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Merge pull request #6158 from hyperlogic/tony/anim-sync-blend
Synced blending for avatar movement animations
This commit is contained in:
commit
cdd150f24e
20 changed files with 760 additions and 183 deletions
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@ -523,29 +523,89 @@
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},
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{
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"id": "walkFwd",
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||||
"type": "clip",
|
||||
"type": "blendLinearMove",
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||||
"data": {
|
||||
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_fwd.fbx",
|
||||
"startFrame": 0.0,
|
||||
"endFrame": 35.0,
|
||||
"timeScale": 1.0,
|
||||
"loopFlag": true,
|
||||
"timeScaleVar": "walkTimeScale"
|
||||
"alpha": 0.0,
|
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"desiredSpeed": 1.4,
|
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"characteristicSpeeds": [0.5, 1.4, 4.5],
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"alphaVar": "moveForwardAlpha",
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"desiredSpeedVar": "moveForwardSpeed"
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},
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"children": []
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"children": [
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{
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"id": "walkFwdShort",
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"type": "clip",
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"data": {
|
||||
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_short_fwd.fbx",
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"startFrame": 0.0,
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"endFrame": 39.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "walkFwdNormal",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_fwd.fbx",
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"startFrame": 0.0,
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"endFrame": 35.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "walkFwdRun",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/run_fwd.fbx",
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"startFrame": 0.0,
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"endFrame": 21.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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}
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]
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},
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{
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"id": "walkBwd",
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"type": "clip",
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"type": "blendLinearMove",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_bwd.fbx",
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"startFrame": 0.0,
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"endFrame": 37.0,
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"timeScale": 1.0,
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"loopFlag": true,
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"timeScaleVar": "walkTimeScale"
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"alpha": 0.0,
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"desiredSpeed": 1.4,
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"characteristicSpeeds": [0.6, 1.45],
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"alphaVar": "moveBackwardAlpha",
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"desiredSpeedVar": "moveBackwardSpeed"
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},
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"children": []
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"children": [
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{
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"id": "walkBwdShort",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_short_bwd.fbx",
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"startFrame": 0.0,
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"endFrame": 38.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "walkBwdNormal",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_bwd.fbx",
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"startFrame": 0.0,
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"endFrame": 36.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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}
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]
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},
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{
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"id": "turnLeft",
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@ -573,27 +633,77 @@
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},
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{
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"id": "strafeLeft",
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"type": "clip",
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"type": "blendLinearMove",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_left.fbx",
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"startFrame": 0.0,
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"endFrame": 31.0,
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"timeScale": 1.0,
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"loopFlag": true
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"alpha": 0.0,
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"desiredSpeed": 1.4,
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"characteristicSpeeds": [0.2, 0.65],
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"alphaVar": "moveLateralAlpha",
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"desiredSpeedVar": "moveLateralSpeed"
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},
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"children": []
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"children": [
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{
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"id": "strafeLeftShort",
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"type": "clip",
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"data": {
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"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_short_left.fbx",
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"startFrame": 0.0,
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"endFrame": 28.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "strafeLeftNormal",
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"type": "clip",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_left.fbx",
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"startFrame": 0.0,
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"endFrame": 30.0,
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"timeScale": 1.0,
|
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"loopFlag": true
|
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},
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"children": []
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}
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]
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},
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{
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"id": "strafeRight",
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"type": "clip",
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"type": "blendLinearMove",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_right.fbx",
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"startFrame": 0.0,
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"endFrame": 31.0,
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"timeScale": 1.0,
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"loopFlag": true
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"alpha": 0.0,
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"desiredSpeed": 1.4,
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"characteristicSpeeds": [0.2, 0.65],
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"alphaVar": "moveLateralAlpha",
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"desiredSpeedVar": "moveLateralSpeed"
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},
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"children": []
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"children": [
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{
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"id": "strafeRightShort",
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"type": "clip",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_short_right.fbx",
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"startFrame": 0.0,
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"endFrame": 28.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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},
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{
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"id": "strafeRightNormal",
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"type": "clip",
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"data": {
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"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_right.fbx",
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"startFrame": 0.0,
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"endFrame": 30.0,
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"timeScale": 1.0,
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"loopFlag": true
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},
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"children": []
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}
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]
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}
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]
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}
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@ -12,6 +12,7 @@
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#include "GLMHelpers.h"
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#include "AnimationLogging.h"
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#include "AnimUtil.h"
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#include "AnimClip.h"
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AnimBlendLinear::AnimBlendLinear(const QString& id, float alpha) :
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AnimNode(AnimNode::Type::BlendLinear, id),
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@ -34,24 +35,13 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo
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} else if (_children.size() == 1) {
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_poses = _children[0]->evaluate(animVars, dt, triggersOut);
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} else {
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float clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1));
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size_t prevPoseIndex = glm::floor(clampedAlpha);
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size_t nextPoseIndex = glm::ceil(clampedAlpha);
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float alpha = glm::fract(clampedAlpha);
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if (prevPoseIndex == nextPoseIndex) {
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// this can happen if alpha is on an integer boundary
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_poses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
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} else {
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// need to eval and blend between two children.
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auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
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auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, dt, triggersOut);
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if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
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_poses.resize(prevPoses.size());
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::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
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}
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}
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evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt);
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}
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return _poses;
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}
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@ -60,3 +50,21 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo
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const AnimPoseVec& AnimBlendLinear::getPosesInternal() const {
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return _poses;
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}
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void AnimBlendLinear::evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha,
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size_t prevPoseIndex, size_t nextPoseIndex, float dt) {
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if (prevPoseIndex == nextPoseIndex) {
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// this can happen if alpha is on an integer boundary
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_poses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
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} else {
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// need to eval and blend between two children.
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auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
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auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, dt, triggersOut);
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if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
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_poses.resize(prevPoses.size());
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::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
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}
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}
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}
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|
|
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@ -38,6 +38,9 @@ protected:
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// for AnimDebugDraw rendering
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virtual const AnimPoseVec& getPosesInternal() const override;
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void evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha,
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size_t prevPoseIndex, size_t nextPoseIndex, float dt);
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AnimPoseVec _poses;
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float _alpha;
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|
|
126
libraries/animation/src/AnimBlendLinearMove.cpp
Normal file
126
libraries/animation/src/AnimBlendLinearMove.cpp
Normal file
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@ -0,0 +1,126 @@
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//
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// AnimBlendLinearMove.cpp
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//
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// Created by Anthony J. Thibault on 10/22/15.
