mirror of
https://github.com/overte-org/overte.git
synced 2025-04-15 12:28:51 +02:00
Merge with master
This commit is contained in:
commit
adfc935fdb
5 changed files with 147 additions and 149 deletions
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@ -216,7 +216,6 @@ bool AnimationPropertyGroup::appendToEditPacket(OctreePacketData* packetData,
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bool AnimationPropertyGroup::decodeFromEditPacket(EntityPropertyFlags& propertyFlags, const unsigned char*& dataAt , int& processedBytes) {
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int bytesRead = 0;
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bool overwriteLocalData = true;
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bool somethingChanged = false;
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@ -360,3 +359,21 @@ int AnimationPropertyGroup::readEntitySubclassDataFromBuffer(const unsigned char
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READ_ENTITY_PROPERTY(PROP_ANIMATION_HOLD, bool, setHold);
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return bytesRead;
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}
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float AnimationPropertyGroup::getNumFrames() const {
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return _lastFrame - _firstFrame + 1.0f;
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}
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float AnimationPropertyGroup::computeLoopedFrame(float frame) const {
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float numFrames = getNumFrames();
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if (numFrames > 1.0f) {
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frame = getFirstFrame() + fmodf(frame - getFirstFrame(), numFrames);
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} else {
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frame = getFirstFrame();
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}
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return frame;
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}
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bool AnimationPropertyGroup::isValidAndRunning() const {
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return getRunning() && (getFPS() > 0.0f) && (getNumFrames() > 1.0f) && !(getURL().isEmpty());
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}
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@ -77,6 +77,10 @@ public:
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
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bool& somethingChanged) override;
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float getNumFrames() const;
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float computeLoopedFrame(float frame) const;
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bool isValidAndRunning() const;
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DEFINE_PROPERTY_REF(PROP_ANIMATION_URL, URL, url, QString, "");
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DEFINE_PROPERTY(PROP_ANIMATION_FPS, FPS, fps, float, 30.0f);
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DEFINE_PROPERTY(PROP_ANIMATION_FRAME_INDEX, CurrentFrame, currentFrame, float, 0.0f);
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@ -603,7 +603,7 @@ protected:
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//
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// DirtyFlags are set whenever a property changes that the EntitySimulation needs to know about.
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uint32_t _flags { 0 }; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
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std::atomic_uint _flags { 0 }; // things that have changed from EXTERNAL changes (via script or packet) but NOT from simulation
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// these backpointers are only ever set/cleared by friends:
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EntityTreeElementPointer _element; // set by EntityTreeElement
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@ -82,12 +82,12 @@ bool ModelEntityItem::setProperties(const EntityItemProperties& properties) {
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(jointTranslations, setJointTranslations);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(relayParentJoints, setRelayParentJoints);
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bool somethingChangedInAnimations = _animationProperties.setProperties(properties);
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if (somethingChangedInAnimations) {
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_flags |= Simulation::DIRTY_UPDATEABLE;
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}
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somethingChanged = somethingChanged || somethingChangedInAnimations;
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withWriteLock([&] {
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AnimationPropertyGroup animationProperties = _animationProperties;
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animationProperties.setProperties(properties);
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bool somethingChangedInAnimations = applyNewAnimationProperties(animationProperties);
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somethingChanged = somethingChanged || somethingChangedInAnimations;
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});
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if (somethingChanged) {
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bool wantDebug = false;
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@ -118,12 +118,16 @@ int ModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data,
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READ_ENTITY_PROPERTY(PROP_TEXTURES, QString, setTextures);
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READ_ENTITY_PROPERTY(PROP_RELAY_PARENT_JOINTS, bool, setRelayParentJoints);
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// grab a local copy of _animationProperties to avoid multiple locks
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int bytesFromAnimation;
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withWriteLock([&] {
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// Note: since we've associated our _animationProperties with our _animationLoop, the readEntitySubclassDataFromBuffer()
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// will automatically read into the animation loop
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bytesFromAnimation = _animationProperties.readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args,
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withReadLock([&] {
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AnimationPropertyGroup animationProperties = _animationProperties;
