriptValue(QScriptEngine* engine,
|
|||
target.setProperty(name, quatToScriptValue(engine, value.getQuat()));
|
||||
break;
|
||||
default:
|
||||
// Note that we don't do mat4 in Javascript currently, and there's not yet a reason to start now.
|
||||
// Unknown type
|
||||
assert(QString("AnimVariant::Type") == QString("valid"));
|
||||
}
|
||||
};
|
||||
|
|
|
@ -18,8 +18,9 @@
|
|||
#include <map>
|
||||
#include <set>
|
||||
#include <QScriptValue>
|
||||
#include <StreamUtils.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include "AnimationLogging.h"
|
||||
#include "StreamUtils.h"
|
||||
|
||||
class AnimVariant {
|
||||
public:
|
||||
|
@ -29,7 +30,6 @@ public:
|
|||
Float,
|
||||
Vec3,
|
||||
Quat,
|
||||
Mat4,
|
||||
String,
|
||||
NumTypes
|
||||
};
|
||||
|
@ -40,7 +40,6 @@ public:
|
|||
AnimVariant(float value) : _type(Type::Float) { _val.floats[0] = value; }
|
||||
AnimVariant(const glm::vec3& value) : _type(Type::Vec3) { *reinterpret_cast<glm::vec3*>(&_val) = value; }
|
||||
AnimVariant(const glm::quat& value) : _type(Type::Quat) { *reinterpret_cast<glm::quat*>(&_val) = value; }
|
||||
AnimVariant(const glm::mat4& value) : _type(Type::Mat4) { *reinterpret_cast<glm::mat4*>(&_val) = value; }
|
||||
AnimVariant(const QString& value) : _type(Type::String) { _stringVal = value; }
|
||||
|
||||
bool isBool() const { return _type == Type::Bool; }
|
||||
|
@ -48,7 +47,6 @@ public:
|
|||
bool isFloat() const { return _type == Type::Float; }
|
||||
bool isVec3() const { return _type == Type::Vec3; }
|
||||
bool isQuat() const { return _type == Type::Quat; }
|
||||
bool isMat4() const { return _type == Type::Mat4; }
|
||||
bool isString() const { return _type == Type::String; }
|
||||
Type getType() const { return _type; }
|
||||
|
||||
|
@ -57,7 +55,6 @@ public:
|
|||
void setFloat(float value) { assert(_type == Type::Float); _val.floats[0] = value; }
|
||||
void setVec3(const glm::vec3& value) { assert(_type == Type::Vec3); *reinterpret_cast<glm::vec3*>(&_val) = value; }
|
||||
void setQuat(const glm::quat& value) { assert(_type == Type::Quat); *reinterpret_cast<glm::quat*>(&_val) = value; }
|
||||
void setMat4(const glm::mat4& value) { assert(_type == Type::Mat4); *reinterpret_cast<glm::mat4*>(&_val) = value; }
|
||||
void setString(const QString& value) { assert(_type == Type::String); _stringVal = value; }
|
||||
|
||||
bool getBool() const { assert(_type == Type::Bool); return _val.boolVal; }
|
||||
|
@ -66,7 +63,6 @@ public:
|
|||
|
||||
const glm::vec3& getVec3() const { assert(_type == Type::Vec3); return *reinterpret_cast<const glm::vec3*>(&_val); }
|
||||
const glm::quat& getQuat() const { assert(_type == Type::Quat); return *reinterpret_cast<const glm::quat*>(&_val); }
|
||||
const glm::mat4& getMat4() const { assert(_type == Type::Mat4); return *reinterpret_cast<const glm::mat4*>(&_val); }
|
||||
const QString& getString() const { assert(_type == Type::String); return _stringVal; }
|
||||
|
||||
protected:
|
||||
|
@ -112,7 +108,7 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
const glm::vec3& lookup(const QString& key, const glm::vec3& defaultValue) const {
|
||||
const glm::vec3& lookupRaw(const QString& key, const glm::vec3& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
|
@ -121,7 +117,16 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
const glm::quat& lookup(const QString& key, const glm::quat& defaultValue) const {
|
||||
glm::vec3 lookupRigToGeometry(const QString& key, const glm::vec3& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
auto iter = _map.find(key);
|
||||
return iter != _map.end() ? transformPoint(_rigToGeometryMat, iter->second.getVec3()) : defaultValue;
|
||||
}
|
||||
}
|
||||
|
||||
const glm::quat& lookupRaw(const QString& key, const glm::quat& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
|
@ -130,12 +135,12 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
const glm::mat4& lookup(const QString& key, const glm::mat4& defaultValue) const {
|
||||
glm::quat lookupRigToGeometry(const QString& key, const glm::quat& defaultValue) const {
|
||||
if (key.isEmpty()) {
|
||||
return defaultValue;
|
||||
} else {
|
||||
auto iter = _map.find(key);
|
||||
return iter != _map.end() ? iter->second.getMat4() : defaultValue;
|
||||
return iter != _map.end() ? _rigToGeometryRot * iter->second.getQuat() : defaultValue;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -153,13 +158,17 @@ public:
|
|||
void set(const QString& key, float value) { _map[key] = AnimVariant(value); }
|
||||
void set(const QString& key, const glm::vec3& value) { _map[key] = AnimVariant(value); }
|
||||
void set(const QString& key, const glm::quat& value) { _map[key] = AnimVariant(value); }
|
||||
void set(const QString& key, const glm::mat4& value) { _map[key] = AnimVariant(value); }
|
||||
void set(const QString& key, const QString& value) { _map[key] = AnimVariant(value); }
|
||||
void unset(const QString& key) { _map.erase(key); }
|
||||
|
||||
void setTrigger(const QString& key) { _triggers.insert(key); }
|
||||
void clearTriggers() { _triggers.clear(); }
|
||||
|
||||
void setRigToGeometryTransform(const glm::mat4& rigToGeometry) {
|
||||
_rigToGeometryMat = rigToGeometry;
|
||||
_rigToGeometryRot = glmExtractRotation(rigToGeometry);
|
||||
}
|
||||
|
||||
void clearMap() { _map.clear(); }
|
||||
bool hasKey(const QString& key) const { return _map.find(key) != _map.end(); }
|
||||
|
||||
|
@ -189,9 +198,6 @@ public:
|
|||
case AnimVariant::Type::Quat:
|
||||
qCDebug(animation) << " " << pair.first << "=" << pair.second.getQuat();
|
||||
break;
|
||||
case AnimVariant::Type::Mat4:
|
||||
qCDebug(animation) << " " << pair.first << "=" << pair.second.getMat4();
|
||||
break;
|
||||
case AnimVariant::Type::String:
|
||||
qCDebug(animation) << " " << pair.first << "=" << pair.second.getString();
|
||||
break;
|
||||
|
@ -205,6 +211,8 @@ public:
|
|||
protected:
|
||||
std::map<QString, AnimVariant> _map;
|
||||
std::set<QString> _triggers;
|
||||
glm::mat4 _rigToGeometryMat;
|
||||
glm::quat _rigToGeometryRot;
|
||||
};
|
||||
|
||||
typedef std::function<void(QScriptValue)> AnimVariantResultHandler;
|
||||
|
|
|
@ -1,218 +0,0 @@
|
|||
//
|
||||
// AnimationHandle.cpp
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 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 "AnimationHandle.h"
|
||||
#include "AnimationLogging.h"
|
||||
|
||||
void AnimationHandle::setURL(const QUrl& url) {
|
||||
if (_url != url) {
|
||||
_animation = DependencyManager::get<AnimationCache>()->getAnimation(_url = url);
|
||||
_animation->ensureLoading();
|
||||
QObject::connect(_animation.data(), &Resource::onRefresh, this, &AnimationHandle::clearJoints);
|
||||
_jointMappings.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationHandle::setPriority(float priority) {
|
||||
if (_priority == priority) {
|
||||
return;
|
||||
}
|
||||
if (isRunning()) {
|
||||
_rig->removeRunningAnimation(getAnimationHandlePointer());
|
||||
if (priority < _priority) {
|
||||
replaceMatchingPriorities(priority);
|
||||
}
|
||||
_priority = priority;
|
||||
_rig->addRunningAnimation(getAnimationHandlePointer());
|
||||
} else {
|
||||
_priority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationHandle::setStartAutomatically(bool startAutomatically) {
|
||||
if (startAutomatically && !isRunning()) {
|
||||
// Start before setting _animationLoop value so that code in setRunning() is executed
|
||||
start();
|
||||
}
|
||||
_animationLoop.setStartAutomatically(startAutomatically);
|
||||
}
|
||||
|
||||
void AnimationHandle::setMaskedJoints(const QStringList& maskedJoints) {
|
||||
_maskedJoints = maskedJoints;
|
||||
_jointMappings.clear();
|
||||
}
|
||||
|
||||
void AnimationHandle::setRunning(bool running, bool doRestoreJoints) {
|
||||
if (running && isRunning() && (getFadePerSecond() >= 0.0f)) {
|
||||
// if we're already running, this is the same as a restart -- unless we're fading out.
|
||||
setCurrentFrame(getFirstFrame());
|
||||
return;
|
||||
}
|
||||
_animationLoop.setRunning(running);
|
||||
if (isRunning()) {
|
||||
if (!_rig->isRunningAnimation(getAnimationHandlePointer())) {
|
||||
_rig->addRunningAnimation(getAnimationHandlePointer());
|
||||
}
|
||||
} else {
|
||||
_rig->removeRunningAnimation(getAnimationHandlePointer());
|
||||
if (doRestoreJoints) {
|
||||
restoreJoints();
|
||||
}
|
||||
replaceMatchingPriorities(0.0f);
|
||||
}
|
||||
emit runningChanged(isRunning());
|
||||
}
|
||||
|
||||
AnimationHandle::AnimationHandle(RigPointer rig) :
|
||||
QObject(rig.get()),
|
||||
_rig(rig),
|
||||
_priority(1.0f),
|
||||
_fade(0.0f),
|
||||
_fadePerSecond(0.0f)
|
||||
{
|
||||
}
|
||||
|
||||
AnimationDetails AnimationHandle::getAnimationDetails() const {
|
||||
AnimationDetails details(_role, _url, getFPS(), _priority, getLoop(), getHold(),
|
||||
getStartAutomatically(), getFirstFrame(), getLastFrame(), isRunning(), getCurrentFrame());
|
||||
return details;
|
||||
}
|
||||
|
||||
void AnimationHandle::setAnimationDetails(const AnimationDetails& details) {
|
||||
setRole(details.role);
|
||||
setURL(details.url);
|
||||
setFPS(details.fps);
|
||||
setPriority(details.priority);
|
||||
setLoop(details.loop);
|
||||
setHold(details.hold);
|
||||
setStartAutomatically(details.startAutomatically);
|
||||
setFirstFrame(details.firstFrame);
|
||||
setLastFrame(details.lastFrame);
|
||||
setRunning(details.running);
|
||||
setCurrentFrame(details.currentFrame);
|
||||
|
||||
// NOTE: AnimationDetails doesn't support maskedJoints
|
||||
//setMaskedJoints(const QStringList& maskedJoints);
|
||||
}
|
||||
|
||||
|
||||
void AnimationHandle::setJointMappings(QVector<int> jointMappings) {
|
||||
_jointMappings = jointMappings;
|
||||
}
|
||||
|
||||
QVector<int> AnimationHandle::getJointMappings() {
|
||||
if (_jointMappings.isEmpty()) {
|
||||
QVector<FBXJoint> animationJoints = _animation->getGeometry().joints;
|
||||
for (int i = 0; i < animationJoints.count(); i++) {
|
||||
_jointMappings.append(_rig->indexOfJoint(animationJoints.at(i).name));
|
||||
}
|
||||
}
|
||||
return _jointMappings;
|
||||
}
|
||||
|
||||
void AnimationHandle::simulate(float deltaTime) {
|
||||
if (!_animation || !_animation->isLoaded()) {
|
||||
return;
|
||||
}
|
||||
|
||||
_animationLoop.simulate(deltaTime);
|
||||
|
||||
if (getJointMappings().isEmpty()) {
|
||||
qDebug() << "AnimationHandle::simulate -- _jointMappings.isEmpty()";
|
||||
return;
|
||||
}
|
||||
|
||||
// // update the joint mappings if necessary/possible
|
||||
// if (_jointMappings.isEmpty()) {
|
||||
// if (_model && _model->isActive()) {
|
||||
// _jointMappings = _model->getGeometry()->getJointMappings(_animation);
|
||||
// }
|
||||
// if (_jointMappings.isEmpty()) {
|
||||
// return;
|
||||
// }
|
||||
// if (!_maskedJoints.isEmpty()) {
|
||||
// const FBXGeometry& geometry = _model->getGeometry()->getFBXGeometry();
|
||||
// for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
// int& mapping = _jointMappings[i];
|
||||
// if (mapping != -1 && _maskedJoints.contains(geometry.joints.at(mapping).name)) {
|
||||
// mapping = -1;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
const FBXGeometry& animationGeometry = _animation->getGeometry();
|
||||
if (animationGeometry.animationFrames.isEmpty()) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (_animationLoop.getMaxFrameIndexHint() != animationGeometry.animationFrames.size()) {
|
||||
_animationLoop.setMaxFrameIndexHint(animationGeometry.animationFrames.size());
|
||||
}
|
||||
|
||||
// blend between the closest two frames
|
||||
applyFrame(getCurrentFrame());
|
||||
}
|
||||
|
||||
void AnimationHandle::applyFrame(float currentFrame) {
|
||||
if (!_animation || !_animation->isLoaded()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const FBXGeometry& animationGeometry = _animation->getGeometry();
|
||||
int frameCount = animationGeometry.animationFrames.size();
|
||||
const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at((int)glm::floor(currentFrame) % frameCount);
|
||||
const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at((int)glm::ceil(currentFrame) % frameCount);
|
||||
float frameFraction = glm::fract(currentFrame);
|
||||
|
||||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) { // allow missing bones
|
||||
_rig->setJointRotationInConstrainedFrame(mapping,
|
||||
safeMix(floorFrame.rotations.at(i),
|
||||
ceilFrame.rotations.at(i),
|
||||
frameFraction),
|
||||
_priority,
|
||||
_mix);
|
||||
|
||||
// This isn't working.