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// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "AnimBlendLinearMove.h"
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#include <GLMHelpers.h>
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#include "AnimationLogging.h"
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#include "AnimUtil.h"
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#include "AnimClip.h"
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AnimBlendLinearMove::AnimBlendLinearMove(const QString& id, float alpha, float desiredSpeed, const std::vector<float>& characteristicSpeeds) :
|
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AnimNode(AnimNode::Type::BlendLinearMove, id),
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_alpha(alpha),
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_desiredSpeed(desiredSpeed),
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||||
_characteristicSpeeds(characteristicSpeeds) {
|
||||
|
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}
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|
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AnimBlendLinearMove::~AnimBlendLinearMove() {
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||||
|
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}
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const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) {
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assert(_children.size() == _characteristicSpeeds.size());
|
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|
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_alpha = animVars.lookup(_alphaVar, _alpha);
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_desiredSpeed = animVars.lookup(_desiredSpeedVar, _desiredSpeed);
|
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if (_children.size() == 0) {
|
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for (auto&& pose : _poses) {
|
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pose = AnimPose::identity;
|
||||
}
|
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} else if (_children.size() == 1) {
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const float alpha = 0.0f;
|
||||
const int prevPoseIndex = 0;
|
||||
const int nextPoseIndex = 0;
|
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float prevDeltaTime, nextDeltaTime;
|
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setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut);
|
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evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime);
|
||||
} else {
|
||||
|
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float clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1));
|
||||
size_t prevPoseIndex = glm::floor(clampedAlpha);
|
||||
size_t nextPoseIndex = glm::ceil(clampedAlpha);
|
||||
float alpha = glm::fract(clampedAlpha);
|
||||
float prevDeltaTime, nextDeltaTime;
|
||||
setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut);
|
||||
evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime);
|
||||
}
|
||||
return _poses;
|
||||
}
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
const AnimPoseVec& AnimBlendLinearMove::getPosesInternal() const {
|
||||
return _poses;
|
||||
}
|
||||
|
||||
void AnimBlendLinearMove::evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha,
|
||||
size_t prevPoseIndex, size_t nextPoseIndex,
|
||||
float prevDeltaTime, float nextDeltaTime) {
|
||||
if (prevPoseIndex == nextPoseIndex) {
|
||||
// this can happen if alpha is on an integer boundary
|
||||
_poses = _children[prevPoseIndex]->evaluate(animVars, prevDeltaTime, triggersOut);
|
||||
} else {
|
||||
// need to eval and blend between two children.
|
||||
auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, prevDeltaTime, triggersOut);
|
||||
auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, nextDeltaTime, triggersOut);
|
||||
|
||||
if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
|
||||
_poses.resize(prevPoses.size());
|
||||
|
||||
::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AnimBlendLinearMove::setFrameAndPhase(float dt, float alpha, int prevPoseIndex, int nextPoseIndex,
|
||||
float* prevDeltaTimeOut, float* nextDeltaTimeOut, Triggers& triggersOut) {
|
||||
|
||||
const float FRAMES_PER_SECOND = 30.0f;
|
||||
auto prevClipNode = std::dynamic_pointer_cast<AnimClip>(_children[prevPoseIndex]);
|
||||
assert(prevClipNode);
|
||||
auto nextClipNode = std::dynamic_pointer_cast<AnimClip>(_children[nextPoseIndex]);
|
||||
assert(nextClipNode);
|
||||
|
||||
float v0 = _characteristicSpeeds[prevPoseIndex];
|
||||
float n0 = (prevClipNode->getEndFrame() - prevClipNode->getStartFrame()) + 1.0f;
|
||||
float v1 = _characteristicSpeeds[nextPoseIndex];
|
||||
float n1 = (nextClipNode->getEndFrame() - nextClipNode->getStartFrame()) + 1.0f;
|
||||
|
||||
// rate of change in phase space, necessary to achive desired speed.
|
||||
float omega = (_desiredSpeed * FRAMES_PER_SECOND) / ((1.0f - alpha) * v0 * n0 + alpha * v1 * n1);
|
||||
|
||||
float f0 = prevClipNode->getStartFrame() + _phase * n0;
|
||||
prevClipNode->setCurrentFrame(f0);
|
||||
|
||||
float f1 = nextClipNode->getStartFrame() + _phase * n1;
|
||||
nextClipNode->setCurrentFrame(f1);
|
||||
|
||||
// integrate phase forward in time.
|
||||
_phase += omega * dt;
|
||||
|
||||
// detect loop trigger events
|
||||
if (_phase >= 1.0f) {
|
||||
triggersOut.push_back(_id + "Loop");
|
||||
_phase = glm::fract(_phase);
|
||||
}
|
||||
|
||||
*prevDeltaTimeOut = omega * dt * (n0 / FRAMES_PER_SECOND);
|
||||
*nextDeltaTimeOut = omega * dt * (n1 / FRAMES_PER_SECOND);
|
||||
}
|
||||
|
||||
void AnimBlendLinearMove::setCurrentFrameInternal(float frame) {
|
||||
assert(_children.size() > 0);
|
||||
auto clipNode = std::dynamic_pointer_cast<AnimClip>(_children.front());
|
||||
assert(clipNode);
|
||||
const float NUM_FRAMES = (clipNode->getEndFrame() - clipNode->getStartFrame()) + 1.0f;
|
||||
_phase = fmodf(frame, NUM_FRAMES);
|
||||
}
|
77
libraries/animation/src/AnimBlendLinearMove.h
Normal file
77
libraries/animation/src/AnimBlendLinearMove.h
Normal file
|
@ -0,0 +1,77 @@
|
|||
//
|
||||
// AnimBlendLinearMove.h
|
||||
//
|
||||
// Created by Anthony J. Thibault on 10/22/15.
|
||||
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// 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_AnimBlendLinearMove_h
|
||||
#define hifi_AnimBlendLinearMove_h
|
||||
|
||||
#include "AnimNode.h"
|
||||
|
||||
// Synced linear blend between two AnimNodes, where the playback speed of
|
||||
// the animation is timeScaled to match movement speed.
|
||||
//
|
||||
// Each child animation is associated with a chracteristic speed.
|
||||
// This defines the speed of that animation when played at the normal playback rate, 30 frames per second.
|
||||
//
|
||||
// The user also specifies a desired speed. This desired speed is used to timescale
|
||||
// the animation to achive the desired movement velocity.
|
||||
//
|
||||
// Blending is determined by the alpha parameter.
|
||||
// If the number of children is 2, then the alpha parameters should be between
|
||||
// 0 and 1. The first animation will have a (1 - alpha) factor, and the second
|
||||
// will have factor of alpha.
|
||||
//
|
||||
// This node supports more then 2 children. In this case the alpha should be
|
||||
// between 0 and n - 1. This alpha can be used to linearly interpolate between
|
||||
// the closest two children poses. This can be used to sweep through a series
|
||||
// of animation poses.