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bytesFromAnimation = animationProperties.readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args,
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propertyFlags, overwriteLocalData, animationPropertiesChanged);
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if (animationPropertiesChanged) {
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applyNewAnimationProperties(animationProperties);
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somethingChanged = true;
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}
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});
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bytesRead += bytesFromAnimation;
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@ -131,11 +135,6 @@ int ModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data,
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READ_ENTITY_PROPERTY(PROP_SHAPE_TYPE, ShapeType, setShapeType);
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if (animationPropertiesChanged) {
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_flags |= Simulation::DIRTY_UPDATEABLE;
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somethingChanged = true;
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}
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READ_ENTITY_PROPERTY(PROP_JOINT_ROTATIONS_SET, QVector<bool>, setJointRotationsSet);
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READ_ENTITY_PROPERTY(PROP_JOINT_ROTATIONS, QVector<glm::quat>, setJointRotations);
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READ_ENTITY_PROPERTY(PROP_JOINT_TRANSLATIONS_SET, QVector<bool>, setJointTranslationsSet);
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@ -194,88 +193,38 @@ void ModelEntityItem::appendSubclassData(OctreePacketData* packetData, EncodeBit
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// added update function back for property fix
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void ModelEntityItem::update(const quint64& now) {
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auto currentAnimationProperties = this->getAnimationProperties();
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if (_previousAnimationProperties != currentAnimationProperties) {
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withWriteLock([&] {
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// if we hit start animation or change the first or last frame then restart the animation
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if ((currentAnimationProperties.getFirstFrame() != _previousAnimationProperties.getFirstFrame()) ||
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(currentAnimationProperties.getLastFrame() != _previousAnimationProperties.getLastFrame()) ||
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(currentAnimationProperties.getRunning() && !_previousAnimationProperties.getRunning())) {
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assert(_lastAnimated > 0);
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// when we start interface and the property is are set then the current frame is initialized to -1
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if (_currentFrame < 0) {
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// don't reset _lastAnimated here because we need the timestamp from the ModelEntityItem constructor for when the properties were set
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_currentFrame = currentAnimationProperties.getCurrentFrame();
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setAnimationCurrentFrame(_currentFrame);
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} else {
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_lastAnimated = usecTimestampNow();
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_currentFrame = currentAnimationProperties.getFirstFrame();
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setAnimationCurrentFrame(currentAnimationProperties.getFirstFrame());
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}
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} else if (!currentAnimationProperties.getRunning() && _previousAnimationProperties.getRunning()) {
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_currentFrame = currentAnimationProperties.getFirstFrame();
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setAnimationCurrentFrame(_currentFrame);
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} else if (currentAnimationProperties.getCurrentFrame() != _previousAnimationProperties.getCurrentFrame()) {
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// don't reset _lastAnimated here because the currentFrame was set with the previous setting of _lastAnimated
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_currentFrame = currentAnimationProperties.getCurrentFrame();
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}
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});
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_previousAnimationProperties = this->getAnimationProperties();
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}
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if (!(getAnimationFirstFrame() < 0) && !(getAnimationFirstFrame() > getAnimationLastFrame())) {
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updateFrameCount();
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}
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EntityItem::update(now);
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}
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bool ModelEntityItem::needsToCallUpdate() const {
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return isAnimatingSomething();
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}
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void ModelEntityItem::updateFrameCount() {
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if (_currentFrame < 0.0f) {
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return;
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}
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if (!_lastAnimated) {
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_lastAnimated = usecTimestampNow();
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return;
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}
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auto now = usecTimestampNow();
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// update the interval since the last animation.
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// increment timestamp before checking "hold"
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auto interval = now - _lastAnimated;
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_lastAnimated = now;
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// if fps is negative then increment timestamp and return.
