Cleaner intgerface, including cleanup.

This commit is contained in:
Howard Stearns 2015-10-20 17:01:45 -07:00
parent 4c6867bb9c
commit 3d2f00c609
2 changed files with 44 additions and 19 deletions

View file

@ -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 {

View file

@ -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__) */