|
||||
|
||||
class AnimBlendLinearMove : public AnimNode {
|
||||
public:
|
||||
friend class AnimTests;
|
||||
|
||||
AnimBlendLinearMove(const QString& id, float alpha, float desiredSpeed, const std::vector<float>& characteristicSpeeds);
|
||||
virtual ~AnimBlendLinearMove() override;
|
||||
|
||||
virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override;
|
||||
|
||||
void setAlphaVar(const QString& alphaVar) { _alphaVar = alphaVar; }
|
||||
void setDesiredSpeedVar(const QString& desiredSpeedVar) { _desiredSpeedVar = desiredSpeedVar; }
|
||||
|
||||
protected:
|
||||
// for AnimDebugDraw rendering
|
||||
virtual const AnimPoseVec& getPosesInternal() const override;
|
||||
|
||||
void evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha,
|
||||
size_t prevPoseIndex, size_t nextPoseIndex,
|
||||
float prevDeltaTime, float nextDeltaTime);
|
||||
|
||||
void setFrameAndPhase(float dt, float alpha, int prevPoseIndex, int nextPoseIndex,
|
||||
float* prevDeltaTimeOut, float* nextDeltaTimeOut, Triggers& triggersOut);
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) override;
|
||||
|
||||
AnimPoseVec _poses;
|
||||
|
||||
float _alpha;
|
||||
float _desiredSpeed;
|
||||
|
||||
float _phase = 0.0f;
|
||||
|
||||
QString _alphaVar;
|
||||
QString _desiredSpeedVar;
|
||||
|
||||
std::vector<float> _characteristicSpeeds;
|
||||
|
||||
// no copies
|
||||
AnimBlendLinearMove(const AnimBlendLinearMove&) = delete;
|
||||
AnimBlendLinearMove& operator=(const AnimBlendLinearMove&) = delete;
|
||||
};
|
||||
|
||||
#endif // hifi_AnimBlendLinearMove_h
|
|
@ -35,7 +35,9 @@ const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, float dt,
|
|||
_endFrame = animVars.lookup(_endFrameVar, _endFrame);
|
||||
_timeScale = animVars.lookup(_timeScaleVar, _timeScale);
|
||||
_loopFlag = animVars.lookup(_loopFlagVar, _loopFlag);
|
||||
_frame = accumulateTime(animVars.lookup(_frameVar, _frame), dt, triggersOut);
|
||||
float frame = animVars.lookup(_frameVar, _frame);
|
||||
|
||||
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggersOut);
|
||||
|
||||
// poll network anim to see if it's finished loading yet.
|
||||
if (_networkAnim && _networkAnim->isLoaded() && _skeleton) {
|
||||
|
@ -45,16 +47,17 @@ const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, float dt,
|
|||
}
|
||||
|
||||
if (_anim.size()) {
|
||||
int frameCount = _anim.size();
|
||||
|
||||
int prevIndex = (int)glm::floor(_frame);
|
||||
int nextIndex = (int)glm::ceil(_frame);
|
||||
if (_loopFlag && nextIndex >= frameCount) {
|
||||
nextIndex = 0;
|
||||
int nextIndex;
|
||||
if (_loopFlag && _frame >= _endFrame) {
|
||||
nextIndex = (int)glm::ceil(_startFrame);
|
||||
} else {
|
||||
nextIndex = (int)glm::ceil(_frame);
|
||||
}
|
||||
|
||||
// It can be quite possible for the user to set _startFrame and _endFrame to
|
||||
// values before or past valid ranges. We clamp the frames here.
|
||||
int frameCount = _anim.size();
|
||||
prevIndex = std::min(std::max(0, prevIndex), frameCount - 1);
|
||||
nextIndex = std::min(std::max(0, nextIndex), frameCount - 1);
|
||||
|
||||
|
@ -78,39 +81,7 @@ void AnimClip::setCurrentFrameInternal(float frame) {
|
|||
// because dt is 0, we should not encounter any triggers
|
||||
const float dt = 0.0f;
|
||||
Triggers triggers;
|
||||
_frame = accumulateTime(frame * _timeScale, dt, triggers);
|
||||
}
|
||||
|
||||
float AnimClip::accumulateTime(float frame, float dt, Triggers& triggersOut) const {
|
||||
const float startFrame = std::min(_startFrame, _endFrame);
|
||||
if (startFrame == _endFrame) {
|
||||
// when startFrame >= endFrame
|
||||
frame = _endFrame;
|
||||
} else if (_timeScale > 0.0f) {
|
||||
// accumulate time, keeping track of loops and end of animation events.
|
||||
const float FRAMES_PER_SECOND = 30.0f;
|
||||
float framesRemaining = (dt * _timeScale) * FRAMES_PER_SECOND;
|
||||
while (framesRemaining > 0.0f) {
|
||||
float framesTillEnd = _endFrame - _frame;
|
||||
if (framesRemaining >= framesTillEnd) {
|
||||
if (_loopFlag) {
|
||||
// anim loop
|
||||
triggersOut.push_back(_id + "OnLoop");
|
||||
framesRemaining -= framesTillEnd;
|
||||
frame = startFrame;
|
||||
} else {
|
||||
// anim end
|
||||
triggersOut.push_back(_id + "OnDone");
|
||||
frame = _endFrame;
|
||||
framesRemaining = 0.0f;
|
||||
}
|
||||
} else {
|
||||
frame += framesRemaining;
|
||||
framesRemaining = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
return frame;
|
||||
_frame = ::accumulateTime(_startFrame, _endFrame, _timeScale, frame, dt, _loopFlag, _id, triggers);
|
||||
}
|
||||
|
||||
void AnimClip::copyFromNetworkAnim() {
|
||||
|
|
|
@ -36,12 +36,17 @@ public:
|
|||
void setLoopFlagVar(const QString& loopFlagVar) { _loopFlagVar = loopFlagVar; }
|
||||
void setFrameVar(const QString& frameVar) { _frameVar = frameVar; }
|
||||
|
||||
float getStartFrame() const { return _startFrame; }
|
||||
float getEndFrame() const { return _endFrame; }
|
||||
|
||||
void setTimeScale(float timeScale) { _timeScale = timeScale; }
|
||||
float getTimeScale() const { return _timeScale; }
|
||||
|
||||
protected:
|
||||
void loadURL(const QString& url);
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) override;
|
||||
|
||||
float accumulateTime(float frame, float dt, Triggers& triggersOut) const;
|
||||
void copyFromNetworkAnim();
|
||||
|
||||
// for AnimDebugDraw rendering
|
||||
|
|
|
@ -38,6 +38,7 @@ public:
|
|||
enum class Type {
|
||||
Clip = 0,
|
||||
BlendLinear,
|
||||
BlendLinearMove,
|
||||
Overlay,
|
||||
StateMachine,
|
||||
Manipulator,
|
||||
|
@ -75,10 +76,10 @@ public:
|
|||
return evaluate(animVars, dt, triggersOut);
|
||||
}
|
||||
|
||||
protected:
|
||||
|
||||
void setCurrentFrame(float frame);
|
||||
|
||||
protected:
|
||||
|
||||
virtual void setCurrentFrameInternal(float frame) {}
|
||||
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) { _skeleton = skeleton; }
|
||||
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include "AnimNode.h"
|
||||
#include "AnimClip.h"
|
||||
#include "AnimBlendLinear.h"
|
||||
#include "AnimBlendLinearMove.h"
|
||||
#include "AnimationLogging.h"
|
||||
#include "AnimOverlay.h"
|
||||
#include "AnimNodeLoader.h"
|
||||
|
@ -29,6 +30,7 @@ using NodeProcessFunc = bool (*)(AnimNode::Pointer node, const QJsonObject& json
|
|||
// factory functions
|
||||
static AnimNode::Pointer loadClipNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static AnimNode::Pointer loadBlendLinearNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static AnimNode::Pointer loadBlendLinearMoveNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static AnimNode::Pointer loadOverlayNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static AnimNode::Pointer loadStateMachineNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static AnimNode::Pointer loadManipulatorNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
|
@ -36,17 +38,14 @@ static AnimNode::Pointer loadInverseKinematicsNode(const QJsonObject& jsonObj, c
|
|||
|
||||
// called after children have been loaded
|
||||
// returns node on success, nullptr on failure.