|
||||
// glm::vec3 floorTranslationPart = floorFrame.translations.at(i) * (1.0f - frameFraction);
|
||||
// glm::vec3 ceilTranslationPart = ceilFrame.translations.at(i) * frameFraction;
|
||||
// glm::vec3 floorCeilFraction = floorTranslationPart + ceilTranslationPart;
|
||||
// glm::vec3 defaultTrans = _rig->getJointDefaultTranslationInConstrainedFrame(i);
|
||||
// glm::vec3 mixedTranslation = floorCeilFraction * (1.0f - _mix) + defaultTrans * _mix;
|
||||
// _rig->setJointTranslation(mapping, true, mixedTranslation, _priority);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationHandle::replaceMatchingPriorities(float newPriority) {
|
||||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) {
|
||||
if (_priority == _rig->getJointAnimatinoPriority(mapping)) {
|
||||
_rig->setJointAnimatinoPriority(mapping, newPriority);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimationHandle::restoreJoints() {
|
||||
for (int i = 0; i < _jointMappings.size(); i++) {
|
||||
int mapping = _jointMappings.at(i);
|
||||
if (mapping != -1) {
|
||||
_rig->restoreJointRotation(mapping, 1.0f, _rig->getJointAnimatinoPriority(mapping));
|
||||
_rig->restoreJointTranslation(mapping, 1.0f, _rig->getJointAnimatinoPriority(mapping));
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,138 +0,0 @@
|
|||
//
|
||||
// AnimationHandle.h
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
#ifndef hifi_AnimationHandle_h
|
||||
#define hifi_AnimationHandle_h
|
||||
|
||||
#include <QObject>
|
||||
#include <QString>
|
||||
#include <QStringList>
|
||||
#include <QUrl>
|
||||
#include <QVector>
|
||||
|
||||
#include "AnimationCache.h"
|
||||
#include "AnimationLoop.h"
|
||||
#include "Rig.h"
|
||||
|
||||
class AnimationHandle;
|
||||
class Model;
|
||||
|
||||
typedef std::shared_ptr<AnimationHandle> AnimationHandlePointer;
|
||||
typedef std::weak_ptr<AnimationHandle> WeakAnimationHandlePointer;
|
||||
inline uint qHash(const std::shared_ptr<AnimationHandle>& a, uint seed) {
|
||||
// return qHash(a.get(), seed);
|
||||
AnimationHandle* strongRef = a ? a.get() : nullptr;
|
||||
return qHash(strongRef, seed);
|
||||
}
|
||||
inline uint qHash(const std::weak_ptr<AnimationHandle>& a, uint seed) {
|
||||
AnimationHandlePointer strongPointer = a.lock();
|
||||
AnimationHandle* strongRef = strongPointer ? strongPointer.get() : nullptr;
|
||||
return qHash(strongRef, seed);
|
||||
}
|
||||
|
||||
|
||||
// inline uint qHash(const WeakAnimationHandlePointer& handle, uint seed) {
|
||||
// return qHash(handle.data(), seed);
|
||||
// }
|
||||
|
||||
|
||||
|
||||
/// Represents a handle to a model animation. I.e., an Animation in use by a given Rig.
|
||||
class AnimationHandle : public QObject, public std::enable_shared_from_this<AnimationHandle> {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
|
||||
AnimationHandle(RigPointer rig);
|
||||
|
||||
AnimationHandlePointer getAnimationHandlePointer() { return shared_from_this(); }
|
||||
|
||||
void setRole(const QString& role) { _role = role; }
|
||||
const QString& getRole() const { return _role; }
|
||||
|
||||
void setURL(const QUrl& url);
|
||||
const QUrl& getURL() const { return _url; }
|
||||
|
||||
void setPriority(float priority);
|
||||
float getPriority() const { return _priority; }
|
||||
void setMix(float mix) { _mix = mix; }
|
||||
void setFade(float fade) { _fade = fade; }
|
||||
float getFade() const { return _fade; }
|
||||
void setFadePerSecond(float fadePerSecond) { _fadePerSecond = fadePerSecond; }
|
||||
float getFadePerSecond() const { return _fadePerSecond; }
|
||||
|
||||
void setMaskedJoints(const QStringList& maskedJoints);
|
||||
const QStringList& getMaskedJoints() const { return _maskedJoints; }
|
||||
|
||||
|
||||
void setFPS(float fps) { _animationLoop.setFPS(fps); }
|
||||
float getFPS() const { return _animationLoop.getFPS(); }
|
||||
|
||||
void setLoop(bool loop) { _animationLoop.setLoop(loop); }
|
||||
bool getLoop() const { return _animationLoop.getLoop(); }
|
||||
|
||||
void setHold(bool hold) { _animationLoop.setHold(hold); }
|
||||
bool getHold() const { return _animationLoop.getHold(); }
|
||||
|
||||
void setStartAutomatically(bool startAutomatically);
|
||||
bool getStartAutomatically() const { return _animationLoop.getStartAutomatically(); }
|
||||
|
||||
void setFirstFrame(float firstFrame) { _animationLoop.setFirstFrame(firstFrame); }
|
||||
float getFirstFrame() const { return _animationLoop.getFirstFrame(); }
|
||||
|
||||
void setLastFrame(float lastFrame) { _animationLoop.setLastFrame(lastFrame); }
|
||||
float getLastFrame() const { return _animationLoop.getLastFrame(); }
|
||||
|
||||
void setRunning(bool running, bool restoreJoints = true);
|
||||
bool isRunning() const { return _animationLoop.getRunning(); }
|
||||
|
||||
void setCurrentFrame(float currentFrame) { _animationLoop.setCurrentFrame(currentFrame); }
|
||||
float getCurrentFrame() const { return _animationLoop.getCurrentFrame(); }
|
||||
|
||||
AnimationDetails getAnimationDetails() const;
|
||||
void setAnimationDetails(const AnimationDetails& details);
|
||||
|
||||
void setJointMappings(QVector<int> jointMappings);
|
||||
QVector<int> getJointMappings(); // computing if necessary
|
||||
void simulate(float deltaTime);
|
||||
void applyFrame(float currentFrame);
|
||||
void replaceMatchingPriorities(float newPriority);
|
||||
void restoreJoints();
|
||||
void clearJoints() { _jointMappings.clear(); }
|
||||
|
||||
signals:
|
||||
|
||||
void runningChanged(bool running);
|
||||
|
||||
public slots:
|
||||
|
||||
void start() { setRunning(true); }
|
||||
void stop() { setRunning(false); _fadePerSecond = _fade = 0.0f; }
|
||||
|
||||
private:
|
||||
|
||||
RigPointer _rig;
|
||||
AnimationPointer _animation;
|
||||
QString _role;
|
||||
QUrl _url;
|
||||
float _priority;
|
||||
float _mix; // How much of this animation to blend against what is already there. 1.0 sets to just this animation.
|
||||
float _fade; // How far are we into full strength. 0.0 uses none of this animation, 1.0 (the max) is as much as possible.
|
||||
float _fadePerSecond; // How fast should _fade change? +1.0 means _fade is increasing to 1.0 in 1 second. Negative is fading out.
|
||||
|
||||
QStringList _maskedJoints;
|
||||
QVector<int> _jointMappings;
|
||||
|
||||
AnimationLoop _animationLoop;
|
||||
};
|
||||
|
||||
|
||||
#endif // hifi_AnimationHandle_h
|
|
@ -1,122 +0,0 @@
|
|||
//
|
||||
// AvatarRig.cpp
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by SethAlves on 2015-7-22.
