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https://github.com/lubosz/overte.git
synced 2025-04-23 23:33:48 +02:00
Merge pull request #2980 from ey6es/master
Allow floating point start/end frames and negative play speeds.
This commit is contained in:
commit
c950a264b0
6 changed files with 49 additions and 47 deletions
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@ -433,11 +433,11 @@ void MyAvatar::removeAnimationHandle(const AnimationHandlePointer& handle) {
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}
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void MyAvatar::startAnimation(const QString& url, float fps, float priority,
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bool loop, bool hold, int firstFrame, int lastFrame, const QStringList& maskedJoints) {
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bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "startAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
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Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(int, firstFrame),
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Q_ARG(int, lastFrame), Q_ARG(const QStringList&, maskedJoints));
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Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
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Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
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return;
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}
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AnimationHandlePointer handle = _skeletonModel.createAnimationHandle();
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@ -453,11 +453,11 @@ void MyAvatar::startAnimation(const QString& url, float fps, float priority,
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}
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void MyAvatar::startAnimationByRole(const QString& role, const QString& url, float fps, float priority,
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bool loop, bool hold, int firstFrame, int lastFrame, const QStringList& maskedJoints) {
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bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
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if (QThread::currentThread() != thread()) {
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QMetaObject::invokeMethod(this, "startAnimationByRole", Q_ARG(const QString&, role), Q_ARG(const QString&, url),
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Q_ARG(float, fps), Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(int, firstFrame),
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Q_ARG(int, lastFrame), Q_ARG(const QStringList&, maskedJoints));
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Q_ARG(float, fps), Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
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Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
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return;
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}
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// check for a configured animation for the role
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@ -627,8 +627,8 @@ void MyAvatar::loadData(QSettings* settings) {
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handle->setLoop(settings->value("loop", true).toBool());
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handle->setHold(settings->value("hold", false).toBool());
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handle->setStartAutomatically(settings->value("startAutomatically", true).toBool());
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handle->setFirstFrame(settings->value("firstFrame", 0).toInt());
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handle->setLastFrame(settings->value("lastFrame", INT_MAX).toInt());
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handle->setFirstFrame(settings->value("firstFrame", 0.0f).toFloat());
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handle->setLastFrame(settings->value("lastFrame", INT_MAX).toFloat());
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handle->setMaskedJoints(settings->value("maskedJoints").toStringList());
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}
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settings->endArray();
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@ -68,7 +68,7 @@ public:
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/// Allows scripts to run animations.
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Q_INVOKABLE void startAnimation(const QString& url, float fps = 30.0f, float priority = 1.0f, bool loop = false,
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bool hold = false, int firstFrame = 0, int lastFrame = INT_MAX, const QStringList& maskedJoints = QStringList());
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bool hold = false, float firstFrame = 0.0f, float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
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/// Stops an animation as identified by a URL.
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Q_INVOKABLE void stopAnimation(const QString& url);
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@ -76,8 +76,8 @@ public:
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/// Starts an animation by its role, using the provided URL and parameters if the avatar doesn't have a custom
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/// animation for the role.
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Q_INVOKABLE void startAnimationByRole(const QString& role, const QString& url = QString(), float fps = 30.0f,
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float priority = 1.0f, bool loop = false, bool hold = false, int firstFrame = 0,
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int lastFrame = INT_MAX, const QStringList& maskedJoints = QStringList());
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float priority = 1.0f, bool loop = false, bool hold = false, float firstFrame = 0.0f,
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float lastFrame = FLT_MAX, const QStringList& maskedJoints = QStringList());
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/// Stops an animation identified by its role.
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Q_INVOKABLE void stopAnimationByRole(const QString& role);
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@ -1895,8 +1895,8 @@ AnimationHandle::AnimationHandle(Model* model) :
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_loop(false),
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_hold(false),
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_startAutomatically(false),
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_firstFrame(0),
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_lastFrame(INT_MAX),
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_firstFrame(0.0f),
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_lastFrame(FLT_MAX),
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_running(false) {
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}
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@ -1927,35 +1927,34 @@ void AnimationHandle::simulate(float deltaTime) {
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stop();
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return;
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}
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int lastFrameIndex = qMin(_lastFrame, animationGeometry.animationFrames.size() - 1);
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int firstFrameIndex = qMin(_firstFrame, lastFrameIndex);
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if ((!_loop && _frameIndex >= lastFrameIndex) || firstFrameIndex == lastFrameIndex) {
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float endFrameIndex = qMin(_lastFrame, animationGeometry.animationFrames.size() - (_loop ? 0.0f : 1.0f));
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float startFrameIndex = qMin(_firstFrame, endFrameIndex);
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if ((!_loop && (_frameIndex < startFrameIndex || _frameIndex > endFrameIndex)) || startFrameIndex == endFrameIndex) {
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// passed the end; apply the last frame
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const FBXAnimationFrame& frame = animationGeometry.animationFrames.at(lastFrameIndex);
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for (int i = 0; i < _jointMappings.size(); i++) {
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int mapping = _jointMappings.at(i);
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if (mapping != -1) {
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JointState& state = _model->_jointStates[mapping];
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if (_priority >= state._animationPriority) {
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state._rotation = frame.rotations.at(i);
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state._animationPriority = _priority;
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}
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}
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}
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applyFrame(glm::clamp(_frameIndex, startFrameIndex, endFrameIndex));
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if (!_hold) {
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stop();
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}