|
||||
static bool processClipNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
static bool processBlendLinearNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
static bool processOverlayNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
static bool processDoNothing(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
bool processStateMachineNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl);
|
||||
static bool processManipulatorNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
static bool processInverseKinematicsNode(AnimNode::Pointer node, const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) { return true; }
|
||||
|
||||
static const char* animNodeTypeToString(AnimNode::Type type) {
|
||||
switch (type) {
|
||||
case AnimNode::Type::Clip: return "clip";
|
||||
case AnimNode::Type::BlendLinear: return "blendLinear";
|
||||
case AnimNode::Type::BlendLinearMove: return "blendLinearMove";
|
||||
case AnimNode::Type::Overlay: return "overlay";
|
||||
case AnimNode::Type::StateMachine: return "stateMachine";
|
||||
case AnimNode::Type::Manipulator: return "manipulator";
|
||||
|
@ -60,6 +59,7 @@ static NodeLoaderFunc animNodeTypeToLoaderFunc(AnimNode::Type type) {
|
|||
switch (type) {
|
||||
case AnimNode::Type::Clip: return loadClipNode;
|
||||
case AnimNode::Type::BlendLinear: return loadBlendLinearNode;
|
||||
case AnimNode::Type::BlendLinearMove: return loadBlendLinearMoveNode;
|
||||
case AnimNode::Type::Overlay: return loadOverlayNode;
|
||||
case AnimNode::Type::StateMachine: return loadStateMachineNode;
|
||||
case AnimNode::Type::Manipulator: return loadManipulatorNode;
|
||||
|
@ -71,12 +71,13 @@ static NodeLoaderFunc animNodeTypeToLoaderFunc(AnimNode::Type type) {
|
|||
|
||||
static NodeProcessFunc animNodeTypeToProcessFunc(AnimNode::Type type) {
|
||||
switch (type) {
|
||||
case AnimNode::Type::Clip: return processClipNode;
|
||||
case AnimNode::Type::BlendLinear: return processBlendLinearNode;
|
||||
case AnimNode::Type::Overlay: return processOverlayNode;
|
||||
case AnimNode::Type::Clip: return processDoNothing;
|
||||
case AnimNode::Type::BlendLinear: return processDoNothing;
|
||||
case AnimNode::Type::BlendLinearMove: return processDoNothing;
|
||||
case AnimNode::Type::Overlay: return processDoNothing;
|
||||
case AnimNode::Type::StateMachine: return processStateMachineNode;
|
||||
case AnimNode::Type::Manipulator: return processManipulatorNode;
|
||||
case AnimNode::Type::InverseKinematics: return processInverseKinematicsNode;
|
||||
case AnimNode::Type::Manipulator: return processDoNothing;
|
||||
case AnimNode::Type::InverseKinematics: return processDoNothing;
|
||||
case AnimNode::Type::NumTypes: return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
|
@ -160,6 +161,9 @@ static AnimNode::Pointer loadNode(const QJsonObject& jsonObj, const QUrl& jsonUr
|
|||
|
||||
assert((int)type >= 0 && type < AnimNode::Type::NumTypes);
|
||||
auto node = (animNodeTypeToLoaderFunc(type))(dataObj, id, jsonUrl);
|
||||
if (!node) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto childrenValue = jsonObj.value("children");
|
||||
if (!childrenValue.isArray()) {
|
||||
|
@ -233,6 +237,45 @@ static AnimNode::Pointer loadBlendLinearNode(const QJsonObject& jsonObj, const Q
|
|||
return node;
|
||||
}
|
||||
|
||||
static AnimNode::Pointer loadBlendLinearMoveNode(const QJsonObject& jsonObj, const QString& id, const QUrl& jsonUrl) {
|
||||
|
||||
READ_FLOAT(alpha, jsonObj, id, jsonUrl, nullptr);
|
||||
READ_FLOAT(desiredSpeed, jsonObj, id, jsonUrl, nullptr);
|
||||
|
||||
std::vector<float> characteristicSpeeds;
|
||||
auto speedsValue = jsonObj.value("characteristicSpeeds");
|
||||
if (!speedsValue.isArray()) {
|
||||
qCCritical(animation) << "AnimNodeLoader, bad array \"characteristicSpeeds\" in blendLinearMove node, id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
auto speedsArray = speedsValue.toArray();
|
||||
for (const auto& speedValue : speedsArray) {
|
||||
if (!speedValue.isDouble()) {
|
||||
qCCritical(animation) << "AnimNodeLoader, bad number in \"characteristicSpeeds\", id =" << id << ", url =" << jsonUrl.toDisplayString();
|
||||
return nullptr;
|
||||
}
|
||||
float speedVal = (float)speedValue.toDouble();
|
||||
characteristicSpeeds.push_back(speedVal);
|
||||
};
|
||||
|
||||
READ_OPTIONAL_STRING(alphaVar, jsonObj);
|
||||
READ_OPTIONAL_STRING(desiredSpeedVar, jsonObj);
|
||||
|
||||
auto node = std::make_shared<AnimBlendLinearMove>(id, alpha, desiredSpeed, characteristicSpeeds);
|
||||
|
||||
if (!alphaVar.isEmpty()) {
|
||||
node->setAlphaVar(alphaVar);
|
||||
}
|
||||
|
||||
if (!desiredSpeedVar.isEmpty()) {
|
||||
node->setDesiredSpeedVar(desiredSpeedVar);
|
||||
}
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
|
||||
static const char* boneSetStrings[AnimOverlay::NumBoneSets] = {
|
||||
"fullBody",
|
||||
"upperBody",
|
||||
|
|
56
libraries/animation/src/AnimPose.cpp
Normal file
56
libraries/animation/src/AnimPose.cpp
Normal file
|
@ -0,0 +1,56 @@
|
|||
//
|
||||
// AnimPose.cpp
|
||||
//
|
||||
// Created by Anthony J. Thibault on 10/14/15.
