mirror of
https://github.com/overte-org/overte.git
synced 2025-08-04 02:23:38 +02:00
Cleaner intgerface, including cleanup.
This commit is contained in:
parent
4c6867bb9c
commit
3d2f00c609
2 changed files with 44 additions and 19 deletions
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <glm/gtx/vector_angle.hpp>
|
||||
#include <queue>
|
||||
#include <QScriptValueIterator>
|
||||
|
||||
#include <NumericalConstants.h>
|
||||
#include <DebugDraw.h>
|
||||
|
@ -604,6 +605,42 @@ void Rig::computeMotionAnimationState(float deltaTime, const glm::vec3& worldPos
|
|||
_lastPosition = worldPosition;
|
||||
}
|
||||
|
||||
void Rig::addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) {
|
||||
_stateHandlers = handler;
|
||||
}
|
||||
void Rig::removeAnimationStateHandler(QScriptValue handler) {
|
||||
_stateHandlersResultsToRemove = _stateHandlersResults;
|
||||
_stateHandlers = _stateHandlersResults = QScriptValue();
|
||||
}
|
||||
void Rig::cleanupAnimationStateHandler() {
|
||||
if (!_stateHandlersResultsToRemove.isValid()) {
|
||||
return;
|
||||
}
|
||||
QScriptValueIterator property(_stateHandlersResultsToRemove);
|
||||
while (property.hasNext()) {
|
||||
property.next();
|
||||
_animVars.unset(property.name());
|
||||
}
|
||||
_stateHandlersResultsToRemove = QScriptValue();
|
||||
}
|
||||
void Rig::updateAnimationStateHandlers() {
|
||||
if (!_stateHandlers.isValid()) {
|
||||
return;
|
||||
}
|
||||
// TODO: iterate multiple handlers, but with one shared arg.
|
||||
// TODO: fill the properties based on the union of requested properties. (Keep all properties objs and compute new union when add/remove handler.)
|
||||
// TODO: check QScriptEngine::hasUncaughtException()
|
||||
// TODO: call asynchronously (through a signal on script), so that each script is single threaded, and so we never block here.
|
||||
// This will require inboundMaps to be kept in the list of per-handler data.
|
||||
QScriptEngine* engine = _stateHandlers.engine();
|
||||
QScriptValue outboundMap = _animVars.animVariantMapToScriptValue(engine);
|
||||
QScriptValueList args;
|
||||
args << outboundMap;
|
||||
_stateHandlersResults = _stateHandlers.call(QScriptValue(), args);
|
||||
_animVars.animVariantMapFromScriptValue(_stateHandlersResults);
|
||||
//qCDebug(animation) << _animVars.lookup("foo", QString("not set"));
|
||||
}
|
||||
|
||||
void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
|
||||
|
||||
if (_enableAnimGraph) {
|
||||
|
@ -611,20 +648,7 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) {
|
|||
return;
|
||||
}
|
||||
|
||||
if (_stateHandlers.isValid()) {
|
||||
// TODO: iterate multiple handlers, but with one shared arg.
|
||||
// TODO: fill the properties based on the union of requested properties. (Keep all properties objs and compute new union when add/remove handler.)
|
||||
// TODO: check QScriptEngine::hasUncaughtException()
|
||||
// TODO: call asynchronously (through a signal on script), so that each script is single threaded, and so we never block here.
|
||||
// This will require inboundMaps to be kept in the list of per-handler data.
|
||||
QScriptEngine* engine = _stateHandlers.engine();
|
||||
QScriptValue outboundMap = _animVars.animVariantMapToScriptValue(engine);
|
||||
QScriptValueList args;
|
||||
args << outboundMap;
|
||||
_stateHandlersResults = _stateHandlers.call(QScriptValue(), args);
|
||||
_animVars.animVariantMapFromScriptValue(_stateHandlersResults);
|
||||
//qCDebug(animation) << _animVars.lookup("foo", QString("not set"));
|
||||
}
|
||||
updateAnimationStateHandlers();
|
||||
// evaluate the animation
|
||||
AnimNode::Triggers triggersOut;
|
||||
AnimPoseVec poses = _animNode->evaluate(_animVars, deltaTime, triggersOut);
|
||||
|
@ -1201,9 +1225,7 @@ void Rig::updateFromHandParameters(const HandParameters& params, float dt) {
|
|||
_animVars.set("leftHandType", (int)IKTarget::Type::HipsRelativeRotationAndPosition);
|
||||
}
|
||||
if (params.isRightEnabled) {
|
||||
if (!_stateHandlersResults.property("rightHandPosition", QScriptValue::ResolveLocal).isValid()) {
|
||||
_animVars.set("rightHandPosition", rootBindPose.trans + rootBindPose.rot * yFlipHACK * params.rightPosition);
|
||||
}
|
||||
_animVars.set("rightHandPosition", rootBindPose.trans + rootBindPose.rot * yFlipHACK * params.rightPosition);
|
||||
_animVars.set("rightHandRotation", rootBindPose.rot * yFlipHACK * params.rightOrientation);
|
||||
_animVars.set("rightHandType", (int)IKTarget::Type::RotationAndPosition);
|
||||
} else {
|
||||
|
|
|
@ -200,12 +200,14 @@ public:
|
|||
AnimNode::ConstPointer getAnimNode() const { return _animNode; }
|
||||
AnimSkeleton::ConstPointer getAnimSkeleton() const { return _animSkeleton; }
|
||||
bool disableHands {false}; // should go away with rig animation (and Rig::inverseKinematics)
|
||||
void addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList) { _stateHandlers = handler; }
|
||||
void removeAnimationStateHandler(QScriptValue handler) { _stateHandlers = QScriptValue(); }
|
||||
void addAnimationStateHandler(QScriptValue handler, QScriptValue propertiesList);
|
||||
void removeAnimationStateHandler(QScriptValue handler);
|
||||
void cleanupAnimationStateHandler();
|
||||
|
||||
bool getModelOffset(glm::vec3& modelOffsetOut) const;
|
||||
|
||||
protected:
|
||||
void updateAnimationStateHandlers();
|
||||
|
||||
void updateLeanJoint(int index, float leanSideways, float leanForward, float torsoTwist);
|
||||
void updateNeckJoint(int index, const HeadParameters& params);
|
||||
|
@ -248,6 +250,7 @@ public:
|
|||
private:
|
||||
QScriptValue _stateHandlers {};
|
||||
QScriptValue _stateHandlersResults {};
|
||||
QScriptValue _stateHandlersResultsToRemove {};
|
||||
};
|
||||
|
||||
#endif /* defined(__hifi__Rig__) */
|
||||
|
|
Loading…
Reference in a new issue