diff --git a/interface/src/Menu.cpp b/interface/src/Menu.cpp index a48ee4e7db..f60f67869e 100644 --- a/interface/src/Menu.cpp +++ b/interface/src/Menu.cpp @@ -510,6 +510,8 @@ Menu::Menu() { avatar.get(), SLOT(setEnableInverseKinematics(bool))); addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderSensorToWorldMatrix, 0, false, avatar.get(), SLOT(setEnableDebugDrawSensorToWorldMatrix(bool))); + addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::RenderIKTargets, 0, false, + avatar.get(), SLOT(setEnableDebugDrawIKTargets(bool))); addCheckableActionToQMenuAndActionHash(avatarDebugMenu, MenuOption::ActionMotorControl, Qt::CTRL | Qt::SHIFT | Qt::Key_K, true, avatar.get(), SLOT(updateMotionBehaviorFromMenu()), diff --git a/interface/src/Menu.h b/interface/src/Menu.h index b4eaf56758..14b2f4aeaa 100644 --- a/interface/src/Menu.h +++ b/interface/src/Menu.h @@ -161,6 +161,7 @@ namespace MenuOption { const QString RenderResolutionThird = "1/3"; const QString RenderResolutionQuarter = "1/4"; const QString RenderSensorToWorldMatrix = "Show SensorToWorld Matrix"; + const QString RenderIKTargets = "Show IK Targets"; const QString ResetAvatarSize = "Reset Avatar Size"; const QString ResetSensors = "Reset Sensors"; const QString RunningScripts = "Running Scripts..."; diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index e0f4b55393..0d0390a365 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -491,6 +491,11 @@ void MyAvatar::simulate(float deltaTime) { { PerformanceTimer perfTimer("skeleton"); + + if (_rig) { + _rig->setEnableDebugDrawIKTargets(_enableDebugDrawIKTargets); + } + _skeletonModel->simulate(deltaTime); } @@ -916,6 +921,10 @@ void MyAvatar::setEnableDebugDrawSensorToWorldMatrix(bool isEnabled) { } } +void MyAvatar::setEnableDebugDrawIKTargets(bool isEnabled) { + _enableDebugDrawIKTargets = isEnabled; +} + void MyAvatar::setEnableMeshVisible(bool isEnabled) { render::ScenePointer scene = qApp->getMain3DScene(); _skeletonModel->setVisibleInScene(isEnabled, scene); diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index 9f93fa1bd2..add57cf5be 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -482,6 +482,7 @@ public slots: void setEnableDebugDrawPosition(bool isEnabled); void setEnableDebugDrawHandControllers(bool isEnabled); void setEnableDebugDrawSensorToWorldMatrix(bool isEnabled); + void setEnableDebugDrawIKTargets(bool isEnabled); bool getEnableMeshVisible() const { return _skeletonModel->isVisible(); } void setEnableMeshVisible(bool isEnabled); void setUseAnimPreAndPostRotations(bool isEnabled); @@ -668,6 +669,7 @@ private: bool _enableDebugDrawAnimPose { false }; bool _enableDebugDrawHandControllers { false }; bool _enableDebugDrawSensorToWorldMatrix { false }; + bool _enableDebugDrawIKTargets { false }; AudioListenerMode _audioListenerMode; glm::vec3 _customListenPosition; diff --git a/libraries/animation/src/AnimBlendLinear.cpp b/libraries/animation/src/AnimBlendLinear.cpp index 52c440a14e..936126bf52 100644 --- a/libraries/animation/src/AnimBlendLinear.cpp +++ b/libraries/animation/src/AnimBlendLinear.cpp @@ -24,7 +24,7 @@ AnimBlendLinear::~AnimBlendLinear() { } -const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { +const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { _alpha = animVars.lookup(_alphaVar, _alpha); @@ -33,7 +33,7 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo pose = AnimPose::identity; } } else if (_children.size() == 1) { - _poses = _children[0]->evaluate(animVars, dt, triggersOut); + _poses = _children[0]->evaluate(animVars, context, dt, triggersOut); } else { float clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1)); @@ -41,7 +41,7 @@ const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, flo size_t nextPoseIndex = glm::ceil(clampedAlpha); float alpha = glm::fract(clampedAlpha); - evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt); + evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt); } return _poses; } @@ -51,15 +51,15 @@ const AnimPoseVec& AnimBlendLinear::getPosesInternal() const { return _poses; } -void AnimBlendLinear::evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha, +void AnimBlendLinear::evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, 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); + _poses = _children[prevPoseIndex]->evaluate(animVars, context, 