|
||||
// 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 "AvatarRig.h"
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
void AvatarRig::updateJointState(int index, glm::mat4 rootTransform) {
|
||||
if (index < 0 || index >= _jointStates.size()) {
|
||||
return; // bail
|
||||
}
|
||||
JointState& state = _jointStates[index];
|
||||
|
||||
// compute model transforms
|
||||
if (index == _rootJointIndex) {
|
||||
state.computeTransform(rootTransform);
|
||||
} else {
|
||||
// guard against out-of-bounds access to _jointStates
|
||||
int parentIndex = state.getParentIndex();
|
||||
if (parentIndex >= 0 && parentIndex < _jointStates.size()) {
|
||||
const JointState& parentState = _jointStates.at(parentIndex);
|
||||
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AvatarRig::setHandPosition(int jointIndex,
|
||||
const glm::vec3& position, const glm::quat& rotation,
|
||||
float scale, float priority) {
|
||||
bool rightHand = (jointIndex == _rightHandJointIndex);
|
||||
|
||||
int elbowJointIndex = rightHand ? _rightElbowJointIndex : _leftElbowJointIndex;
|
||||
int shoulderJointIndex = rightHand ? _rightShoulderJointIndex : _leftShoulderJointIndex;
|
||||
|
||||
// this algorithm is from sample code from sixense
|
||||
if (elbowJointIndex == -1 || shoulderJointIndex == -1) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::vec3 shoulderPosition;
|
||||
if (!getJointPosition(shoulderJointIndex, shoulderPosition)) {
|
||||
return;
|
||||
}
|
||||
|
||||
// precomputed lengths
|
||||
float upperArmLength = _jointStates[elbowJointIndex].getDistanceToParent() * scale;
|
||||
float lowerArmLength = _jointStates[jointIndex].getDistanceToParent() * scale;
|
||||
|
||||
// first set wrist position
|
||||
glm::vec3 wristPosition = position;
|
||||
|
||||
glm::vec3 shoulderToWrist = wristPosition - shoulderPosition;
|
||||
float distanceToWrist = glm::length(shoulderToWrist);
|
||||
|
||||
// prevent gimbal lock
|
||||
if (distanceToWrist > upperArmLength + lowerArmLength - EPSILON) {
|
||||
distanceToWrist = upperArmLength + lowerArmLength - EPSILON;
|
||||
shoulderToWrist = glm::normalize(shoulderToWrist) * distanceToWrist;
|
||||
wristPosition = shoulderPosition + shoulderToWrist;
|
||||
}
|
||||
|
||||
// cosine of angle from upper arm to hand vector
|
||||
float cosA = (upperArmLength * upperArmLength + distanceToWrist * distanceToWrist - lowerArmLength * lowerArmLength) /
|
||||
(2 * upperArmLength * distanceToWrist);
|
||||
float mid = upperArmLength * cosA;
|
||||
float height = sqrt(upperArmLength * upperArmLength + mid * mid - 2 * upperArmLength * mid * cosA);
|
||||
|
||||
// direction of the elbow
|
||||
glm::vec3 handNormal = glm::cross(rotation * glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow rotating with wrist
|
||||
glm::vec3 relaxedNormal = glm::cross(glm::vec3(0.0f, 1.0f, 0.0f), shoulderToWrist); // elbow pointing straight down
|
||||
const float NORMAL_WEIGHT = 0.5f;
|
||||
glm::vec3 finalNormal = glm::mix(relaxedNormal, handNormal, NORMAL_WEIGHT);
|
||||
|
||||
if (rightHand ? (finalNormal.y > 0.0f) : (finalNormal.y < 0.0f)) {
|
||||
finalNormal.y = 0.0f; // dont allow elbows to point inward (y is vertical axis)
|
||||
}
|
||||
|
||||
glm::vec3 tangent = glm::normalize(glm::cross(shoulderToWrist, finalNormal));
|
||||
|
||||
// ik solution
|
||||
glm::vec3 elbowPosition = shoulderPosition + glm::normalize(shoulderToWrist) * mid - tangent * height;
|
||||
glm::vec3 forwardVector(rightHand ? -1.0f : 1.0f, 0.0f, 0.0f);
|
||||
glm::quat shoulderRotation = rotationBetween(forwardVector, elbowPosition - shoulderPosition);
|
||||
|
||||
setJointRotationInBindFrame(shoulderJointIndex, shoulderRotation, priority);
|
||||
setJointRotationInBindFrame(elbowJointIndex,
|
||||
rotationBetween(shoulderRotation * forwardVector, wristPosition - elbowPosition) *
|
||||
shoulderRotation, priority);
|
||||
setJointRotationInBindFrame(jointIndex, rotation, priority);
|
||||
}
|
||||
|
||||
void AvatarRig::setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
JointState& state = _jointStates[index];
|
||||
if (valid) {
|
||||
state.setTranslation(translation, priority);
|
||||
} else {
|
||||
state.restoreTranslation(1.0f, priority);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void AvatarRig::setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
JointState& state = _jointStates[index];
|
||||
if (valid) {
|
||||
state.setRotationInConstrainedFrame(rotation, priority);
|
||||
state.setTranslation(translation, priority);
|
||||
} else {
|
||||
state.restoreRotation(1.0f, priority);
|
||||
state.restoreTranslation(1.0f, priority);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,33 +0,0 @@
|
|||
//
|
||||
// AvatarRig.h
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by SethAlves on 2015-7-22.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_AvatarRig_h
|
||||
#define hifi_AvatarRig_h
|
||||
|
||||
#include <QObject>
|
||||
|
||||
#include "Rig.h"
|
||||
|
||||
class AvatarRig : public Rig {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
~AvatarRig() {}
|
||||
virtual void updateJointState(int index, glm::mat4 rootTransform);
|
||||
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
float scale, float priority);
|
||||
virtual void setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority);
|
||||
virtual void setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority);
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // hifi_AvatarRig_h
|
|
@ -1,43 +0,0 @@
|
|||
//
|
||||
// EntityRig.cpp
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by SethAlves on 2015-7-22.
|
||||
// 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 "EntityRig.h"
|
||||
|
||||
/// Updates the state of the joint at the specified index.
|
||||
void EntityRig::updateJointState(int index, glm::mat4 rootTransform) {
|
||||
JointState& state = _jointStates[index];
|
||||
|
||||
// compute model transforms
|
||||
int parentIndex = state.getParentIndex();
|
||||
if (parentIndex == -1) {
|
||||
state.computeTransform(rootTransform);
|
||||
} else {
|
||||
// guard against out-of-bounds access to _jointStates
|
||||
if (parentIndex >= 0 && parentIndex < _jointStates.size()) {
|
||||
const JointState& parentState = _jointStates.at(parentIndex);
|
||||
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void EntityRig::setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority) {
|
||||
if (index != -1 && index < _jointStates.size()) {
|
||||
JointState& state = _jointStates[index];
|
||||
if (valid) {
|
||||
state.setRotationInConstrainedFrame(rotation, priority);
|
||||
// state.setTranslation(translation, priority);
|
||||
} else {
|
||||
state.restoreRotation(1.0f, priority);
|
||||
// state.restoreTranslation(1.0f, priority);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,30 +0,0 @@
|
|||
//
|
||||
// EntityRig.h
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by SethAlves on 2015-7-22.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_EntityRig_h
|
||||
#define hifi_EntityRig_h
|
||||
|
||||
#include <QObject>
|
||||
|
||||
#include "Rig.h"
|
||||
|
||||
class EntityRig : public Rig {
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
~EntityRig() {}
|
||||
virtual void updateJointState(int index, glm::mat4 rootTransform);
|
||||
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
float scale, float priority) {}
|
||||
virtual void setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority);
|
||||
};
|
||||
|
||||
#endif // hifi_EntityRig_h
|
|
@ -1,228 +0,0 @@
|
|||
//
|
||||
// JointState.cpp
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 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 <glm/gtx/norm.hpp>
|
||||
|
||||
#include <QThreadPool>
|
||||
|
||||
#include <SharedUtil.h>
|
||||
|
||||
#include "JointState.h"
|
||||
|
||||
JointState::~JointState() {
|
||||
}
|
||||
|
||||
void JointState::copyState(const JointState& other) {
|
||||
_transformChanged = other._transformChanged;
|
||||
_transform = other._transform;
|
||||
_rotationIsValid = other._rotationIsValid;
|
||||
_rotation = other._rotation;
|
||||
_rotationInConstrainedFrame = other._rotationInConstrainedFrame;
|
||||
_positionInParentFrame = other._positionInParentFrame;
|
||||
_distanceToParent = other._distanceToParent;
|
||||
_animationPriority = other._animationPriority;
|
||||
|
||||
_name = other._name;
|
||||
_isFree = other._isFree;
|
||||
_parentIndex = other._parentIndex;
|
||||
_defaultRotation = other._defaultRotation;
|
||||
_defaultTranslation = other._defaultTranslation;
|
||||
_inverseDefaultRotation = other._inverseDefaultRotation;
|
||||
_translation = other._translation;
|
||||
_preRotation = other._preRotation;
|
||||
_postRotation = other._postRotation;
|
||||
_preTransform = other._preTransform;
|
||||
_postTransform = other._postTransform;
|
||||
_inverseBindRotation = other._inverseBindRotation;
|
||||
}
|
||||
JointState::JointState(const FBXJoint& joint) {
|
||||
_rotationInConstrainedFrame = joint.rotation;
|
||||
_name = joint.name;
|
||||
_isFree = joint.isFree;
|
||||
_parentIndex = joint.parentIndex;
|
||||
_translation = joint.translation;
|
||||
_defaultRotation = joint.rotation;
|
||||
_defaultTranslation = _translation;
|
||||
_inverseDefaultRotation = joint.inverseDefaultRotation;
|
||||
_preRotation = joint.preRotation;
|
||||
_postRotation = joint.postRotation;
|
||||
_preTransform = joint.preTransform;
|
||||
_postTransform = joint.postTransform;
|
||||
_inverseBindRotation = joint.inverseBindRotation;
|
||||
}
|
||||
|
||||
void JointState::buildConstraint() {
|
||||
}
|
||||
|
||||
glm::quat JointState::getRotation() const {
|
||||
if (!_rotationIsValid) {
|
||||
const_cast<JointState*>(this)->_rotation = extractRotation(_transform);
|
||||
const_cast<JointState*>(this)->_rotationIsValid = true;
|
||||
}
|
||||
|
||||
return _rotation;
|
||||
}
|
||||
|
||||
void JointState::initTransform(const glm::mat4& parentTransform) {
|
||||
|
||||
_unitsScale = extractScale(parentTransform);
|
||||
|
||||
computeTransform(parentTransform);
|
||||
_positionInParentFrame = glm::inverse(extractRotation(parentTransform)) * (extractTranslation(_transform) - extractTranslation(parentTransform));
|
||||
_distanceToParent = glm::length(_positionInParentFrame);
|
||||
}
|
||||
|
||||
void JointState::computeTransform(const glm::mat4& parentTransform, bool parentTransformChanged, bool synchronousRotationCompute) {
|
||||
if (!parentTransformChanged && !_transformChanged) {
|
||||
return;
|
||||
}
|
||||
|
||||
glm::quat rotationInParentFrame = _preRotation * _rotationInConstrainedFrame * _postRotation;
|
||||
glm::mat4 transformInParentFrame = _preTransform * glm::mat4_cast(rotationInParentFrame) * _postTransform;
|
||||
glm::mat4 newTransform = parentTransform * glm::translate(_translation) * transformInParentFrame;
|
||||
|
||||
if (newTransform != _transform) {
|
||||
_transform = newTransform;
|
||||
_transformChanged = true;
|
||||
_rotationIsValid = false;
|
||||
}
|
||||
}
|
||||
|
||||
glm::quat JointState::getRotationInBindFrame() const {
|
||||
return getRotation() * _inverseBindRotation;
|
||||
}
|
||||
|
||||
glm::quat JointState::getRotationInParentFrame() const {
|
||||
return _preRotation * _rotationInConstrainedFrame * _postRotation;
|
||||
}
|
||||
|
||||
void JointState::restoreRotation(float fraction, float priority) {
|
||||
if (priority == _animationPriority || _animationPriority == 0.0f) {
|
||||
setRotationInConstrainedFrameInternal(safeMix(_rotationInConstrainedFrame, _defaultRotation, fraction));
|
||||
_animationPriority = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::restoreTranslation(float fraction, float priority) {
|
||||
if (priority == _animationPriority || _animationPriority == 0.0f) {
|
||||
_translation = _translation * (1.0f - fraction) + _defaultTranslation * fraction;
|
||||
_animationPriority = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::setRotationInBindFrame(const glm::quat& rotation, float priority) {
|
||||
// rotation is from bind- to model-frame
|
||||
if (priority >= _animationPriority) {
|
||||
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(getRotation()) * rotation * glm::inverse(_inverseBindRotation);
|
||||
setRotationInConstrainedFrameInternal(targetRotation);
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority) {
|
||||
// rotation is from bind- to model-frame
|
||||
if (priority >= _animationPriority) {
|
||||
glm::quat parentRotation = computeParentRotation();
|
||||
|
||||
// R = Rp * Rpre * r * Rpost
|
||||
// R' = Rp * Rpre * r' * Rpost
|
||||
// r' = (Rp * Rpre)^ * R' * Rpost^
|
||||
glm::quat targetRotation = glm::inverse(parentRotation * _preRotation) * rotationInModelFrame * glm::inverse(_postRotation);
|
||||
_rotationInConstrainedFrame = glm::normalize(targetRotation);
|
||||
_transformChanged = true;
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::clearTransformTranslation() {
|
||||
_transform[3][0] = 0.0f;
|
||||
_transform[3][1] = 0.0f;
|
||||
_transform[3][2] = 0.0f;
|
||||
_transformChanged = true;
|
||||
}
|
||||
|
||||
void JointState::applyRotationDelta(const glm::quat& delta, float priority) {
|
||||
// NOTE: delta is in model-frame
|
||||
if (priority < _animationPriority || delta == glm::quat()) {
|
||||
return;
|
||||
}
|
||||
_animationPriority = priority;
|
||||
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(getRotation()) * delta * getRotation();
|
||||
setRotationInConstrainedFrameInternal(targetRotation);
|
||||
}
|
||||
|
||||
/// Applies delta rotation to joint but mixes a little bit of the default pose as well.
