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Merge pull request #10045 from hyperlogic/feature/ac-avatar-translation
Added translation support to AC avatar animations.
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commit
aea5cf0ac0
1 changed files with 31 additions and 9 deletions
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@ -9,11 +9,15 @@
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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 <QDebug>
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#include <QThread>
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#include <glm/gtx/transform.hpp>
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#include <GLMHelpers.h>
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#include <AnimUtil.h>
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#include "ScriptableAvatar.h"
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QByteArray ScriptableAvatar::toByteArrayStateful(AvatarDataDetail dataDetail) {
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_globalPosition = getPosition();
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return AvatarData::toByteArrayStateful(dataDetail);
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@ -57,6 +61,14 @@ void ScriptableAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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_animSkeleton.reset();
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AvatarData::setSkeletonModelURL(skeletonModelURL);
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}
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static AnimPose composeAnimPose(const FBXJoint& fbxJoint, const glm::quat rotation, const glm::vec3 translation) {
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glm::mat4 translationMat = glm::translate(translation);
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glm::mat4 rotationMat = glm::mat4_cast(fbxJoint.preRotation * rotation * fbxJoint.postRotation);
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glm::mat4 finalMat = translationMat * fbxJoint.preTransform * rotationMat * fbxJoint.postTransform;
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return AnimPose(finalMat);
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}
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void ScriptableAvatar::update(float deltatime) {
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if (_bind.isNull() && !_skeletonFBXURL.isEmpty()) { // AvatarData will parse the .fst, but not get the .fbx skeleton.
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_bind = DependencyManager::get<AnimationCache>()->getAnimation(_skeletonFBXURL);
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@ -81,32 +93,42 @@ void ScriptableAvatar::update(float deltatime) {
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if (_jointData.size() != nJoints) {
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_jointData.resize(nJoints);
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}
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const int frameCount = _animation->getFrames().size();
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const FBXAnimationFrame& floorFrame = _animation->getFrames().at((int)glm::floor(currentFrame) % frameCount);
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const FBXAnimationFrame& ceilFrame = _animation->getFrames().at((int)glm::ceil(currentFrame) % frameCount);
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const float frameFraction = glm::fract(currentFrame);
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std::vector<AnimPose> poses = _animSkeleton->getRelativeDefaultPoses();
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const float UNIT_SCALE = 0.01f;
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for (int i = 0; i < animationJointNames.size(); i++) {
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const QString& name = animationJointNames[i];
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// As long as we need the model preRotations anyway, let's get the jointIndex from the bind skeleton rather than
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// trusting the .fst (which is sometimes not updated to match changes to .fbx).
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int mapping = _bind->getGeometry().getJointIndex(name);
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if (mapping != -1 && !_maskedJoints.contains(name)) {
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// Eventually, this should probably deal with post rotations and translations, too.
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poses[mapping].rot() = modelJoints[mapping].preRotation *
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safeMix(floorFrame.rotations.at(i), ceilFrame.rotations.at(i), frameFraction);;
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AnimPose floorPose = composeAnimPose(modelJoints[mapping], floorFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
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AnimPose ceilPose = composeAnimPose(modelJoints[mapping], ceilFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
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blend(1, &floorPose, &ceilPose, frameFraction, &poses[mapping]);
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}
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}
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_animSkeleton->convertRelativePosesToAbsolute(poses);
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std::vector<AnimPose> absPoses = poses;
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_animSkeleton->convertRelativePosesToAbsolute(absPoses);
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for (int i = 0; i < nJoints; i++) {
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JointData& data = _jointData[i];
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AnimPose& pose = poses[i];
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if (data.rotation != pose.rot()) {
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data.rotation = pose.rot();
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AnimPose& absPose = absPoses[i];
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if (data.rotation != absPose.rot()) {
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data.rotation = absPose.rot();
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data.rotationSet = true;
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}
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AnimPose& relPose = poses[i];
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if (data.translation != relPose.trans()) {
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data.translation = relPose.trans();
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data.translationSet = true;
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}
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}
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} else {
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