|
||||
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "AnimPose.h"
|
||||
#include "GLMHelpers.h"
|
||||
|
||||
const AnimPose AnimPose::identity = AnimPose(glm::vec3(1.0f),
|
||||
glm::quat(),
|
||||
glm::vec3(0.0f));
|
||||
|
||||
AnimPose::AnimPose(const glm::mat4& mat) {
|
||||
scale = extractScale(mat);
|
||||
rot = glm::normalize(glm::quat_cast(mat));
|
||||
trans = extractTranslation(mat);
|
||||
}
|
||||
|
||||
glm::vec3 AnimPose::operator*(const glm::vec3& rhs) const {
|
||||
return trans + (rot * (scale * rhs));
|
||||
}
|
||||
|
||||
glm::vec3 AnimPose::xformPoint(const glm::vec3& rhs) const {
|
||||
return *this * rhs;
|
||||
}
|
||||
|
||||
// really slow
|
||||
glm::vec3 AnimPose::xformVector(const glm::vec3& rhs) const {
|
||||
glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);
|
||||
glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);
|
||||
glm::mat3 mat(xAxis, yAxis, zAxis);
|
||||
glm::mat3 transInvMat = glm::inverse(glm::transpose(mat));
|
||||
return transInvMat * rhs;
|
||||
}
|
||||
|
||||
AnimPose AnimPose::operator*(const AnimPose& rhs) const {
|
||||
return AnimPose(static_cast<glm::mat4>(*this) * static_cast<glm::mat4>(rhs));
|
||||
}
|
||||
|
||||
AnimPose AnimPose::inverse() const {
|
||||
return AnimPose(glm::inverse(static_cast<glm::mat4>(*this)));
|
||||
}
|
||||
|
||||
AnimPose::operator glm::mat4() const {
|
||||
glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);
|
||||
glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);
|
||||
return glm::mat4(glm::vec4(xAxis, 0.0f), glm::vec4(yAxis, 0.0f),
|
||||
glm::vec4(zAxis, 0.0f), glm::vec4(trans, 1.0f));
|
||||
}
|
47
libraries/animation/src/AnimPose.h
Normal file
47
libraries/animation/src/AnimPose.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// AnimPose.h
|
||||
//
|
||||
// Created by Anthony J. Thibault on 10/14/15.
|
||||
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
|
||||
//
|
||||
// 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_AnimPose
|
||||
#define hifi_AnimPose
|
||||
|
||||
#include <QtGlobal>
|
||||
#include <QDebug>
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
struct AnimPose {
|
||||
AnimPose() {}
|
||||
explicit AnimPose(const glm::mat4& mat);
|
||||
AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : scale(scaleIn), rot(rotIn), trans(transIn) {}
|
||||
static const AnimPose identity;
|
||||
|
||||
glm::vec3 xformPoint(const glm::vec3& rhs) const;
|
||||
glm::vec3 xformVector(const glm::vec3& rhs) const; // really slow
|
||||
|
||||
glm::vec3 operator*(const glm::vec3& rhs) const; // same as xformPoint
|
||||
AnimPose operator*(const AnimPose& rhs) const;
|
||||
|
||||
AnimPose inverse() const;
|
||||
operator glm::mat4() const;
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rot;
|
||||
glm::vec3 trans;
|
||||
};
|
||||
|
||||
inline QDebug operator<<(QDebug debug, const AnimPose& pose) {
|
||||
debug << "AnimPose, trans = (" << pose.trans.x << pose.trans.y << pose.trans.z << "), rot = (" << pose.rot.x << pose.rot.y << pose.rot.z << pose.rot.w << "), scale = (" << pose.scale.x << pose.scale.y << pose.scale.z << ")";
|
||||
return debug;
|
||||
}
|
||||
|
||||
using AnimPoseVec = std::vector<AnimPose>;
|
||||
|
||||
#endif
|
|
@ -16,50 +16,6 @@
|
|||
|
||||
#include "AnimationLogging.h"
|
||||
|
||||
const AnimPose AnimPose::identity = AnimPose(glm::vec3(1.0f),
|
||||
glm::quat(),
|
||||
glm::vec3(0.0f));
|
||||
|
||||
AnimPose::AnimPose(const glm::mat4& mat) {
|
||||
scale = extractScale(mat);
|
||||
rot = glm::normalize(glm::quat_cast(mat));
|
||||
trans = extractTranslation(mat);
|
||||
}
|
||||
|
||||
glm::vec3 AnimPose::operator*(const glm::vec3& rhs) const {
|
||||
return trans + (rot * (scale * rhs));
|
||||
}
|
||||
|
||||
glm::vec3 AnimPose::xformPoint(const glm::vec3& rhs) const {
|
||||
return *this * rhs;
|
||||
}
|
||||
|
||||
// really slow
|
||||
glm::vec3 AnimPose::xformVector(const glm::vec3& rhs) const {
|
||||
glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);
|
||||
glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);
|
||||
glm::mat3 mat(xAxis, yAxis, zAxis);
|
||||
glm::mat3 transInvMat = glm::inverse(glm::transpose(mat));
|
||||
return transInvMat * rhs;
|
||||
}
|
||||
|
||||
AnimPose AnimPose::operator*(const AnimPose& rhs) const {
|
||||
return AnimPose(static_cast<glm::mat4>(*this) * static_cast<glm::mat4>(rhs));
|
||||
}
|
||||
|
||||
AnimPose AnimPose::inverse() const {
|
||||
return AnimPose(glm::inverse(static_cast<glm::mat4>(*this)));
|
||||
}
|
||||
|
||||
AnimPose::operator glm::mat4() const {
|
||||
glm::vec3 xAxis = rot * glm::vec3(scale.x, 0.0f, 0.0f);
|
||||
glm::vec3 yAxis = rot * glm::vec3(0.0f, scale.y, 0.0f);
|
||||
glm::vec3 zAxis = rot * glm::vec3(0.0f, 0.0f, scale.z);
|
||||
return glm::mat4(glm::vec4(xAxis, 0.0f), glm::vec4(yAxis, 0.0f),
|
||||
glm::vec4(zAxis, 0.0f), glm::vec4(trans, 1.0f));
|
||||
}
|
||||
|
||||
AnimSkeleton::AnimSkeleton(const FBXGeometry& fbxGeometry) {
|
||||
// convert to std::vector of joints
|
||||
std::vector<FBXJoint> joints;
|
||||
|
|
|
@ -16,33 +16,7 @@
|
|||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <FBXReader.h>
|
||||
|
||||
struct AnimPose {
|
||||
AnimPose() {}
|
||||
explicit AnimPose(const glm::mat4& mat);
|
||||
AnimPose(const glm::vec3& scaleIn, const glm::quat& rotIn, const glm::vec3& transIn) : scale(scaleIn), rot(rotIn), trans(transIn) {}
|
||||
static const AnimPose identity;
|
||||
|
||||
glm::vec3 xformPoint(const glm::vec3& rhs) const;
|
||||
glm::vec3 xformVector(const glm::vec3& rhs) const; // really slow
|
||||
|
||||
glm::vec3 operator*(const glm::vec3& rhs) const; // same as xformPoint
|
||||
AnimPose operator*(const AnimPose& rhs) const;
|
||||
|
||||
AnimPose inverse() const;
|
||||
operator glm::mat4() const;
|
||||
|
||||
glm::vec3 scale;
|
||||
glm::quat rot;
|
||||
glm::vec3 trans;
|
||||
};
|
||||
|
||||
inline QDebug operator<<(QDebug debug, const AnimPose& pose) {
|
||||
debug << "AnimPose, trans = (" << pose.trans.x << pose.trans.y << pose.trans.z << "), rot = (" << pose.rot.x << pose.rot.y << pose.rot.z << pose.rot.w << "), scale = (" << pose.scale.x << pose.scale.y << pose.scale.z << ")";
|
||||
return debug;
|
||||
}
|
||||
|
||||
using AnimPoseVec = std::vector<AnimPose>;
|
||||
#include "AnimPose.h"
|
||||
|
||||
class AnimSkeleton {
|
||||
public:
|
||||
|
|
|
@ -11,6 +11,9 @@
|
|||
#include "AnimUtil.h"
|
||||
#include "GLMHelpers.h"
|
||||
|
||||
// TODO: use restrict keyword
|
||||
// TODO: excellent candidate for simd vectorization.
