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Merge pull request #5491 from howard-stearns/basic-rig-state-with-fight-club-defaults
basic fight club animations
This commit is contained in:
commit
4693100026
2 changed files with 67 additions and 34 deletions
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@ -90,8 +90,34 @@ void Rig::addAnimationByRole(const QString& role, const QString& url, float fps,
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}
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}
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AnimationHandlePointer handle = createAnimationHandle();
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QString standard = "";
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if (url.isEmpty()) { // Default animations for fight club
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const QString& base = "https://hifi-public.s3.amazonaws.com/ozan/";
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if (role == "walk") {
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standard = base + "support/FightClubBotTest1/Animations/standard_walk.fbx";
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lastFrame = 60;
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} else if (role == "leftTurn") {
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standard = base + "support/FightClubBotTest1/Animations/left_turn_noHipRotation.fbx";
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lastFrame = 29;
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} else if (role == "rightTurn") {
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standard = base + "support/FightClubBotTest1/Animations/right_turn_noHipRotation.fbx";
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lastFrame = 31;
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} else if (role == "leftStrafe") {
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standard = base + "animations/fightclub_bot_anims/side_step_left_inPlace.fbx";
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lastFrame = 31;
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} else if (role == "rightStrafe") {
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standard = base + "animations/fightclub_bot_anims/side_step_right_inPlace.fbx";
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lastFrame = 31;
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} else if (role == "idle") {
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standard = base + "support/FightClubBotTest1/Animations/standard_idle.fbx";
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fps = 25.0f;
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}
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if (!standard.isEmpty()) {
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loop = true;
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}
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}
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handle->setRole(role);
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handle->setURL(url);
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handle->setURL(url.isEmpty() ? standard : url);
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handle->setFPS(fps);
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handle->setPriority(priority);
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handle->setLoop(loop);
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@ -135,6 +161,14 @@ void Rig::addRunningAnimation(AnimationHandlePointer animationHandle) {
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bool Rig::isRunningAnimation(AnimationHandlePointer animationHandle) {
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return _runningAnimations.contains(animationHandle);
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}
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bool Rig::isRunningRole(const QString& role) { //obviously, there are more efficient ways to do this
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for (auto animation : _runningAnimations) {
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if (animation->getRole() == role) {
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return true;
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}
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}
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return false;
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}
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void Rig::deleteAnimations() {
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for (auto animation : _animationHandles) {
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@ -356,37 +390,38 @@ glm::mat4 Rig::getJointVisibleTransform(int jointIndex) const {
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}
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void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation) {
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if (_enableRig) {
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glm::vec3 front = worldRotation * IDENTITY_FRONT;
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float forwardSpeed = glm::dot(worldVelocity, front);
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float rotationalSpeed = glm::angle(front, _lastFront) / deltaTime;
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bool isWalking = std::abs(forwardSpeed) > 0.01f;
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bool isTurning = std::abs(rotationalSpeed) > 0.5f;
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// Crude, until we have blending:
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isTurning = isTurning && !isWalking; // Only one of walk/turn, walk wins.
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isTurning = false; // FIXME
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bool isIdle = !isWalking && !isTurning;
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auto singleRole = [](bool walking, bool turning, bool idling) {
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return walking ? "walk" : (turning ? "turn" : (idling ? "idle" : ""));
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};
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QString toStop = singleRole(_isWalking && !isWalking, _isTurning && !isTurning, _isIdle && !isIdle);
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if (!toStop.isEmpty()) {
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//qCDebug(animation) << "isTurning" << isTurning << "fronts" << front << _lastFront << glm::angle(front, _lastFront) << rotationalSpeed;
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stopAnimationByRole(toStop);
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}
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QString newRole = singleRole(isWalking && !_isWalking, isTurning && !_isTurning, isIdle && !_isIdle);
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if (!newRole.isEmpty()) {
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startAnimationByRole(newRole);
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qCDebug(animation) << deltaTime << ":" << worldVelocity << "." << front << "=> " << forwardSpeed << newRole;
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}
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_lastPosition = worldPosition;
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_lastFront = front;
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_isWalking = isWalking;
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_isTurning = isTurning;
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_isIdle = isIdle;
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if (!_enableRig) {
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return;
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}
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bool isMoving = false;
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glm::vec3 front = worldRotation * IDENTITY_FRONT;
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float forwardSpeed = glm::dot(worldVelocity, front);
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float rightLateralSpeed = glm::dot(worldVelocity, worldRotation * IDENTITY_RIGHT);
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float rightTurningSpeed = glm::orientedAngle(front, _lastFront, IDENTITY_UP) / deltaTime;
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auto updateRole = [&](const QString& role, bool isOn) {
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isMoving = isMoving || isOn;
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if (isOn) {
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if (!isRunningRole(role)) {
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qCDebug(animation) << "Rig STARTING" << role;
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startAnimationByRole(role);
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}
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} else {
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if (isRunningRole(role)) {
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qCDebug(animation) << "Rig stopping" << role;
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stopAnimationByRole(role);
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}
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}
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};
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updateRole("walk", std::abs(forwardSpeed) > 0.01f);
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bool isTurning = std::abs(rightTurningSpeed) > 0.5f;
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updateRole("rightTurn", isTurning && (rightTurningSpeed > 0));
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updateRole("leftTurn", isTurning && (rightTurningSpeed < 0));
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bool isStrafing = std::abs(rightLateralSpeed) > 0.01f;
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updateRole("rightStrafe", isStrafing && (rightLateralSpeed > 0.0f));
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updateRole("leftStrafe", isStrafing && (rightLateralSpeed < 0.0f));
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updateRole("idle", !isMoving); // Must be last, as it makes isMoving bogus.
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_lastFront = front;
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_lastPosition = worldPosition;
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}
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void Rig::updateAnimations(float deltaTime, glm::mat4 parentTransform) {
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@ -76,6 +76,7 @@ public:
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bool removeRunningAnimation(AnimationHandlePointer animationHandle);
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void addRunningAnimation(AnimationHandlePointer animationHandle);
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bool isRunningAnimation(AnimationHandlePointer animationHandle);
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bool isRunningRole(const QString& role); // There can be multiple animations per role, so this is more general than isRunningAnimation.
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const QList<AnimationHandlePointer>& getRunningAnimations() const { return _runningAnimations; }
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void deleteAnimations();
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const QList<AnimationHandlePointer>& getAnimationHandles() const { return _animationHandles; }
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@ -161,9 +162,6 @@ public:
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QList<AnimationHandlePointer> _runningAnimations;
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bool _enableRig;
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bool _isWalking;
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bool _isTurning;
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bool _isIdle;
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glm::vec3 _lastFront;
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glm::vec3 _lastPosition;
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};
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