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if (getAnimationFPS() < 0.0f) {
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// grab a local copy of _animationProperties to avoid multiple locks
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auto animationProperties = getAnimationProperties();
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// bail on "hold"
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if (animationProperties.getHold()) {
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return;
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}
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int updatedFrameCount = getAnimationLastFrame() - getAnimationFirstFrame() + 1;
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if (!getAnimationHold() && getAnimationIsPlaying()) {
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float deltaTime = (float)interval / (float)USECS_PER_SECOND;
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_currentFrame += (deltaTime * getAnimationFPS());
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if (_currentFrame > getAnimationLastFrame() + 1) {
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if (getAnimationLoop() && getAnimationFirstFrame() != getAnimationLastFrame()) {
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_currentFrame = getAnimationFirstFrame() + (int)(_currentFrame - getAnimationFirstFrame()) % updatedFrameCount;
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} else {
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_currentFrame = getAnimationLastFrame();
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}
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} else if (_currentFrame < getAnimationFirstFrame()) {
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if (getAnimationFirstFrame() < 0) {
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_currentFrame = 0;
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} else {
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_currentFrame = getAnimationFirstFrame();
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}
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// increment animation frame
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_currentFrame += (animationProperties.getFPS() * ((float)interval) / (float)USECS_PER_SECOND);
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if (_currentFrame > animationProperties.getLastFrame() + 1.0f) {
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if (animationProperties.getLoop()) {
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_currentFrame = animationProperties.computeLoopedFrame(_currentFrame);
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} else {
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_currentFrame = animationProperties.getLastFrame();
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}
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} else if (_currentFrame < animationProperties.getFirstFrame()) {
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if (animationProperties.getFirstFrame() < 0.0f) {
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_currentFrame = 0.0f;
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} else {
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_currentFrame = animationProperties.getFirstFrame();
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}
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// qCDebug(entities) << "in update frame " << _currentFrame;
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setAnimationCurrentFrame(_currentFrame);
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}
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setAnimationCurrentFrame(_currentFrame);
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EntityItem::update(now);
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}
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void ModelEntityItem::debugDump() const {
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@ -351,67 +300,61 @@ void ModelEntityItem::setAnimationURL(const QString& url) {
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}
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void ModelEntityItem::setAnimationSettings(const QString& value) {
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// the animations setting is a JSON string that may contain various animation settings.
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// if it includes fps, currentFrame, or running, those values will be parsed out and
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// will over ride the regular animation settings
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// NOTE: this method only called for old bitstream format
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QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8());
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QJsonObject settingsAsJsonObject = settingsAsJson.object();
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QVariantMap settingsMap = settingsAsJsonObject.toVariantMap();
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if (settingsMap.contains("fps")) {
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float fps = settingsMap["fps"].toFloat();
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setAnimationFPS(fps);
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}
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withWriteLock([&] {
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auto animationProperties = _animationProperties;
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// old settings used frameIndex
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if (settingsMap.contains("frameIndex")) {
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float currentFrame = settingsMap["frameIndex"].toFloat();
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#ifdef WANT_DEBUG
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if (!getAnimationURL().isEmpty()) {
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qCDebug(entities) << "ModelEntityItem::setAnimationSettings() calling setAnimationFrameIndex()...";
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qCDebug(entities) << " model URL:" << getModelURL();
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qCDebug(entities) << " animation URL:" << getAnimationURL();
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qCDebug(entities) << " settings:" << value;
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qCDebug(entities) << " settingsMap[frameIndex]:" << settingsMap["frameIndex"];
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qCDebug(entities" currentFrame: %20.5f", currentFrame);
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// the animations setting is a JSON string that may contain various animation settings.
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// if it includes fps, currentFrame, or running, those values will be parsed out and
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// will over ride the regular animation settings
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QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8());
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QJsonObject settingsAsJsonObject = settingsAsJson.object();
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QVariantMap settingsMap = settingsAsJsonObject.toVariantMap();
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if (settingsMap.contains("fps")) {
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float fps = settingsMap["fps"].toFloat();
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animationProperties.setFPS(fps);
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}
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#endif
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setAnimationCurrentFrame(currentFrame);
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}
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if (settingsMap.contains("running")) {
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bool running = settingsMap["running"].toBool();
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if (running != getAnimationIsPlaying()) {
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setAnimationIsPlaying(running);
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// old settings used frameIndex
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if (settingsMap.contains("frameIndex")) {
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float currentFrame = settingsMap["frameIndex"].toFloat();
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animationProperties.setCurrentFrame(currentFrame);
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}
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}
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if (settingsMap.contains("firstFrame")) {
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float firstFrame = settingsMap["firstFrame"].toFloat();
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setAnimationFirstFrame(firstFrame);
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}
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if (settingsMap.contains("running")) {
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bool running = settingsMap["running"].toBool();
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if (running != animationProperties.getRunning()) {
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animationProperties.setRunning(running);
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}
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}
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if (settingsMap.contains("lastFrame")) {