|
||||
|
||||
void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result) {
|
||||
for (size_t i = 0; i < numPoses; i++) {
|
||||
const AnimPose& aPose = a[i];
|
||||
|
@ -20,3 +23,42 @@ void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, A
|
|||
result[i].trans = lerp(aPose.trans, bPose.trans, alpha);
|
||||
}
|
||||
}
|
||||
|
||||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut) {
|
||||
|
||||
float frame = currentFrame;
|
||||
const float clampedStartFrame = std::min(startFrame, endFrame);
|
||||
if (fabsf(clampedStartFrame - endFrame) < 1.0f) {
|
||||
frame = endFrame;
|
||||
} else if (timeScale > 0.0f) {
|
||||
// accumulate time, keeping track of loops and end of animation events.
|
||||
const float FRAMES_PER_SECOND = 30.0f;
|
||||
float framesRemaining = (dt * timeScale) * FRAMES_PER_SECOND;
|
||||
while (framesRemaining > 0.0f) {
|
||||
float framesTillEnd = endFrame - frame;
|
||||
// when looping, add one frame between start and end.
|
||||
if (loopFlag) {
|
||||
framesTillEnd += 1.0f;
|
||||
}
|
||||
if (framesRemaining >= framesTillEnd) {
|
||||
if (loopFlag) {
|
||||
// anim loop
|
||||
triggersOut.push_back(id + "OnLoop");
|
||||
framesRemaining -= framesTillEnd;
|
||||
frame = clampedStartFrame;
|
||||
} else {
|
||||
// anim end
|
||||
triggersOut.push_back(id + "OnDone");
|
||||
frame = endFrame;
|
||||
framesRemaining = 0.0f;
|
||||
}
|
||||
} else {
|
||||
frame += framesRemaining;
|
||||
framesRemaining = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
return frame;
|
||||
}
|
||||
|
||||
|
|
|
@ -13,12 +13,12 @@
|
|||
|
||||
#include "AnimNode.h"
|
||||
|
||||
// TODO: use restrict keyword
|
||||
// TODO: excellent candidate for simd vectorization.
|
||||
|
||||
// this is where the magic happens
|
||||
void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result);
|
||||
|
||||
float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
|
||||
const QString& id, AnimNode::Triggers& triggersOut);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -381,6 +381,33 @@ glm::mat4 Rig::getJointTransform(int jointIndex) const {
|
|||
return _jointStates[jointIndex].getTransform();
|
||||
}
|
||||
|
||||
void Rig::calcAnimAlpha(float speed, const std::vector<float>& referenceSpeeds, float* alphaOut) const {
|
||||
|
||||
assert(referenceSpeeds.size() > 0);
|
||||
|
||||
// calculate alpha from linear combination of referenceSpeeds.
|
||||
float alpha = 0.0f;
|
||||
if (speed <= referenceSpeeds.front()) {
|
||||
alpha = 0.0f;
|
||||
} else if (speed > referenceSpeeds.back()) {
|
||||
alpha = (float)(referenceSpeeds.size() - 1);
|
||||
} else {
|
||||
for (size_t i = 0; i < referenceSpeeds.size() - 1; i++) {
|
||||
if (referenceSpeeds[i] < speed && speed < referenceSpeeds[i + 1]) {
|
||||
alpha = (float)i + ((speed - referenceSpeeds[i]) / (referenceSpeeds[i + 1] - referenceSpeeds[i]));
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*alphaOut = alpha;
|
||||
}
|
||||
|
||||
// animation reference speeds.
|
||||
static const std::vector<float> FORWARD_SPEEDS = { 0.4f, 1.4f, 4.5f }; // m/s
|
||||
static const std::vector<float> BACKWARD_SPEEDS = { 0.6f, 1.45f }; // m/s
|
||||
static const std::vector<float> LATERAL_SPEEDS = { 0.2f, 0.65f }; // m/s
|
||||
|
||||
void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPosition, const glm::vec3& worldVelocity, const glm::quat& worldRotation) {
|
||||
|
||||
glm::vec3 front = worldRotation * IDENTITY_FRONT;
|
||||
|
@ -389,8 +416,16 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
|||
// but some modes (e.g., hmd standing) update position without updating velocity.
|
||||
// It's very hard to debug hmd standing. (Look down at yourself, or have a second person observe. HMD third person is a bit undefined...)
|
||||
// So, let's create our own workingVelocity from the worldPosition...
|
||||
glm::vec3 workingVelocity = _lastVelocity;
|
||||
glm::vec3 positionDelta = worldPosition - _lastPosition;
|
||||
glm::vec3 workingVelocity = positionDelta / deltaTime;
|
||||
|
||||
// Don't trust position delta if deltaTime is 'small'.
|
||||
// NOTE: This is mostly just a work around for an issue in oculus 0.7 runtime, where
|
||||
// Application::idle() is being called more frequently and with smaller dt's then expected.