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return;
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}
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int frameCount = lastFrameIndex - firstFrameIndex + 1;
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_frameIndex = firstFrameIndex + glm::mod(qMax(_frameIndex - firstFrameIndex, 0.0f), (float)frameCount);
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// wrap within the the desired range
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if (_frameIndex < startFrameIndex) {
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_frameIndex = endFrameIndex - glm::mod(endFrameIndex - _frameIndex, endFrameIndex - startFrameIndex);
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} else if (_frameIndex > endFrameIndex) {
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_frameIndex = startFrameIndex + glm::mod(_frameIndex - startFrameIndex, endFrameIndex - startFrameIndex);
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}
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// blend between the closest two frames
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const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at(
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firstFrameIndex + ((int)glm::ceil(_frameIndex) - firstFrameIndex) % frameCount);
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const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at(
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firstFrameIndex + ((int)glm::floor(_frameIndex) - firstFrameIndex) % frameCount);
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float frameFraction = glm::fract(_frameIndex);
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applyFrame(_frameIndex);
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}
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void AnimationHandle::applyFrame(float frameIndex) {
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const FBXGeometry& animationGeometry = _animation->getGeometry();
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int frameCount = animationGeometry.animationFrames.size();
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const FBXAnimationFrame& floorFrame = animationGeometry.animationFrames.at((int)glm::floor(frameIndex) % frameCount);
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const FBXAnimationFrame& ceilFrame = animationGeometry.animationFrames.at((int)glm::ceil(frameIndex) % frameCount);
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float frameFraction = glm::fract(frameIndex);
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for (int i = 0; i < _jointMappings.size(); i++) {
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int mapping = _jointMappings.at(i);
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if (mapping != -1) {
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@ -395,11 +395,11 @@ public:
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void setStartAutomatically(bool startAutomatically);
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bool getStartAutomatically() const { return _startAutomatically; }
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void setFirstFrame(int firstFrame) { _firstFrame = firstFrame; }
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int getFirstFrame() const { return _firstFrame; }
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void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; }
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float getFirstFrame() const { return _firstFrame; }
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void setLastFrame(int lastFrame) { _lastFrame = lastFrame; }
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int getLastFrame() const { return _lastFrame; }
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void setLastFrame(float lastFrame) { _lastFrame = lastFrame; }
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float getLastFrame() const { return _lastFrame; }
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void setMaskedJoints(const QStringList& maskedJoints);
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const QStringList& getMaskedJoints() const { return _maskedJoints; }
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@ -423,6 +423,7 @@ private:
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AnimationHandle(Model* model);
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void simulate(float deltaTime);
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void applyFrame(float frameIndex);
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void replaceMatchingPriorities(float newPriority);
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Model* _model;
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@ -435,8 +436,8 @@ private:
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bool _loop;
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bool _hold;
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bool _startAutomatically;
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int _firstFrame;
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int _lastFrame;
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float _firstFrame;
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float _lastFrame;
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QStringList _maskedJoints;
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bool _running;
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QVector<int> _jointMappings;
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@ -98,6 +98,7 @@ AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePo
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layout->addRow("FPS:", _fps = new QDoubleSpinBox());
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_fps->setSingleStep(0.01);
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_fps->setMinimum(-FLT_MAX);
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_fps->setMaximum(FLT_MAX);
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_fps->setValue(handle->getFPS());
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connect(_fps, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
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@ -128,15 +129,17 @@ AnimationPanel::AnimationPanel(AnimationsDialog* dialog, const AnimationHandlePo
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_startAutomatically->setChecked(handle->getStartAutomatically());
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connect(_startAutomatically, SIGNAL(toggled(bool)), SLOT(updateHandle()));
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layout->addRow("First Frame:", _firstFrame = new QSpinBox());
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layout->addRow("First Frame:", _firstFrame = new QDoubleSpinBox());
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_firstFrame->setSingleStep(0.01);
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_firstFrame->setMaximum(INT_MAX);
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_firstFrame->setValue(handle->getFirstFrame());
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connect(_firstFrame, SIGNAL(valueChanged(int)), SLOT(updateHandle()));
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connect(_firstFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
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layout->addRow("Last Frame:", _lastFrame = new QSpinBox());
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layout->addRow("Last Frame:", _lastFrame = new QDoubleSpinBox());
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_lastFrame->setSingleStep(0.01);
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_lastFrame->setMaximum(INT_MAX);
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_lastFrame->setValue(handle->getLastFrame());
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connect(_lastFrame, SIGNAL(valueChanged(int)), SLOT(updateHandle()));
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connect(_lastFrame, SIGNAL(valueChanged(double)), SLOT(updateHandle()));
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QHBoxLayout* buttons = new QHBoxLayout();
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layout->addRow(buttons);
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@ -22,7 +22,6 @@ class QComboBox;
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class QDoubleSpinner;
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class QLineEdit;
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class QPushButton;
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class QSpinBox;
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class QVBoxLayout;
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/// Allows users to edit the avatar animations.
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@ -71,8 +70,8 @@ private:
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QCheckBox* _loop;
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QCheckBox* _hold;
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QCheckBox* _startAutomatically;
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QSpinBox* _firstFrame;
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QSpinBox* _lastFrame;
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QDoubleSpinBox* _firstFrame;
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QDoubleSpinBox* _lastFrame;
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QLineEdit* _maskedJoints;
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QPushButton* _chooseMaskedJoints;
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QPushButton* _start;
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