|
||||
/// This helps keep an IK solution stable.
|
||||
void JointState::mixRotationDelta(const glm::quat& delta, float mixFactor, float priority) {
|
||||
// NOTE: delta is in model-frame
|
||||
if (priority < _animationPriority) {
|
||||
return;
|
||||
}
|
||||
_animationPriority = priority;
|
||||
glm::quat targetRotation = _rotationInConstrainedFrame * glm::inverse(getRotation()) * delta * getRotation();
|
||||
if (mixFactor > 0.0f && mixFactor <= 1.0f) {
|
||||
targetRotation = safeMix(targetRotation, _defaultRotation, mixFactor);
|
||||
}
|
||||
setRotationInConstrainedFrameInternal(targetRotation);
|
||||
}
|
||||
|
||||
glm::quat JointState::computeParentRotation() const {
|
||||
// R = Rp * Rpre * r * Rpost
|
||||
// Rp = R * (Rpre * r * Rpost)^
|
||||
return getRotation() * glm::inverse(_preRotation * _rotationInConstrainedFrame * _postRotation);
|
||||
}
|
||||
|
||||
void JointState::setRotationInConstrainedFrame(glm::quat targetRotation, float priority, float mix) {
|
||||
if (priority >= _animationPriority || _animationPriority == 0.0f) {
|
||||
auto rotation = (mix == 1.0f) ? targetRotation : safeMix(getRotationInConstrainedFrame(), targetRotation, mix);
|
||||
setRotationInConstrainedFrameInternal(rotation);
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::setTranslation(const glm::vec3& translation, float priority) {
|
||||
if (priority >= _animationPriority || _animationPriority == 0.0f) {
|
||||
_translation = translation / _unitsScale;
|
||||
_transformChanged = true;
|
||||
_animationPriority = priority;
|
||||
}
|
||||
}
|
||||
|
||||
void JointState::setRotationInConstrainedFrameInternal(const glm::quat& targetRotation) {
|
||||
if (_rotationInConstrainedFrame != targetRotation) {
|
||||
glm::quat parentRotation = computeParentRotation();
|
||||
_rotationInConstrainedFrame = targetRotation;
|
||||
_transformChanged = true;
|
||||
// R' = Rp * Rpre * r' * Rpost
|
||||
_rotation = parentRotation * _preRotation * _rotationInConstrainedFrame * _postRotation;
|
||||
}
|
||||
}
|
||||
|
||||
bool JointState::rotationIsDefault(const glm::quat& rotation, float tolerance) const {
|
||||
glm::quat defaultRotation = _defaultRotation;
|
||||
return glm::abs(rotation.x - defaultRotation.x) < tolerance &&
|
||||
glm::abs(rotation.y - defaultRotation.y) < tolerance &&
|
||||
glm::abs(rotation.z - defaultRotation.z) < tolerance &&
|
||||
glm::abs(rotation.w - defaultRotation.w) < tolerance;
|
||||
}
|
||||
|
||||
bool JointState::translationIsDefault(const glm::vec3& translation, float tolerance) const {
|
||||
return glm::distance(_defaultTranslation * _unitsScale, translation) < tolerance;
|
||||
}
|
||||
|
||||
glm::quat JointState::getDefaultRotationInParentFrame() const {
|
||||
// NOTE: the result is constant and could be cached
|
||||
return _preRotation * _defaultRotation * _postRotation;
|
||||
}
|
||||
|
||||
glm::vec3 JointState::getDefaultTranslationInConstrainedFrame() const {
|
||||
return _defaultTranslation * _unitsScale;
|
||||
}
|
|
@ -1,149 +0,0 @@
|
|||
//
|
||||
// JointState.h
|
||||
// libraries/animation/src/
|
||||
//
|
||||
// Created by Andrzej Kapolka on 10/18/13.
|
||||
// Copyright 2013 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
|
||||
//
|
||||
|
||||
#ifndef hifi_JointState_h
|
||||
#define hifi_JointState_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#include <FBXReader.h>
|
||||
#include <GLMHelpers.h>
|
||||
#include <NumericalConstants.h>
|
||||
|
||||
const float DEFAULT_PRIORITY = 3.0f;
|
||||
|
||||
class JointState {
|
||||
public:
|
||||
JointState() {}
|
||||
JointState(const JointState& other) { copyState(other); }
|
||||
JointState(const FBXJoint& joint);
|
||||
~JointState();
|
||||
JointState& operator=(const JointState& other) { copyState(other); return *this; }
|
||||
void copyState(const JointState& state);
|
||||
void buildConstraint();
|
||||
|
||||
void initTransform(const glm::mat4& parentTransform);
|
||||
// if synchronousRotationCompute is true, then _transform is still computed synchronously,
|
||||
// but _rotation will be asynchronously extracted
|
||||
void computeTransform(const glm::mat4& parentTransform, bool parentTransformChanged = true, bool synchronousRotationCompute = false);
|
||||
|
||||
const glm::mat4& getTransform() const { return _transform; }
|
||||
void resetTransformChanged() { _transformChanged = false; }
|
||||
bool getTransformChanged() const { return _transformChanged; }
|
||||
|
||||
glm::quat getRotation() const;
|
||||
glm::vec3 getPosition() const { return extractTranslation(_transform); }
|
||||
|
||||
/// \return rotation from bind to model frame
|
||||
glm::quat getRotationInBindFrame() const;
|
||||
|
||||
glm::quat getRotationInParentFrame() const;
|
||||
const glm::vec3& getPositionInParentFrame() const { return _positionInParentFrame; }
|
||||
float getDistanceToParent() const { return _distanceToParent; }
|
||||
|
||||
int getParentIndex() const { return _parentIndex; }
|
||||
|
||||
/// \param delta is in the model-frame
|
||||
void applyRotationDelta(const glm::quat& delta, float priority = 1.0f);
|
||||
|
||||
/// Applies delta rotation to joint but mixes a little bit of the default pose as well.
|
||||
/// This helps keep an IK solution stable.
|
||||
/// \param delta rotation change in model-frame
|
||||
/// \param mixFactor fraction in range [0,1] of how much default pose to blend in (0 is none, 1 is all)
|
||||
/// \param priority priority level of this animation blend
|
||||
void mixRotationDelta(const glm::quat& delta, float mixFactor, float priority = 1.0f);
|
||||
|
||||
/// Blends a fraciton of default pose into joint rotation.
|
||||
/// \param fraction fraction in range [0,1] of how much default pose to blend in (0 is none, 1 is all)
|
||||
/// \param priority priority level of this animation blend
|
||||
void restoreRotation(float fraction, float priority);
|
||||
|
||||
void restoreTranslation(float fraction, float priority);
|
||||
|
||||
/// \param rotation is from bind- to model-frame
|
||||
/// computes and sets new _rotationInConstrainedFrame
|
||||
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
|
||||
void setRotationInBindFrame(const glm::quat& rotation, float priority);
|
||||
|
||||
/// \param rotationInModelRame is in model-frame
|
||||
/// computes and sets new _rotationInConstrainedFrame to match rotationInModelFrame
|
||||
/// NOTE: the JointState's model-frame transform/rotation are NOT updated!
|
||||
void setRotationInModelFrame(const glm::quat& rotationInModelFrame, float priority);
|
||||
|
||||
void setTranslation(const glm::vec3& translation, float priority);
|
||||
|
||||
void setRotationInConstrainedFrame(glm::quat targetRotation, float priority, float mix = 1.0f);
|
||||
|
||||
const glm::quat& getRotationInConstrainedFrame() const { return _rotationInConstrainedFrame; }
|
||||
|
||||
bool rotationIsDefault(const glm::quat& rotation, float tolerance = EPSILON) const;
|
||||
bool translationIsDefault(const glm::vec3& translation, float tolerance = EPSILON) const;
|
||||
|
||||
glm::quat getDefaultRotationInParentFrame() const;
|
||||
glm::vec3 getDefaultTranslationInConstrainedFrame() const;
|
||||
|
||||
|
||||
void clearTransformTranslation();
|
||||
|
||||
/// \return parent model-frame rotation
|
||||
// (used to keep _rotation consistent when modifying _rotationInWorldFrame directly)
|
||||
glm::quat computeParentRotation() const;
|
||||
|
||||
void setTransform(const glm::mat4& transform) { _transform = transform; }
|
||||
|
||||
glm::vec3 getTranslation() const { return _translation * _unitsScale; }
|
||||
const glm::mat4& getPreTransform() const { return _preTransform; }
|
||||
const glm::mat4& getPostTransform() const { return _postTransform; }
|
||||
const glm::quat& getPreRotation() const { return _preRotation; }
|
||||
const glm::quat& getPostRotation() const { return _postRotation; }
|
||||
const glm::quat& getDefaultRotation() const { return _defaultRotation; }
|
||||
glm::vec3 getDefaultTranslation() const { return _defaultTranslation * _unitsScale; }
|
||||
glm::vec3 getUnscaledDefaultTranslation() const { return _defaultTranslation; }
|
||||
const glm::quat& getInverseDefaultRotation() const { return _inverseDefaultRotation; }
|
||||
const QString& getName() const { return _name; }
|
||||
bool getIsFree() const { return _isFree; }
|
||||
float getAnimationPriority() const { return _animationPriority; }
|
||||
void setAnimationPriority(float priority) { _animationPriority = priority; }
|
||||
|
||||
private:
|
||||
void setRotationInConstrainedFrameInternal(const glm::quat& targetRotation);
|
||||
/// debug helper function
|
||||
void loadBindRotation();
|
||||
|
||||
bool _transformChanged {true};
|
||||
bool _rotationIsValid {false};
|
||||
glm::vec3 _positionInParentFrame {0.0f}; // only changes when the Model is scaled
|
||||
float _animationPriority {0.0f}; // the priority of the animation affecting this joint
|
||||
float _distanceToParent {0.0f};
|
||||
|
||||
glm::mat4 _transform; // joint- to model-frame
|
||||
glm::quat _rotation; // joint- to model-frame
|
||||
glm::quat _rotationInConstrainedFrame; // rotation in frame where angular constraints would be applied
|
||||
|
||||
glm::quat _defaultRotation; // Not necessarilly bind rotation. See FBXJoint transform/bindTransform
|
||||
glm::quat _inverseDefaultRotation;
|
||||
glm::vec3 _defaultTranslation;
|
||||
glm::vec3 _translation;
|
||||
QString _name;
|
||||
int _parentIndex;
|
||||
bool _isFree;
|
||||
glm::quat _preRotation;
|
||||
glm::quat _postRotation;
|
||||
glm::mat4 _preTransform;
|
||||
glm::mat4 _postTransform;
|
||||
glm::quat _inverseBindRotation;
|
||||
|
||||
glm::vec3 _unitsScale{1.0f, 1.0f, 1.0f};
|
||||
};
|
||||
|
||||
#endif // hifi_JointState_h
|
File diff suppressed because it is too large
Load diff
|
@ -10,28 +10,6 @@
|
|||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
/*
|
||||
Things we want to be able to do, that I think we cannot do now:
|
||||
* Stop an animation at a given time so that it can be examined visually or in a test harness. (I think we can already stop animation and set frame to a computed float? But does that move the bones?)
|
||||
* Play two animations, blending between them. (Current structure just has one, under script control.)
|
||||
* Fade in an animation over another.
|
||||
* Apply IK, lean, head pointing or other overrides relative to previous position.
|
||||
All of this depends on coordinated state.
|
||||
|
||||
TBD:
|
||||
- What are responsibilities of Animation/AnimationPointer/AnimationCache/AnimationDetails/AnimationObject/AnimationLoop?
|
||||
Is there common/copied code (e.g., ScriptableAvatar::update)?
|
||||
- How do attachments interact with the physics of the attached entity? E.g., do hand joints need to reflect held object
|
||||
physics?
|
||||
- Is there any current need (i.e., for initial campatability) to have multiple animations per role (e.g., idle) with the
|
||||
system choosing randomly?