|
||||
const float SMALL_DELTA_TIME = 0.006f; // 6 ms
|
||||
if (deltaTime > SMALL_DELTA_TIME) {
|
||||
workingVelocity = positionDelta / deltaTime;
|
||||
}
|
||||
|
||||
#if !WANT_DEBUG
|
||||
// But for smoothest (non-hmd standing) results, go ahead and use velocity:
|
||||
|
@ -399,19 +434,43 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
|||
}
|
||||
#endif
|
||||
|
||||
if (deltaTime > SMALL_DELTA_TIME) {
|
||||
_lastVelocity = workingVelocity;
|
||||
}
|
||||
|
||||
if (_enableAnimGraph) {
|
||||
|
||||
glm::vec3 localVel = glm::inverse(worldRotation) * workingVelocity;
|
||||
|
||||
float forwardSpeed = glm::dot(localVel, IDENTITY_FRONT);
|
||||
float lateralSpeed = glm::dot(localVel, IDENTITY_RIGHT);
|
||||
float turningSpeed = glm::orientedAngle(front, _lastFront, IDENTITY_UP) / deltaTime;
|
||||
|
||||
// filter speeds using a simple moving average.
|
||||
_averageForwardSpeed.updateAverage(forwardSpeed);
|
||||
_averageLateralSpeed.updateAverage(lateralSpeed);
|
||||
|
||||
// sine wave LFO var for testing.
|
||||
static float t = 0.0f;
|
||||
_animVars.set("sine", static_cast<float>(0.5 * sin(t) + 0.5));
|
||||
_animVars.set("sine", 2.0f * static_cast<float>(0.5 * sin(t) + 0.5));
|
||||
|
||||
const float ANIM_WALK_SPEED = 1.4f; // m/s
|
||||
_animVars.set("walkTimeScale", glm::clamp(0.5f, 2.0f, glm::length(localVel) / ANIM_WALK_SPEED));
|
||||
float moveForwardAlpha = 0.0f;
|
||||
float moveBackwardAlpha = 0.0f;
|
||||
float moveLateralAlpha = 0.0f;
|
||||
|
||||
// calcuate the animation alpha and timeScale values based on current speeds and animation reference speeds.
|
||||
calcAnimAlpha(_averageForwardSpeed.getAverage(), FORWARD_SPEEDS, &moveForwardAlpha);
|
||||
calcAnimAlpha(-_averageForwardSpeed.getAverage(), BACKWARD_SPEEDS, &moveBackwardAlpha);
|
||||
calcAnimAlpha(fabsf(_averageLateralSpeed.getAverage()), LATERAL_SPEEDS, &moveLateralAlpha);
|
||||
|
||||
_animVars.set("moveForwardSpeed", _averageForwardSpeed.getAverage());
|
||||
_animVars.set("moveForwardAlpha", moveForwardAlpha);
|
||||
|
||||
_animVars.set("moveBackwardSpeed", -_averageForwardSpeed.getAverage());
|
||||
_animVars.set("moveBackwardAlpha", moveBackwardAlpha);
|
||||
|
||||
_animVars.set("moveLateralSpeed", fabsf(_averageLateralSpeed.getAverage()));
|
||||
_animVars.set("moveLateralAlpha", moveLateralAlpha);
|
||||
|
||||
const float MOVE_ENTER_SPEED_THRESHOLD = 0.2f; // m/sec
|
||||
const float MOVE_EXIT_SPEED_THRESHOLD = 0.07f; // m/sec
|
||||
|
|
|
@ -44,6 +44,7 @@
|
|||
|
||||
#include "AnimNode.h"
|
||||
#include "AnimNodeLoader.h"
|
||||
#include "SimpleMovingAverage.h"
|
||||
|
||||
class AnimationHandle;
|
||||
typedef std::shared_ptr<AnimationHandle> AnimationHandlePointer;
|
||||
|
@ -219,6 +220,7 @@ public:
|
|||
void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
|
||||
void updateNeckJoint(int index, const HeadParameters& params);
|
||||
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;
|
||||
|
||||
QVector<JointState> _jointStates;
|
||||
int _rootJointIndex = -1;
|
||||
|
@ -238,6 +240,7 @@ public:
|
|||
bool _enableAnimGraph = false;
|
||||
glm::vec3 _lastFront;
|
||||
glm::vec3 _lastPosition;
|
||||
glm::vec3 _lastVelocity;
|
||||
|
||||
std::shared_ptr<AnimNode> _animNode;
|
||||
std::shared_ptr<AnimSkeleton> _animSkeleton;
|
||||
|
@ -254,6 +257,9 @@ public:
|
|||
float _leftHandOverlayAlpha = 0.0f;
|
||||
float _rightHandOverlayAlpha = 0.0f;
|
||||
|
||||
SimpleMovingAverage _averageForwardSpeed{ 10 };
|
||||
SimpleMovingAverage _averageLateralSpeed{ 10 };
|
||||
|
||||
private:
|
||||
QMap<int, StateHandler> _stateHandlers;
|
||||
int _nextStateHandlerId {0};
|
||||
|
|
|
@ -183,6 +183,11 @@ T toNormalizedDeviceScale(const T& value, const T& size) {
|
|||
#define PITCH(euler) euler.x
|
||||
#define ROLL(euler) euler.z
|
||||
|
||||
// float - linear interpolate
|
||||
inline float lerp(float x, float y, float a) {
|
||||
return x * (1.0f - a) + (y * a);
|
||||
}
|
||||
|
||||
// vec2 lerp - linear interpolate
|
||||
template<typename T, glm::precision P>
|
||||
glm::detail::tvec2<T, P> lerp(const glm::detail::tvec2<T, P>& x, const glm::detail::tvec2<T, P>& y, T a) {
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "AnimBlendLinear.h"
|
||||
#include "AnimationLogging.h"
|
||||
#include "AnimVariant.h"
|
||||
#include "AnimUtil.h"
|
||||
|
||||
#include <../QTestExtensions.h>
|
||||
|
||||
|
@ -30,8 +31,8 @@ void AnimTests::cleanupTestCase() {
|
|||
}
|
||||
|
||||
void AnimTests::testClipInternalState() {
|
||||
std::string id = "my anim clip";
|
||||
std::string url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
QString id = "my anim clip";
|
||||
QString url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
float startFrame = 2.0f;
|
||||
float endFrame = 20.0f;
|
||||
float timeScale = 1.1f;
|
||||
|
@ -55,8 +56,8 @@ static float framesToSec(float secs) {
|
|||
}
|
||||
|
||||
void AnimTests::testClipEvaulate() {
|
||||
std::string id = "myClipNode";
|
||||
std::string url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
QString id = "myClipNode";
|
||||
QString url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
float startFrame = 2.0f;
|
||||
float endFrame = 22.0f;
|
||||
float timeScale = 1.0f;
|
||||
|
@ -73,8 +74,8 @@ void AnimTests::testClipEvaulate() {
|
|||
|
||||
// does it loop?