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float lastFrame = settingsMap["lastFrame"].toFloat();
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setAnimationLastFrame(lastFrame);
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}
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if (settingsMap.contains("firstFrame")) {
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float firstFrame = settingsMap["firstFrame"].toFloat();
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animationProperties.setFirstFrame(firstFrame);
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}
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if (settingsMap.contains("loop")) {
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bool loop = settingsMap["loop"].toBool();
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setAnimationLoop(loop);
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}
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if (settingsMap.contains("lastFrame")) {
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float lastFrame = settingsMap["lastFrame"].toFloat();
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animationProperties.setLastFrame(lastFrame);
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}
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if (settingsMap.contains("hold")) {
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bool hold = settingsMap["hold"].toBool();
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setAnimationHold(hold);
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}
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if (settingsMap.contains("loop")) {
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bool loop = settingsMap["loop"].toBool();
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animationProperties.setLoop(loop);
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}
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if (settingsMap.contains("allowTranslation")) {
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bool allowTranslation = settingsMap["allowTranslation"].toBool();
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setAnimationAllowTranslation(allowTranslation);
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}
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_flags |= Simulation::DIRTY_UPDATEABLE;
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if (settingsMap.contains("hold")) {
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bool hold = settingsMap["hold"].toBool();
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animationProperties.setHold(hold);
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}
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if (settingsMap.contains("allowTranslation")) {
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bool allowTranslation = settingsMap["allowTranslation"].toBool();
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animationProperties.setAllowTranslation(allowTranslation);
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}
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applyNewAnimationProperties(animationProperties);
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});
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}
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void ModelEntityItem::setAnimationIsPlaying(bool value) {
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@ -705,8 +648,43 @@ float ModelEntityItem::getAnimationFPS() const {
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bool ModelEntityItem::isAnimatingSomething() const {
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return resultWithReadLock<bool>([&] {
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return !_animationProperties.getURL().isEmpty() &&
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_animationProperties.getRunning() &&
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(_animationProperties.getFPS() != 0.0f);
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});
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return _animationProperties.isValidAndRunning();
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});
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}
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bool ModelEntityItem::applyNewAnimationProperties(AnimationPropertyGroup newProperties) {
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// call applyNewAnimationProperties() whenever trying to update _animationProperties
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// because there is some reset logic we need to do whenever the animation "config" properties change
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// NOTE: this private method is always called inside withWriteLock()
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// if we hit start animation or change the first or last frame then restart the animation
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if ((newProperties.getFirstFrame() != _animationProperties.getFirstFrame()) ||
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(newProperties.getLastFrame() != _animationProperties.getLastFrame()) ||
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(newProperties.getRunning() && !_animationProperties.getRunning())) {
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// when we start interface and the property is are set then the current frame is initialized to -1
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if (_currentFrame < 0.0f) {
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// don't reset _lastAnimated here because we need the timestamp from the ModelEntityItem constructor for when the properties were set
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_currentFrame = newProperties.getCurrentFrame();
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newProperties.setCurrentFrame(_currentFrame);
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} else {
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_lastAnimated = usecTimestampNow();
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_currentFrame = newProperties.getFirstFrame();
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newProperties.setCurrentFrame(newProperties.getFirstFrame());
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}
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} else if (!newProperties.getRunning() && _animationProperties.getRunning()) {
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_currentFrame = newProperties.getFirstFrame();
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newProperties.setCurrentFrame(_currentFrame);
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} else if (newProperties.getCurrentFrame() != _animationProperties.getCurrentFrame()) {
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// don't reset _lastAnimated here because the currentFrame was set with the previous setting of _lastAnimated
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_currentFrame = newProperties.getCurrentFrame();
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}
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// finally apply the changes
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bool somethingChanged = newProperties != _animationProperties;
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if (somethingChanged) {
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_animationProperties = newProperties;
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_flags |= Simulation::DIRTY_UPDATEABLE;
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}
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return somethingChanged;
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}
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@ -46,10 +46,9 @@ public:
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData,
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bool& somethingChanged) override;
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// update() and needstocallupdate() added back for the entity property fix
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virtual void update(const quint64& now) override;
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virtual bool needsToCallUpdate() const override;
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void updateFrameCount();
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bool needsToCallUpdate() const override { return isAnimatingSomething(); }
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virtual void debugDump() const override;
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@ -132,6 +131,7 @@ public:
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private:
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void setAnimationSettings(const QString& value); // only called for old bitstream format
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bool applyNewAnimationProperties(AnimationPropertyGroup newProperties);
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ShapeType computeTrueShapeType() const;
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protected:
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@ -172,7 +172,6 @@ protected:
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private:
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uint64_t _lastAnimated{ 0 };
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AnimationPropertyGroup _previousAnimationProperties;
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float _currentFrame{ -1.0f };
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};
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