|
||||
|
||||
- Distribute some doc from here to the right files if it turns out to be correct:
|
||||
- AnimationDetails is a script-useable copy of animation state, analogous to EntityItemProperties, but without anything
|
||||
equivalent to editEntity.
|
||||
But what's the intended difference vs AnimationObjection? Maybe AnimationDetails is to Animation as AnimationObject
|
||||
is to AnimationPointer?
|
||||
*/
|
||||
|
||||
#ifndef __hifi__Rig__
|
||||
#define __hifi__Rig__
|
||||
|
@ -39,16 +17,13 @@
|
|||
#include <QObject>
|
||||
#include <QMutex>
|
||||
#include <QScriptValue>
|
||||
|
||||
#include "JointState.h" // We might want to change this (later) to something that doesn't depend on gpu, fbx and model. -HRS
|
||||
#include <vector>
|
||||
#include <JointData.h>
|
||||
|
||||
#include "AnimNode.h"
|
||||
#include "AnimNodeLoader.h"
|
||||
#include "SimpleMovingAverage.h"
|
||||
|
||||
class AnimationHandle;
|
||||
typedef std::shared_ptr<AnimationHandle> AnimationHandlePointer;
|
||||
|
||||
class Rig;
|
||||
typedef std::shared_ptr<Rig> RigPointer;
|
||||
|
||||
|
@ -66,12 +41,9 @@ public:
|
|||
float leanForward = 0.0f; // degrees
|
||||
float torsoTwist = 0.0f; // degrees
|
||||
bool enableLean = false;
|
||||
glm::quat worldHeadOrientation = glm::quat();
|
||||
glm::quat localHeadOrientation = glm::quat();
|
||||
float localHeadPitch = 0.0f; // degrees
|
||||
float localHeadYaw = 0.0f; // degrees
|
||||
float localHeadRoll = 0.0f; // degrees
|
||||
glm::vec3 localHeadPosition = glm::vec3();
|
||||
glm::quat worldHeadOrientation = glm::quat(); // world space (-z forward)
|
||||
glm::quat rigHeadOrientation = glm::quat(); // rig space (-z forward)
|
||||
glm::vec3 rigHeadPosition = glm::vec3(); // rig space
|
||||
bool isInHMD = false;
|
||||
int leanJointIndex = -1;
|
||||
int neckJointIndex = -1;
|
||||
|
@ -91,162 +63,186 @@ public:
|
|||
struct HandParameters {
|
||||
bool isLeftEnabled;
|
||||
bool isRightEnabled;
|
||||
glm::vec3 leftPosition = glm::vec3();
|
||||
glm::quat leftOrientation = glm::quat();
|
||||
glm::vec3 rightPosition = glm::vec3();
|
||||
glm::quat rightOrientation = glm::quat();
|
||||
glm::vec3 leftPosition = glm::vec3(); // rig space
|
||||
glm::quat leftOrientation = glm::quat(); // rig space (z forward)
|
||||
glm::vec3 rightPosition = glm::vec3(); // rig space
|
||||
glm::quat rightOrientation = glm::quat(); // rig space (z forward)
|
||||
float leftTrigger = 0.0f;
|
||||
float rightTrigger = 0.0f;
|
||||
};
|
||||
|
||||
virtual ~Rig() {}
|
||||
|
||||
RigPointer getRigPointer() { return shared_from_this(); }
|
||||
|
||||
AnimationHandlePointer createAnimationHandle();
|
||||
void removeAnimationHandle(const AnimationHandlePointer& handle);
|
||||
bool removeRunningAnimation(AnimationHandlePointer animationHandle);
|
||||
void addRunningAnimation(AnimationHandlePointer animationHandle);
|
||||
bool isRunningAnimation(AnimationHandlePointer animationHandle);
|
||||
bool isRunningRole(const QString& role); // There can be multiple animations per role, so this is more general than isRunningAnimation.
|
||||
const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
|
||||
void deleteAnimations();
|
||||
void destroyAnimGraph();
|
||||
const QList<AnimationHandlePointer>& getAnimationHandles() const { return _animationHandles; }
|
||||
void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
|
||||
bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
void stopAnimation(const QString& url);
|
||||
void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
|
||||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
|
||||
void stopAnimationByRole(const QString& role);
|
||||
AnimationHandlePointer addAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
|
||||
float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
|
||||
float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList(), bool startAutomatically = false);
|
||||
|
||||
void initJointStates(QVector<JointState> states, glm::mat4 rootTransform,
|
||||
int rootJointIndex,
|
||||
int leftHandJointIndex,
|
||||
int leftElbowJointIndex,
|
||||
int leftShoulderJointIndex,
|
||||
int rightHandJointIndex,
|
||||
int rightElbowJointIndex,
|
||||
int rightShoulderJointIndex);
|
||||
bool jointStatesEmpty() { return _jointStates.isEmpty(); };
|
||||
int getJointStateCount() const { return _jointStates.size(); }
|
||||
int indexOfJoint(const QString& jointName);
|
||||
void overrideAnimation(const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
|
||||
void restoreAnimation();
|
||||
QStringList getAnimationRoles() const;
|
||||
void overrideRoleAnimation(const QString& role, const QString& url, float fps, bool loop, float firstFrame, float lastFrame);
|
||||
void restoreRoleAnimation(const QString& role);
|
||||
void prefetchAnimation(const QString& url);
|
||||
|
||||
void initJointTransforms(glm::mat4 rootTransform);
|
||||
void clearJointTransformTranslation(int jointIndex);
|
||||
void reset(const QVector<FBXJoint>& fbxJoints);
|
||||
void initJointStates(const FBXGeometry& geometry, const glm::mat4& modelOffset);
|
||||
void reset(const FBXGeometry& geometry);
|
||||
bool jointStatesEmpty();
|
||||
int getJointStateCount() const;
|
||||
int indexOfJoint(const QString& jointName) const;
|
||||
|
||||
void setModelOffset(const glm::mat4& modelOffsetMat);
|
||||
|
||||
// geometry space
|
||||
bool getJointStateRotation(int index, glm::quat& rotation) const;
|
||||
|
||||
// geometry space
|
||||
bool getJointStateTranslation(int index, glm::vec3& translation) const;
|
||||
void applyJointRotationDelta(int jointIndex, const glm::quat& delta, float priority);
|
||||
JointState getJointState(int jointIndex) const; // XXX
|
||||
|
||||
void clearJointState(int index);
|
||||
void clearJointStates();
|
||||
void clearJointAnimationPriority(int index);
|
||||
float getJointAnimatinoPriority(int index);
|
||||
void setJointAnimatinoPriority(int index, float newPriority);
|
||||
|
||||
virtual void setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation,
|
||||
float priority) = 0;
|
||||
virtual void setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority) {}
|
||||
// geometry space
|
||||
void setJointState(int index, bool valid, const glm::quat& rotation, const glm::vec3& translation, float priority);
|
||||
|
||||
// geometry space
|
||||
void setJointTranslation(int index, bool valid, const glm::vec3& translation, float priority);
|
||||
|
||||
// geometry space
|
||||
void setJointRotation(int index, bool valid, const glm::quat& rotation, float priority);
|
||||
|
||||
// legacy
|
||||
void restoreJointRotation(int index, float fraction, float priority);
|
||||
void restoreJointTranslation(int index, float fraction, float priority);
|
||||
|
||||
// if translation and rotation is identity, position will be in rig space
|
||||
bool getJointPositionInWorldFrame(int jointIndex, glm::vec3& position,
|
||||
glm::vec3 translation, glm::quat rotation) const;
|
||||
|
||||
// rig space
|
||||
bool getJointPosition(int jointIndex, glm::vec3& position) const;
|
||||
|
||||
// if rotation is identity, result will be in rig space
|
||||
bool getJointRotationInWorldFrame(int jointIndex, glm::quat& result, const glm::quat& rotation) const;
|
||||
|
||||
// geometry space
|
||||
bool getJointRotation(int jointIndex, glm::quat& rotation) const;
|
||||
|
||||
// geometry space
|
||||
bool getJointTranslation(int jointIndex, glm::vec3& translation) const;
|
||||
|
||||
// legacy
|
||||
bool getJointCombinedRotation(int jointIndex, glm::quat& result, const glm::quat& rotation) const;
|
||||
|
||||
// rig space
|
||||
glm::mat4 getJointTransform(int jointIndex) const;
|
||||
glm::mat4 getJointVisibleTransform(int jointIndex) const;
|
||||
void setJointVisibleTransform(int jointIndex, glm::mat4 newTransform);
|
||||
|
||||
// Start or stop animations as needed.
|
||||
void computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation);
|
||||
|
||||
// Regardless of who started the animations or how many, update the joints.
|
||||
void updateAnimations(float deltaTime, glm::mat4 rootTransform);
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority,
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform);
|
||||
|
||||
// legacy
|
||||
void inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority,
|
||||
const QVector<int>& freeLineage, glm::mat4 rootTransform);
|
||||
|
||||
// legacy
|
||||
bool restoreJointPosition(int jointIndex, float fraction, float priority, const QVector<int>& freeLineage);
|
||||
|
||||
// legacy
|
||||
float getLimbLength(int jointIndex, const QVector<int>& freeLineage,
|
||||
const glm::vec3 scale, const QVector<FBXJoint>& fbxJoints) const;
|
||||
|
||||
// legacy
|
||||
glm::quat setJointRotationInBindFrame(int jointIndex, const glm::quat& rotation, float priority);
|
||||
|
||||
// legacy
|
||||
glm::vec3 getJointDefaultTranslationInConstrainedFrame(int jointIndex);
|
||||
|
||||
// legacy
|
||||
glm::quat setJointRotationInConstrainedFrame(int jointIndex, glm::quat targetRotation,
|
||||
float priority, float mix = 1.0f);
|
||||
|
||||
// legacy
|
||||
bool getJointRotationInConstrainedFrame(int jointIndex, glm::quat& rotOut) const;
|
||||
|
||||
// legacy
|
||||
glm::quat getJointDefaultRotationInParentFrame(int jointIndex);
|
||||
|
||||
// legacy
|
||||
void clearJointStatePriorities();
|
||||
|
||||
virtual void updateJointState(int index, glm::mat4 rootTransform) = 0;
|
||||
|
||||
void setEnableRig(bool isEnabled) { _enableRig = isEnabled; }
|
||||
bool getEnableRig() const { return _enableRig; }
|
||||
void setEnableAnimGraph(bool isEnabled) { _enableAnimGraph = isEnabled; }
|
||||
bool getEnableAnimGraph() const { return _enableAnimGraph; }
|
||||
|
||||
void updateFromHeadParameters(const HeadParameters& params, float dt);
|
||||
void updateFromEyeParameters(const EyeParameters& params);
|
||||
void updateFromHandParameters(const HandParameters& params, float dt);
|
||||
|
||||
virtual void setHandPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation,
|
||||
float scale, float priority) = 0;
|
||||
|
||||
void makeAnimSkeleton(const FBXGeometry& fbxGeometry);
|
||||
void initAnimGraph(const QUrl& url, const FBXGeometry& fbxGeometry);
|
||||
void initAnimGraph(const QUrl& url);
|
||||
|
||||
AnimNode::ConstPointer getAnimNode() const { return _animNode; }
|
||||
AnimSkeleton::ConstPointer getAnimSkeleton() const { return _animSkeleton; }
|
||||
bool disableHands {false}; // should go away with rig animation (and Rig::inverseKinematics)
|
||||
QScriptValue addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList);
|
||||
void removeAnimationStateHandler(QScriptValue handler);
|
||||
void animationStateHandlerResult(int identifier, QScriptValue result);
|
||||
|
||||
bool getModelOffset(glm::vec3& modelOffsetOut) const;
|
||||
// rig space
|
||||
bool getModelRegistrationPoint(glm::vec3& modelRegistrationPointOut) const;
|
||||
|
||||
const glm::vec3& getEyesInRootFrame() const { return _eyesInRootFrame; }
|
||||
|
||||
// rig space
|
||||
AnimPose getAbsoluteDefaultPose(int index) const;
|
||||
|
||||
// rig space
|
||||
const AnimPoseVec& getAbsoluteDefaultPoses() const;
|
||||
|
||||
void copyJointsIntoJointData(QVector<JointData>& jointDataVec) const;
|
||||
void copyJointsFromJointData(const QVector<JointData>& jointDataVec);
|
||||
|
||||
void computeAvatarBoundingCapsule(const FBXGeometry& geometry, float& radiusOut, float& heightOut, glm::vec3& offsetOut) const;
|
||||
|
||||
protected:
|
||||
bool isIndexValid(int index) const { return _animSkeleton && index >= 0 && index < _animSkeleton->getNumJoints(); }
|
||||
void updateAnimationStateHandlers();
|
||||
void applyOverridePoses();
|
||||
void buildAbsoluteRigPoses(const AnimPoseVec& relativePoses, AnimPoseVec& absolutePosesOut);
|
||||
|
||||
void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
|
||||
void updateNeckJoint(int index, const HeadParameters& params);
|
||||
void computeHeadNeckAnimVars(const AnimPose& hmdPose, glm::vec3& headPositionOut, glm::quat& headOrientationOut,
|
||||
glm::vec3& neckPositionOut, glm::quat& neckOrientationOut) const;
|
||||
void updateEyeJoint(int index, const glm::vec3& modelTranslation, const glm::quat& modelRotation, const glm::quat& worldHeadOrientation, const glm::vec3& lookAt, const glm::vec3& saccade);
|
||||
void calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const;
|
||||
|
||||
void computeEyesInRootFrame(const AnimPoseVec& poses);
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
int _rootJointIndex = -1;
|
||||
AnimPose _modelOffset; // model to rig space
|
||||
AnimPose _geometryOffset; // geometry to model space (includes unit offset & fst offsets)
|
||||
|
||||
int _leftHandJointIndex = -1;
|
||||
int _leftElbowJointIndex = -1;
|
||||
int _leftShoulderJointIndex = -1;
|
||||
AnimPoseVec _relativePoses; // geometry space relative to parent.
