Merge pull request #6158 from hyperlogic/tony/anim-sync-blend

Synced blending for avatar movement animations
This commit is contained in:
Howard Stearns 2015-11-02 12:59:38 -08:00
commit cdd150f24e
20 changed files with 760 additions and 183 deletions

View file

@ -523,29 +523,89 @@
},
{
"id": "walkFwd",
"type": "clip",
"type": "blendLinearMove",
"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,
"desiredSpeed": 1.4,
"characteristicSpeeds": [0.5, 1.4, 4.5],
"alphaVar": "moveForwardAlpha",
"desiredSpeedVar": "moveForwardSpeed"
},
"children": []
"children": [
{
"id": "walkFwdShort",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_short_fwd.fbx",
"startFrame": 0.0,
"endFrame": 39.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
},
{
"id": "walkFwdNormal",
"type": "clip",
"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
},
"children": []
},
{
"id": "walkFwdRun",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/run_fwd.fbx",
"startFrame": 0.0,
"endFrame": 21.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
}
]
},
{
"id": "walkBwd",
"type": "clip",
"type": "blendLinearMove",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_bwd.fbx",
"startFrame": 0.0,
"endFrame": 37.0,
"timeScale": 1.0,
"loopFlag": true,
"timeScaleVar": "walkTimeScale"
"alpha": 0.0,
"desiredSpeed": 1.4,
"characteristicSpeeds": [0.6, 1.45],
"alphaVar": "moveBackwardAlpha",
"desiredSpeedVar": "moveBackwardSpeed"
},
"children": []
"children": [
{
"id": "walkBwdShort",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_short_bwd.fbx",
"startFrame": 0.0,
"endFrame": 38.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
},
{
"id": "walkBwdNormal",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/walk_bwd.fbx",
"startFrame": 0.0,
"endFrame": 36.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
}
]
},
{
"id": "turnLeft",
@ -573,27 +633,77 @@
},
{
"id": "strafeLeft",
"type": "clip",
"type": "blendLinearMove",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_left.fbx",
"startFrame": 0.0,
"endFrame": 31.0,
"timeScale": 1.0,
"loopFlag": true
"alpha": 0.0,
"desiredSpeed": 1.4,
"characteristicSpeeds": [0.2, 0.65],
"alphaVar": "moveLateralAlpha",
"desiredSpeedVar": "moveLateralSpeed"
},
"children": []
"children": [
{
"id": "strafeLeftShort",
"type": "clip",
"data": {
"url": "https://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_short_left.fbx",
"startFrame": 0.0,
"endFrame": 28.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
},
{
"id": "strafeLeftNormal",
"type": "clip",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_left.fbx",
"startFrame": 0.0,
"endFrame": 30.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
}
]
},
{
"id": "strafeRight",
"type": "clip",
"type": "blendLinearMove",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_right.fbx",
"startFrame": 0.0,
"endFrame": 31.0,
"timeScale": 1.0,
"loopFlag": true
"alpha": 0.0,
"desiredSpeed": 1.4,
"characteristicSpeeds": [0.2, 0.65],
"alphaVar": "moveLateralAlpha",
"desiredSpeedVar": "moveLateralSpeed"
},
"children": []
"children": [
{
"id": "strafeRightShort",
"type": "clip",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_short_right.fbx",
"startFrame": 0.0,
"endFrame": 28.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
},
{
"id": "strafeRightNormal",
"type": "clip",
"data": {
"url": "http://hifi-public.s3.amazonaws.com/ozan/anim/standard_anims/side_step_right.fbx",
"startFrame": 0.0,
"endFrame": 30.0,
"timeScale": 1.0,
"loopFlag": true
},
"children": []
}
]
}
]
}

View file

@ -12,6 +12,7 @@
#include "GLMHelpers.h"
#include "AnimationLogging.h"
#include "AnimUtil.h"
#include "AnimClip.h"
AnimBlendLinear::AnimBlendLinear(const QString& id, float alpha) :
AnimNode(AnimNode::Type::BlendLinear, id),
@ -34,24 +35,13 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo
} else if (_children.size() == 1) {
_poses = _children[0]->evaluate(animVars, dt, triggersOut);
} else {
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);
if (prevPoseIndex == nextPoseIndex) {
// this can happen if alpha is on an integer boundary
_poses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
} else {
// need to eval and blend between two children.
auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, dt, triggersOut);
if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
_poses.resize(prevPoses.size());
::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
}
}
evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt);
}
return _poses;
}
@ -60,3 +50,21 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo
const AnimPoseVec& AnimBlendLinear::getPosesInternal() const {
return _poses;
}
void AnimBlendLinear::evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha,
size_t prevPoseIndex, size_t nextPoseIndex, float dt) {
if (prevPoseIndex == nextPoseIndex) {
// this can happen if alpha is on an integer boundary
_poses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
} else {
// need to eval and blend between two children.
auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, dt, triggersOut);
auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, dt, triggersOut);
if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) {
_poses.resize(prevPoses.size());
::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
}
}
}

View file

@ -38,6 +38,9 @@ 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 dt);
AnimPoseVec _poses;
float _alpha;

View file

@ -0,0 +1,126 @@
//
// AnimBlendLinearMove.cpp
//
// 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
//
#include "AnimBlendLinearMove.h"
#include <GLMHelpers.h>
#include "AnimationLogging.h"
#include "AnimUtil.h"
#include "AnimClip.h"
AnimBlendLinearMove::AnimBlendLinearMove(const QString& id, float alpha, float desiredSpeed, const std::vector<float>& characteristicSpeeds) :
AnimNode(AnimNode::Type::BlendLinearMove, id),
_alpha(alpha),
_desiredSpeed(desiredSpeed),
_characteristicSpeeds(characteristicSpeeds) {
}
AnimBlendLinearMove::~AnimBlendLinearMove() {
}
const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) {
assert(_children.size() == _characteristicSpeeds.size());
_alpha = animVars.lookup(_alphaVar, _alpha);
_desiredSpeed = animVars.lookup(_desiredSpeedVar, _desiredSpeed);
if (_children.size() == 0) {
for (auto&& pose : _poses) {
pose = AnimPose::identity;
}
} else if (_children.size() == 1) {
const float alpha = 0.0f;
const int prevPoseIndex = 0;
const int nextPoseIndex = 0;
float prevDeltaTime, nextDeltaTime;
setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut);
evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime);
} else {
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);
}

View 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

View file

@ -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() {

View file

@ -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

View file

@ -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; }

View file

@ -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",

View 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));
}

View 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

View file

@ -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;

View file

@ -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:

View file

@ -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;
}

View file

@ -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

View file

@ -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

View file

@ -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};

View file

@ -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) {

View file

@ -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();
}

View file

@ -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