|
||||
triggers.clear();
|
||||
clip.evaluate(vars, framesToSec(11.0f), triggers);
|
||||
QCOMPARE_WITH_ABS_ERROR(clip._frame, 3.0f, EPSILON);
|
||||
clip.evaluate(vars, framesToSec(12.0f), triggers);
|
||||
QCOMPARE_WITH_ABS_ERROR(clip._frame, 3.0f, EPSILON); // Note: frame 3 and not 4, because extra frame between start and end.
|
||||
|
||||
// did we receive a loop trigger?
|
||||
QVERIFY(std::find(triggers.begin(), triggers.end(), "myClipNodeOnLoop") != triggers.end());
|
||||
|
@ -90,8 +91,8 @@ void AnimTests::testClipEvaulate() {
|
|||
}
|
||||
|
||||
void AnimTests::testClipEvaulateWithVars() {
|
||||
std::string id = "myClipNode";
|
||||
std::string url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
QString id = "myClipNode";
|
||||
QString url = "https://hifi-public.s3.amazonaws.com/ozan/support/FightClubBotTest1/Animations/standard_idle.fbx";
|
||||
float startFrame = 2.0f;
|
||||
float endFrame = 22.0f;
|
||||
float timeScale = 1.0f;
|
||||
|
@ -126,9 +127,9 @@ void AnimTests::testClipEvaulateWithVars() {
|
|||
}
|
||||
|
||||
void AnimTests::testLoader() {
|
||||
auto url = QUrl("https://gist.githubusercontent.com/hyperlogic/857129fe04567cbe670f/raw/8ba57a8f0a76f88b39a11f77f8d9df04af9cec95/test.json");
|
||||
auto url = QUrl("https://gist.githubusercontent.com/hyperlogic/857129fe04567cbe670f/raw/0c54500f480fd7314a5aeb147c45a8a707edcc2e/test.json");
|
||||
// NOTE: This will warn about missing "test01.fbx", "test02.fbx", etc. if the resource loading code doesn't handle relative pathnames!
|
||||
// However, the test will proceed.
|
||||
// However, the test will proceed.
|
||||
AnimNodeLoader loader(url);
|
||||
|
||||
const int timeout = 1000;
|
||||
|
@ -238,3 +239,87 @@ void AnimTests::testVariant() {
|
|||
QVERIFY(m[1].z == -7.0f);
|
||||
QVERIFY(m[3].w == 16.0f);
|
||||
}
|
||||
|
||||
void AnimTests::testAccumulateTime() {
|
||||
|
||||
float startFrame = 0.0f;
|
||||
float endFrame = 10.0f;
|
||||
float timeScale = 1.0f;
|
||||
testAccumulateTimeWithParameters(startFrame, endFrame, timeScale);
|
||||
|
||||
startFrame = 5.0f;
|
||||
endFrame = 15.0f;
|
||||
timeScale = 1.0f;
|
||||
testAccumulateTimeWithParameters(startFrame, endFrame, timeScale);
|
||||
|
||||
startFrame = 0.0f;
|
||||
endFrame = 10.0f;
|
||||
timeScale = 0.5f;
|
||||
testAccumulateTimeWithParameters(startFrame, endFrame, timeScale);
|
||||
|
||||
startFrame = 5.0f;
|
||||
endFrame = 15.0f;
|
||||
timeScale = 2.0f;
|
||||
testAccumulateTimeWithParameters(startFrame, endFrame, timeScale);
|
||||
}
|
||||
|
||||
void AnimTests::testAccumulateTimeWithParameters(float startFrame, float endFrame, float timeScale) const {
|
||||
|
||||
float dt = (1.0f / 30.0f) / timeScale; // sec
|
||||
QString id = "testNode";
|
||||
AnimNode::Triggers triggers;
|
||||
bool loopFlag = false;
|
||||
|
||||
float resultFrame = accumulateTime(startFrame, endFrame, timeScale, startFrame, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == startFrame + 1.0f);
|
||||
QVERIFY(triggers.empty());
|
||||
triggers.clear();
|
||||
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, resultFrame, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == startFrame + 2.0f);
|
||||
QVERIFY(triggers.empty());
|
||||
triggers.clear();
|
||||
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, resultFrame, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == startFrame + 3.0f);
|
||||
QVERIFY(triggers.empty());
|
||||
triggers.clear();
|
||||
|
||||
// test onDone trigger and frame clamping.
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, endFrame - 1.0f, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == endFrame);
|
||||
QVERIFY(!triggers.empty() && triggers[0] == "testNodeOnDone");
|
||||
triggers.clear();
|
||||
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, endFrame - 0.5f, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == endFrame);
|
||||
QVERIFY(!triggers.empty() && triggers[0] == "testNodeOnDone");
|
||||
triggers.clear();
|
||||
|
||||
// test onLoop trigger and looping frame logic
|
||||
loopFlag = true;
|
||||
|
||||
// should NOT trigger loop even though we stop at last frame, because there is an extra frame between end and start frames.
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, endFrame - 1.0f, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == endFrame);
|
||||
QVERIFY(triggers.empty());
|
||||
triggers.clear();
|
||||
|
||||
// now we should hit loop trigger
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, resultFrame, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == startFrame);
|
||||
QVERIFY(!triggers.empty() && triggers[0] == "testNodeOnLoop");
|
||||
triggers.clear();
|
||||
|
||||
// should NOT trigger loop, even though we move past the end frame, because of extra frame between end and start.
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, endFrame - 0.5f, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == endFrame + 0.5f);
|
||||
QVERIFY(triggers.empty());
|
||||
triggers.clear();
|
||||
|
||||
// now we should hit loop trigger
|
||||
resultFrame = accumulateTime(startFrame, endFrame, timeScale, resultFrame, dt, loopFlag, id, triggers);
|
||||
QVERIFY(resultFrame == startFrame + 0.5f);
|
||||
QVERIFY(!triggers.empty() && triggers[0] == "testNodeOnLoop");
|
||||
triggers.clear();
|
||||
}
|
||||
|
|
|
@ -15,6 +15,8 @@
|
|||
|
||||
class AnimTests : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
void testAccumulateTimeWithParameters(float startFrame, float endFrame, float timeScale) const;
|
||||
private slots:
|
||||
void initTestCase();
|
||||
void cleanupTestCase();
|
||||
|
@ -23,6 +25,7 @@ private slots:
|
|||
void testClipEvaulateWithVars();
|
||||
void testLoader();
|
||||
void testVariant();
|
||||
void testAccumulateTime();
|
||||
};
|
||||
|
||||
#endif // hifi_AnimTests_h
|
||||
|
|
Loading…
Reference in a new issue