|
||||
AnimPoseVec _absolutePoses; // rig space, not relative to parent.
|
||||
AnimPoseVec _overridePoses; // geometry space relative to parent.
|
||||
std::vector<bool> _overrideFlags;
|
||||
|
||||
int _rightHandJointIndex = -1;
|
||||
int _rightElbowJointIndex = -1;
|
||||
int _rightShoulderJointIndex = -1;
|
||||
AnimPoseVec _absoluteDefaultPoses; // rig space, not relative to parent.
|
||||
|
||||
QList<AnimationHandlePointer> _animationHandles;
|
||||
QList<AnimationHandlePointer> _runningAnimations;
|
||||
glm::mat4 _geometryToRigTransform;
|
||||
glm::mat4 _rigToGeometryTransform;
|
||||
|
||||
int _rootJointIndex { -1 };
|
||||
|
||||
int _leftHandJointIndex { -1 };
|
||||
int _leftElbowJointIndex { -1 };
|
||||
int _leftShoulderJointIndex { -1 };
|
||||
|
||||
int _rightHandJointIndex { -1 };
|
||||
int _rightElbowJointIndex { -1 };
|
||||
int _rightShoulderJointIndex { -1 };
|
||||
|
||||
bool _enableRig = false;
|
||||
bool _enableAnimGraph = false;
|
||||
glm::vec3 _lastFront;
|
||||
glm::vec3 _lastPosition;
|
||||
glm::vec3 _lastVelocity;
|
||||
glm::vec3 _eyesInRootFrame { Vectors::ZERO };
|
||||
|
||||
QUrl _animGraphURL;
|
||||
std::shared_ptr<AnimNode> _animNode;
|
||||
std::shared_ptr<AnimSkeleton> _animSkeleton;
|
||||
std::unique_ptr<AnimNodeLoader> _animLoader;
|
||||
|
@ -256,18 +252,28 @@ public:
|
|||
Turn,
|
||||
Move
|
||||
};
|
||||
RigRole _state = RigRole::Idle;
|
||||
RigRole _desiredState = RigRole::Idle;
|
||||
float _desiredStateAge = 0.0f;
|
||||
float _leftHandOverlayAlpha = 0.0f;
|
||||
float _rightHandOverlayAlpha = 0.0f;
|
||||
RigRole _state { RigRole::Idle };
|
||||
RigRole _desiredState { RigRole::Idle };
|
||||
float _desiredStateAge { 0.0f };
|
||||
enum class UserAnimState {
|
||||
None = 0,
|
||||
A,
|
||||
B
|
||||
};
|
||||
UserAnimState _userAnimState { UserAnimState::None };
|
||||
QString _currentUserAnimURL;
|
||||
float _leftHandOverlayAlpha { 0.0f };
|
||||
float _rightHandOverlayAlpha { 0.0f };
|
||||
|
||||
SimpleMovingAverage _averageForwardSpeed{ 10 };
|
||||
SimpleMovingAverage _averageLateralSpeed{ 10 };
|
||||
SimpleMovingAverage _averageForwardSpeed { 10 };
|
||||
SimpleMovingAverage _averageLateralSpeed { 10 };
|
||||
|
||||
std::map<QString, AnimNode::Pointer> _origRoleAnimations;
|
||||
std::vector<AnimNode::Pointer> _prefetchedAnimations;
|
||||
|
||||
private:
|
||||
QMap<int, StateHandler> _stateHandlers;
|
||||
int _nextStateHandlerId {0};
|
||||
int _nextStateHandlerId { 0 };
|
||||
QMutex _stateMutex;
|
||||
};
|
||||
|
||||
|
|
|
@ -46,6 +46,7 @@ typedef unsigned long long quint64;
|
|||
#include <QtScript/QScriptable>
|
||||
#include <QReadWriteLock>
|
||||
|
||||
#include <JointData.h>
|
||||
#include <NLPacket.h>
|
||||
#include <Node.h>
|
||||
#include <RegisteredMetaTypes.h>
|
||||
|
@ -131,7 +132,6 @@ enum KeyState {
|
|||
class QDataStream;
|
||||
|
||||
class AttachmentData;
|
||||
class JointData;
|
||||
class Transform;
|
||||
using TransformPointer = std::shared_ptr<Transform>;
|
||||
|
||||
|
@ -434,14 +434,6 @@ private:
|
|||
};
|
||||
Q_DECLARE_METATYPE(AvatarData*)
|
||||
|
||||
class JointData {
|
||||
public:
|
||||
glm::quat rotation;
|
||||
bool rotationSet = false;
|
||||
glm::vec3 translation;
|
||||
bool translationSet = false;
|
||||
};
|
||||
|
||||
QJsonValue toJsonValue(const JointData& joint);
|
||||
JointData jointDataFromJsonValue(const QJsonValue& q);
|
||||
|
||||
|
|
|
@ -43,7 +43,7 @@
|
|||
#include "RenderablePolyLineEntityItem.h"
|
||||
#include "EntitiesRendererLogging.h"
|
||||
#include "AddressManager.h"
|
||||
#include "EntityRig.h"
|
||||
#include <Rig.h>
|
||||
|
||||
EntityTreeRenderer::EntityTreeRenderer(bool wantScripts, AbstractViewStateInterface* viewState,
|
||||
AbstractScriptingServicesInterface* scriptingServices) :
|
||||
|
@ -422,7 +422,7 @@ Model* EntityTreeRenderer::allocateModel(const QString& url, const QString& coll
|
|||
|
||||
return model;
|
||||
}
|
||||
model = new Model(std::make_shared<EntityRig>());
|
||||
model = new Model(std::make_shared<Rig>());
|
||||
model->init();
|
||||
model->setURL(QUrl(url));
|
||||
model->setCollisionModelURL(QUrl(collisionUrl));
|
||||
|
@ -455,7 +455,7 @@ Model* EntityTreeRenderer::updateModel(Model* original, const QString& newUrl, c
|
|||
}
|
||||
|
||||
// create the model and correctly initialize it with the new url
|
||||
model = new Model(std::make_shared<EntityRig>());
|
||||
model = new Model(std::make_shared<Rig>());
|
||||
model->init();
|
||||
model->setURL(QUrl(newUrl));
|
||||
model->setCollisionModelURL(QUrl(collisionUrl));
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include <QObject>
|
||||
#include <QByteArray>
|
||||
#include <QtConcurrent/QtConcurrentRun>
|
||||
#include <glm/gtx/transform.hpp>
|
||||
|
||||
#if defined(__GNUC__) && !defined(__clang__)
|
||||
#pragma GCC diagnostic push
|
||||
|
|
|
@ -224,6 +224,7 @@ void ModelEntityItem::getAnimationFrame(bool& newFrame,
|
|||
if (myAnimation && myAnimation->isLoaded()) {
|
||||
|
||||
const QVector<FBXAnimationFrame>& frames = myAnimation->getFramesReference(); // NOTE: getFrames() is too heavy
|
||||
auto& fbxJoints = myAnimation->getGeometry().joints;
|
||||
|
||||
int frameCount = frames.size();
|
||||
if (frameCount > 0) {
|
||||
|
@ -244,7 +245,7 @@ void ModelEntityItem::getAnimationFrame(bool& newFrame,
|
|||
for (int j = 0; j < _jointMapping.size(); j++) {
|
||||
int index = _jointMapping[j];
|
||||
if (index != -1 && index < rotations.size()) {
|
||||
_lastKnownFrameDataRotations[j] = rotations[index];
|
||||
_lastKnownFrameDataRotations[j] = fbxJoints[index].preRotation * rotations[index];
|
||||
}
|
||||
if (index != -1 && index < translations.size()) {
|
||||
_lastKnownFrameDataTranslations[j] = translations[index];
|
||||
|
|
|
@ -750,13 +750,6 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
|
|||
model.preRotation = glm::quat(glm::radians(preRotation));
|
||||
model.rotation = glm::quat(glm::radians(rotation));
|
||||
model.postRotation = glm::quat(glm::radians(postRotation));
|
||||
|
||||
if (geometry.applicationName.startsWith("Blender")) {
|
||||
// blender puts the jointOffset in the wrong place.
|
||||
model.preRotation = model.rotation;
|
||||
model.rotation = glm::quat();
|
||||
}
|
||||
|
||||
model.postTransform = glm::translate(-rotationPivot) * glm::translate(scaleOffset) *
|
||||
glm::translate(scalePivot) * glm::scale(scale) * glm::translate(-scalePivot);
|
||||
// NOTE: angles from the FBX file are in degrees
|
||||
|
|
|
@ -45,7 +45,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
|
|||
case PacketType::AvatarData:
|
||||
case PacketType::BulkAvatarData:
|
||||
default:
|
||||
return 16;
|
||||
return 17;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -153,28 +153,12 @@ void AnimDebugDraw::shutdown() {
|
|||
}
|
||||
}
|
||||
|
||||
void AnimDebugDraw::addSkeleton(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPose& rootPose, const glm::vec4& color) {
|
||||
_skeletons[key] = SkeletonInfo(skeleton, rootPose, color);
|
||||
void AnimDebugDraw::addAbsolutePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color) {
|
||||
_absolutePoses[key] = PosesInfo(skeleton, poses, rootPose, color);
|
||||
}
|
||||
|
||||
void AnimDebugDraw::removeSkeleton(const std::string& key) {
|
||||
_skeletons.erase(key);
|
||||
}
|
||||
|
||||
void AnimDebugDraw::addAnimNode(const std::string& key, AnimNode::ConstPointer animNode, const AnimPose& rootPose, const glm::vec4& color) {
|
||||
_animNodes[key] = AnimNodeInfo(animNode, rootPose, color);
|
||||
}
|
||||
|
||||
void AnimDebugDraw::removeAnimNode(const std::string& key) {
|
||||
_animNodes.erase(key);
|
||||
}
|
||||
|
||||
void AnimDebugDraw::addPoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color) {
|
||||
_poses[key] = PosesInfo(skeleton, poses, rootPose, color);
|
||||
}
|
||||
|
||||
void AnimDebugDraw::removePoses(const std::string& key) {
|
||||
_poses.erase(key);
|
||||
void AnimDebugDraw::removeAbsolutePoses(const std::string& key) {
|
||||
_absolutePoses.erase(key);
|
||||
}
|
||||
|
||||
static const uint32_t red = toRGBA(255, 0, 0, 255);
|
||||
|
@ -338,31 +322,8 @@ void AnimDebugDraw::update() {
|
|||
|
||||
// figure out how many verts we will need.
|
||||
int numVerts = 0;
|
||||
for (auto& iter : _skeletons) {
|
||||
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
|
||||
numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
|
||||
for (int i = 0; i < skeleton->getNumJoints(); i++) {
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
numVerts += VERTICES_PER_LINK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& iter : _animNodes) {
|
||||
AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
|
||||
auto poses = animNode->getPosesInternal();
|
||||
numVerts += poses.size() * VERTICES_PER_BONE;
|
||||
auto skeleton = animNode->getSkeleton();
|
||||
for (size_t i = 0; i < poses.size(); i++) {
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
numVerts += VERTICES_PER_LINK;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& iter : _poses) {
|
||||
for (auto& iter : _absolutePoses) {
|
||||
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
|
||||
numVerts += skeleton->getNumJoints() * VERTICES_PER_BONE;
|
||||
for (int i = 0; i < skeleton->getNumJoints(); i++) {
|
||||
|
@ -379,106 +340,29 @@ void AnimDebugDraw::update() {
|
|||
auto myAvatarMarkerMap = DebugDraw::getInstance().getMyAvatarMarkerMap();
|
||||
numVerts += myAvatarMarkerMap.size() * VERTICES_PER_BONE;
|
||||
|
||||
// allocate verts!
|
||||
data._vertexBuffer->resize(sizeof(Vertex) * numVerts);
|
||||
Vertex* verts = (Vertex*)data._vertexBuffer->editData();
|
||||
Vertex* v = verts;
|
||||
for (auto& iter : _skeletons) {
|
||||
|
||||
// draw absolute poses
|
||||
for (auto& iter : _absolutePoses) {
|
||||
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
|
||||
AnimPose rootPose = std::get<1>(iter.second);
|
||||
int hipsIndex = skeleton->nameToJointIndex("Hips");
|
||||
if (hipsIndex >= 0) {
|
||||
rootPose.trans -= skeleton->getRelativeBindPose(hipsIndex).trans;
|
||||
}
|
||||
glm::vec4 color = std::get<2>(iter.second);
|
||||
|
||||
for (int i = 0; i < skeleton->getNumJoints(); i++) {
|
||||
AnimPose pose = skeleton->getAbsoluteBindPose(i);
|
||||
|
||||
const float radius = BONE_RADIUS / (pose.scale.x * rootPose.scale.x);
|
||||
|
||||
// draw bone
|
||||
addBone(rootPose, pose, radius, v);
|
||||
|
||||
// draw link to parent
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
assert(parentIndex < skeleton->getNumJoints());
|
||||
AnimPose parentPose = skeleton->getAbsoluteBindPose(parentIndex);
|
||||
addLink(rootPose, pose, parentPose, radius, color, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& iter : _animNodes) {
|
||||
AnimNode::ConstPointer& animNode = std::get<0>(iter.second);
|
||||
AnimPose rootPose = std::get<1>(iter.second);
|
||||
if (animNode->_skeleton) {
|
||||
int hipsIndex = animNode->_skeleton->nameToJointIndex("Hips");
|
||||
if (hipsIndex >= 0) {
|
||||
rootPose.trans -= animNode->_skeleton->getRelativeBindPose(hipsIndex).trans;
|
||||
}
|
||||
}
|
||||
glm::vec4 color = std::get<2>(iter.second);
|
||||
|
||||
auto poses = animNode->getPosesInternal();
|
||||
|
||||
auto skeleton = animNode->getSkeleton();
|
||||
|
||||
std::vector<AnimPose> absAnimPose;
|
||||
absAnimPose.resize(skeleton->getNumJoints());
|
||||
|
||||
for (size_t i = 0; i < poses.size(); i++) {
|
||||
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
absAnimPose[i] = absAnimPose[parentIndex] * poses[i];
|
||||
} else {
|
||||
absAnimPose[i] = poses[i];
|
||||
}
|
||||
|
||||
const float radius = BONE_RADIUS / (absAnimPose[i].scale.x * rootPose.scale.x);
|
||||
addBone(rootPose, absAnimPose[i], radius, v);
|
||||
|
||||
if (parentIndex >= 0) {
|
||||
assert((size_t)parentIndex < poses.size());
|
||||
// draw line to parent
|
||||
addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& iter : _poses) {
|
||||
AnimSkeleton::ConstPointer& skeleton = std::get<0>(iter.second);
|
||||
AnimPoseVec& poses = std::get<1>(iter.second);
|
||||
AnimPoseVec& absPoses = std::get<1>(iter.second);
|
||||
AnimPose rootPose = std::get<2>(iter.second);
|
||||
int hipsIndex = skeleton->nameToJointIndex("Hips");
|
||||
if (hipsIndex >= 0) {
|
||||
rootPose.trans -= skeleton->getRelativeBindPose(hipsIndex).trans;
|
||||
}
|
||||
glm::vec4 color = std::get<3>(iter.second);
|
||||
|
||||
std::vector<AnimPose> absAnimPose;
|
||||
absAnimPose.resize(skeleton->getNumJoints());
|
||||
|
||||
for (int i = 0; i < skeleton->getNumJoints(); i++) {
|
||||
const AnimPose& pose = poses[i];
|
||||
|
||||
const float radius = BONE_RADIUS / (pose.scale.x * rootPose.scale.x);
|
||||
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
absAnimPose[i] = absAnimPose[parentIndex] * pose;
|
||||
} else {
|
||||
absAnimPose[i] = pose;
|
||||
}
|
||||
const float radius = BONE_RADIUS / (absPoses[i].scale.x * rootPose.scale.x);
|
||||
|
||||
// draw bone
|
||||
addBone(rootPose, absAnimPose[i], radius, v);
|
||||
addBone(rootPose, absPoses[i], radius, v);
|
||||
|
||||
// draw link to parent
|
||||
auto parentIndex = skeleton->getParentIndex(i);
|
||||
if (parentIndex >= 0) {
|
||||
assert(parentIndex < skeleton->getNumJoints());
|
||||
addLink(rootPose, absAnimPose[i], absAnimPose[parentIndex], radius, color, v);
|
||||
addLink(rootPose, absPoses[i], absPoses[parentIndex], radius, color, v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,17 +29,8 @@ public:
|
|||
|
||||
void shutdown();
|
||||
|
||||
// draw a skeleton bind pose
|
||||
void addSkeleton(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPose& rootPose, const glm::vec4& color);
|
||||
void removeSkeleton(const std::string& key);
|
||||
|
||||
// draw the interal poses for a specific animNode
|
||||
void addAnimNode(const std::string& key, AnimNode::ConstPointer animNode, const AnimPose& rootPose, const glm::vec4& color);
|
||||
void removeAnimNode(const std::string& key);
|
||||
|
||||
// draw a set of poses with a skeleton
|
||||
void addPoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color);
|
||||
void removePoses(const std::string& key);
|
||||
void addAbsolutePoses(const std::string& key, AnimSkeleton::ConstPointer skeleton, const AnimPoseVec& poses, const AnimPose& rootPose, const glm::vec4& color);
|
||||
void removeAbsolutePoses(const std::string& key);
|
||||
|
||||
void update();
|
||||
|
||||
|
@ -50,13 +41,9 @@ protected:
|
|||
|
||||
static gpu::PipelinePointer _pipeline;
|
||||
|
||||
typedef std::tuple<AnimSkeleton::ConstPointer, AnimPose, glm::vec4> SkeletonInfo;
|
||||
typedef std::tuple<AnimNode::ConstPointer, AnimPose, glm::vec4> AnimNodeInfo;
|
||||
typedef std::tuple<AnimSkeleton::ConstPointer, AnimPoseVec, AnimPose, glm::vec4> PosesInfo;
|
||||
|
||||
std::unordered_map<std::string, SkeletonInfo> _skeletons;
|
||||
std::unordered_map<std::string, AnimNodeInfo> _animNodes;
|
||||
std::unordered_map<std::string, PosesInfo> _poses;
|
||||
std::unordered_map<std::string, PosesInfo> _absolutePoses;
|
||||
|
||||
// no copies
|
||||
AnimDebugDraw(const AnimDebugDraw&) = delete;
|
||||
|
|
|
@ -22,7 +22,6 @@
|
|||
#include <ViewFrustum.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "AnimationHandle.h"
|
||||
#include "Model.h"
|
||||
#include "MeshPartPayload.h"
|
||||
|
||||
|
@ -88,6 +87,8 @@ void Model::setScale(const glm::vec3& scale) {
|
|||
_scaledToFit = false;
|
||||
}
|
||||
|
||||
const float METERS_PER_MILLIMETER = 0.01f;
|
||||
|
||||
void Model::setScaleInternal(const glm::vec3& scale) {
|
||||
if (glm::distance(_scale, scale) > METERS_PER_MILLIMETER) {
|
||||
_scale = scale;
|
||||
|
@ -103,24 +104,12 @@ void Model::setOffset(const glm::vec3& offset) {
|
|||
_snappedToRegistrationPoint = false;
|
||||
}
|
||||
|
||||
QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
|
||||
QVector<JointState> jointStates;
|
||||
for (int i = 0; i < geometry.joints.size(); ++i) {
|
||||
const FBXJoint& joint = geometry.joints[i];
|
||||
// store a pointer to the FBXJoint in the JointState
|
||||
JointState state(joint);
|
||||
jointStates.append(state);
|
||||
}
|
||||
return jointStates;
|
||||
};
|
||||
|
||||
void Model::initJointTransforms() {
|
||||
if (!_geometry || !_geometry->isLoaded()) {
|
||||
return;
|
||||
}
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
_rig->initJointTransforms(parentTransform);
|
||||
glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
|
||||
_rig->setModelOffset(modelOffset);
|
||||
}
|
||||
|
||||
void Model::init() {
|
||||
|
@ -129,14 +118,13 @@ void Model::init() {
|
|||
void Model::reset() {
|
||||
if (_geometry && _geometry->isLoaded()) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
_rig->reset(geometry.joints);
|
||||
_rig->reset(geometry);
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::updateGeometry() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
bool needFullUpdate = false;
|
||||
bool needToRebuild = false;
|
||||
|
||||
if (!_geometry || !_geometry->isLoaded()) {
|
||||
// geometry is not ready
|
||||
|
@ -145,17 +133,10 @@ bool Model::updateGeometry() {
|
|||
|
||||
_needsReload = false;
|
||||
|
||||
QSharedPointer<NetworkGeometry> geometry = _geometry;
|
||||
if (_rig->jointStatesEmpty()) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
if (fbxGeometry.joints.size() > 0) {
|
||||
initJointStates(createJointStates(fbxGeometry));
|
||||
needToRebuild = true;
|
||||
}
|
||||
}
|
||||
if (_rig->jointStatesEmpty() && _geometry->getFBXGeometry().joints.size() > 0) {
|
||||
initJointStates();
|
||||
|
||||
if (needToRebuild) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
|
||||
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
|
@ -178,26 +159,11 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
|
||||
// virtual
|
||||
void Model::initJointStates(QVector<JointState> states) {
|
||||
void Model::initJointStates() {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
glm::mat4 modelOffset = glm::scale(_scale) * glm::translate(_offset);
|
||||
|
||||
int rootJointIndex = geometry.rootJointIndex;
|
||||
int leftHandJointIndex = geometry.leftHandJointIndex;
|
||||
int leftElbowJointIndex = leftHandJointIndex >= 0 ? geometry.joints.at(leftHandJointIndex).parentIndex : -1;
|
||||
int leftShoulderJointIndex = leftElbowJointIndex >= 0 ? geometry.joints.at(leftElbowJointIndex).parentIndex : -1;
|
||||
int rightHandJointIndex = geometry.rightHandJointIndex;
|
||||
int rightElbowJointIndex = rightHandJointIndex >= 0 ? geometry.joints.at(rightHandJointIndex).parentIndex : -1;
|
||||
int rightShoulderJointIndex = rightElbowJointIndex >= 0 ? geometry.joints.at(rightElbowJointIndex).parentIndex : -1;
|
||||
|
||||
_rig->initJointStates(states, parentTransform,
|
||||
rootJointIndex,
|
||||
leftHandJointIndex,
|
||||
leftElbowJointIndex,
|
||||
leftShoulderJointIndex,
|
||||
rightHandJointIndex,
|
||||
rightElbowJointIndex,
|
||||
rightShoulderJointIndex);
|
||||
_rig->initJointStates(geometry, modelOffset);
|
||||
}
|
||||
|
||||
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
|
||||
|
@ -838,6 +804,7 @@ void Blender::run() {
|
|||
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
|
||||
for (int i = 0, n = qMin(_blendshapeCoefficients.size(), mesh.blendshapes.size()); i < n; i++) {
|
||||
float vertexCoefficient = _blendshapeCoefficients.at(i);
|
||||
const float EPSILON = 0.0001f;
|
||||
if (vertexCoefficient < EPSILON) {
|
||||
continue;
|
||||
}
|
||||
|
@ -965,9 +932,7 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
|
|||
}
|
||||
void Model::simulateInternal(float deltaTime) {
|
||||
// update the world space transforms for all joints
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset);
|
||||
updateRig(deltaTime, parentTransform);
|
||||
}
|
||||
void Model::updateClusterMatrices() {
|
||||
|
@ -1028,22 +993,10 @@ void Model::updateClusterMatrices() {
|
|||
}
|
||||
}
|
||||
|
||||
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
|
||||
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
if (_rig->setJointPosition(jointIndex, position, rotation, useRotation,
|
||||
lastFreeIndex, allIntermediatesFree, alignment, priority, freeLineage, parentTransform)) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority) {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
|
||||
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset);
|
||||
_rig->inverseKinematics(endIndex, targetPosition, targetRotation, priority, freeLineage, parentTransform);
|
||||
}
|
||||
|
||||
|
@ -1102,11 +1055,7 @@ void Model::setGeometry(const QSharedPointer<NetworkGeometry>& newGeometry) {
|
|||
void Model::deleteGeometry() {
|
||||
_blendedVertexBuffers.clear();
|
||||
_meshStates.clear();
|
||||
if (_rig) {
|
||||
_rig->clearJointStates();
|
||||
_rig->deleteAnimations();
|
||||
_rig->destroyAnimGraph();
|
||||
}
|
||||
_rig->destroyAnimGraph();
|
||||
_blendedBlendshapeCoefficients.clear();
|
||||
}
|
||||
|
||||
|
@ -1154,8 +1103,6 @@ void Model::segregateMeshGroups() {
|
|||
const FBXGeometry& geometry = networkGeometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = networkGeometry->getMeshes();
|
||||
|
||||
_rig->makeAnimSkeleton(geometry);
|
||||
|
||||
// all of our mesh vectors must match in size
|
||||
if ((int)networkMeshes.size() != geometry.meshes.size() ||
|
||||
geometry.meshes.size() != _meshStates.size()) {
|
||||
|
|
|
@ -28,10 +28,9 @@
|
|||
#include <render/Scene.h>
|
||||
#include <Transform.h>
|
||||
|
||||
#include "AnimationHandle.h"
|
||||
#include "GeometryCache.h"
|
||||
#include "JointState.h"
|
||||
#include "TextureCache.h"
|
||||
#include "Rig.h"
|
||||
|
||||
class AbstractViewStateInterface;
|
||||
class QScriptEngine;
|
||||
|
@ -274,7 +273,7 @@ protected:
|
|||
// returns 'true' if needs fullUpdate after geometry change
|
||||
bool updateGeometry();
|
||||
|
||||
virtual void initJointStates(QVector<JointState> states);
|
||||
virtual void initJointStates();
|
||||
|
||||
void setScaleInternal(const glm::vec3& scale);
|
||||
void scaleToFit();
|
||||
|
@ -283,18 +282,6 @@ protected:
|
|||
void simulateInternal(float deltaTime);
|
||||
virtual void updateRig(float deltaTime, glm::mat4 parentTransform);
|
||||
|
||||
/// \param jointIndex index of joint in model structure
|
||||
/// \param position position of joint in model-frame
|
||||
/// \param rotation rotation of joint in model-frame
|
||||
/// \param useRotation false if rotation should be ignored
|
||||
/// \param lastFreeIndex
|
||||
/// \param allIntermediatesFree
|
||||
/// \param alignment
|
||||
/// \return true if joint exists
|
||||
bool setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation = glm::quat(),
|
||||
bool useRotation = false, int lastFreeIndex = -1, bool allIntermediatesFree = false,
|
||||
const glm::vec3& alignment = glm::vec3(0.0f, -1.0f, 0.0f), float priority = 1.0f);
|
||||
|
||||
/// Restores the indexed joint to its default position.
|
||||
/// \param fraction the fraction of the default position to apply (i.e., 0.25f to slerp one fourth of the way to
|
||||
/// the original position
|
||||
|
@ -318,7 +305,6 @@ protected:
|
|||
private:
|
||||
|
||||
void deleteGeometry();
|
||||
QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
void initJointTransforms();
|
||||
|
||||
QSharedPointer<NetworkGeometry> _collisionGeometry;
|
||||
|
|
|
@ -10,7 +10,7 @@
|
|||
//
|
||||
|
||||
#include "GLMHelpers.h"
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "NumericalConstants.h"
|
||||
|
||||
const vec3 Vectors::UNIT_X{ 1.0f, 0.0f, 0.0f };
|
||||
|
@ -34,6 +34,7 @@ const vec3& Vectors::UP = Vectors::UNIT_Y;
|
|||
const vec3& Vectors::FRONT = Vectors::UNIT_NEG_Z;
|
||||
|
||||
const quat Quaternions::IDENTITY{ 1.0f, 0.0f, 0.0f, 0.0f };
|
||||
const quat Quaternions::Y_180{ 0.0f, 0.0f, 1.0f, 0.0f };
|
||||
|
||||
// Safe version of glm::mix; based on the code in Nick Bobick's article,
|
||||
// http://www.gamasutra.com/features/19980703/quaternions_01.htm (via Clyde,
|
||||
|
@ -276,6 +277,18 @@ glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal) {
|
|||
0.5f * sqrtf(z2) * (upper[0][1] >= upper[1][0] ? 1.0f : -1.0f)));
|
||||
}
|
||||
|
||||
glm::quat glmExtractRotation(const glm::mat4& matrix) {
|
||||
glm::vec3 scale = extractScale(matrix);
|
||||
float maxScale = std::max(std::max(scale.x, scale.y), scale.z);
|
||||
if (maxScale > 1.01f || maxScale <= 0.99f) {
|
||||
// quat_cast doesn't work so well with scaled matrices, so cancel it out.
|
||||
glm::mat4 tmp = glm::scale(matrix, 1.0f / scale);
|
||||
return glm::normalize(glm::quat_cast(tmp));
|
||||
} else {
|
||||
return glm::normalize(glm::quat_cast(matrix));
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix) {
|
||||
return glm::vec3(glm::length(matrix[0]), glm::length(matrix[1]), glm::length(matrix[2]));
|
||||
}
|
||||
|
|
|
@ -58,6 +58,7 @@ glm::quat safeMix(const glm::quat& q1, const glm::quat& q2, float alpha);
|
|||
class Quaternions {
|
||||
public:
|
||||
static const quat IDENTITY;
|
||||
static const quat Y_180;
|
||||
};
|
||||
|
||||
class Vectors {
|
||||
|
@ -131,6 +132,7 @@ glm::vec3 extractTranslation(const glm::mat4& matrix);
|
|||
void setTranslation(glm::mat4& matrix, const glm::vec3& translation);
|
||||
|
||||
glm::quat extractRotation(const glm::mat4& matrix, bool assumeOrthogonal = false);
|
||||
glm::quat glmExtractRotation(const glm::mat4& matrix);
|
||||
|
||||
glm::vec3 extractScale(const glm::mat4& matrix);
|
||||
|
||||
|
|
18
libraries/shared/src/JointData.h
Normal file
18
libraries/shared/src/JointData.h
Normal file
|
@ -0,0 +1,18 @@
|
|||
|
||||
#ifndef hifi_JointData_h
|
||||
#define hifi_JointData_h
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
// Used by the avatar mixer to describe a single joint
|
||||
// These are relative to their parent and translations are in meters
|
||||
class JointData {
|
||||
public:
|
||||
glm::quat rotation;
|
||||
bool rotationSet = false;
|
||||
glm::vec3 translation; // meters
|
||||
bool translationSet = false;
|
||||
};
|
||||
|
||||
#endif
|
|
@ -44,24 +44,27 @@
|
|||
#include "FBXReader.h"
|
||||
#include "OBJReader.h"
|
||||
|
||||
#include "AvatarRig.h" // We might later test Rig vs AvatarRig separately, but for now, we're concentrating on the main use case.
|
||||
#include <Rig.h>
|
||||
#include "RigTests.h"
|
||||
|
||||
static void reportJoint(int index, JointState joint) { // Handy for debugging
|
||||
static void reportJoint(RigPointer rig, int index) { // Handy for debugging
|
||||
std::cout << "\n";
|
||||
std::cout << index << " " << joint.getName().toUtf8().data() << "\n";
|
||||
std::cout << " pos:" << joint.getPosition() << "/" << joint.getPositionInParentFrame() << " from " << joint.getParentIndex() << "\n";
|
||||
std::cout << " rot:" << safeEulerAngles(joint.getRotation()) << "/" << safeEulerAngles(joint.getRotationInParentFrame()) << "/" << safeEulerAngles(joint.getRotationInBindFrame()) << "\n";
|
||||
std::cout << index << " " << rig->getAnimSkeleton()->getJointName(index).toUtf8().data() << "\n";
|
||||
glm::vec3 pos;
|
||||
rig->getJointPosition(index, pos);
|
||||
glm::quat rot;
|
||||
rig->getJointRotation(index, rot);
|
||||
std::cout << " pos:" << pos << "\n";
|
||||
std::cout << " rot:" << safeEulerAngles(rot) << "\n";
|
||||
std::cout << "\n";
|
||||
}
|
||||
static void reportByName(RigPointer rig, const QString& name) {
|
||||
int jointIndex = rig->indexOfJoint(name);
|
||||
reportJoint(jointIndex, rig->getJointState(jointIndex));
|
||||
reportJoint(rig, jointIndex);
|
||||
}
|
||||
static void reportAll(RigPointer rig) {
|
||||
for (int i = 0; i < rig->getJointStateCount(); i++) {
|
||||
JointState joint = rig->getJointState(i);
|
||||
reportJoint(i, joint);
|
||||
reportJoint(rig, i);
|
||||
}
|
||||
}
|
||||
static void reportSome(RigPointer rig) {
|
||||
|
@ -88,17 +91,11 @@ void RigTests::initTestCase() {
|
|||
#endif
|
||||
QVERIFY((bool)geometry);
|
||||
|
||||
QVector<JointState> jointStates;
|
||||
for (int i = 0; i < geometry->joints.size(); ++i) {
|
||||
JointState state(geometry->joints[i]);
|
||||
jointStates.append(state);
|
||||
}
|
||||
|
||||
_rig = std::make_shared<AvatarRig>();
|
||||
_rig->initJointStates(jointStates, glm::mat4(), 0, 41, 40, 39, 17, 16, 15); // FIXME? get by name? do we really want to exclude the shoulder blades?
|
||||
_rig = std::make_shared<Rig>();
|
||||
_rig->initJointStates(*geometry, glm::mat4());
|
||||
std::cout << "Rig is ready " << geometry->joints.count() << " joints " << std::endl;
|
||||
reportAll(_rig);
|
||||
}
|
||||
}
|
||||
|
||||
void RigTests::initialPoseArmsDown() {
|
||||
reportSome(_rig);
|
||||
|
|
Loading…
Reference in a new issue