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); + auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, context, dt, triggersOut); + auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, context, dt, triggersOut); if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) { _poses.resize(prevPoses.size()); diff --git a/libraries/animation/src/AnimBlendLinear.h b/libraries/animation/src/AnimBlendLinear.h index 2478f9b473..0dae6aabdb 100644 --- a/libraries/animation/src/AnimBlendLinear.h +++ b/libraries/animation/src/AnimBlendLinear.h @@ -30,7 +30,7 @@ public: AnimBlendLinear(const QString& id, float alpha); virtual ~AnimBlendLinear() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; void setAlphaVar(const QString& alphaVar) { _alphaVar = alphaVar; } @@ -38,7 +38,7 @@ protected: // for AnimDebugDraw rendering virtual const AnimPoseVec& getPosesInternal() const override; - void evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha, + void evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, Triggers& triggersOut, float alpha, size_t prevPoseIndex, size_t nextPoseIndex, float dt); AnimPoseVec _poses; diff --git a/libraries/animation/src/AnimBlendLinearMove.cpp b/libraries/animation/src/AnimBlendLinearMove.cpp index 609b464512..40fbb5a6f7 100644 --- a/libraries/animation/src/AnimBlendLinearMove.cpp +++ b/libraries/animation/src/AnimBlendLinearMove.cpp @@ -26,7 +26,7 @@ AnimBlendLinearMove::~AnimBlendLinearMove() { } -const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { +const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { assert(_children.size() == _characteristicSpeeds.size()); @@ -43,7 +43,7 @@ const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, const int nextPoseIndex = 0; float prevDeltaTime, nextDeltaTime; setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut); - evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime); + evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime); } else { auto clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1)); @@ -52,7 +52,7 @@ const AnimPoseVec& AnimBlendLinearMove::evaluate(const AnimVariantMap& animVars, auto alpha = glm::fract(clampedAlpha); float prevDeltaTime, nextDeltaTime; setFrameAndPhase(dt, alpha, prevPoseIndex, nextPoseIndex, &prevDeltaTime, &nextDeltaTime, triggersOut); - evaluateAndBlendChildren(animVars, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime); + evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, prevDeltaTime, nextDeltaTime); } return _poses; } @@ -62,16 +62,16 @@ const AnimPoseVec& AnimBlendLinearMove::getPosesInternal() const { return _poses; } -void AnimBlendLinearMove::evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha, +void AnimBlendLinearMove::evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, 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); + _poses = _children[prevPoseIndex]->evaluate(animVars, context, 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); + auto prevPoses = _children[prevPoseIndex]->evaluate(animVars, context, prevDeltaTime, triggersOut); + auto nextPoses = _children[nextPoseIndex]->evaluate(animVars, context, nextDeltaTime, triggersOut); if (prevPoses.size() > 0 && prevPoses.size() == nextPoses.size()) { _poses.resize(prevPoses.size()); diff --git a/libraries/animation/src/AnimBlendLinearMove.h b/libraries/animation/src/AnimBlendLinearMove.h index 4e04ce29cb..083858f873 100644 --- a/libraries/animation/src/AnimBlendLinearMove.h +++ b/libraries/animation/src/AnimBlendLinearMove.h @@ -39,7 +39,7 @@ public: AnimBlendLinearMove(const QString& id, float alpha, float desiredSpeed, const std::vector& characteristicSpeeds); virtual ~AnimBlendLinearMove() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; void setAlphaVar(const QString& alphaVar) { _alphaVar = alphaVar; } void setDesiredSpeedVar(const QString& desiredSpeedVar) { _desiredSpeedVar = desiredSpeedVar; } @@ -48,7 +48,7 @@ protected: // for AnimDebugDraw rendering virtual const AnimPoseVec& getPosesInternal() const override; - void evaluateAndBlendChildren(const AnimVariantMap& animVars, Triggers& triggersOut, float alpha, + void evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, Triggers& triggersOut, float alpha, size_t prevPoseIndex, size_t nextPoseIndex, float prevDeltaTime, float nextDeltaTime); diff --git a/libraries/animation/src/AnimClip.cpp b/libraries/animation/src/AnimClip.cpp index cb1d058576..1118e21c91 100644 --- a/libraries/animation/src/AnimClip.cpp +++ b/libraries/animation/src/AnimClip.cpp @@ -31,7 +31,7 @@ AnimClip::~AnimClip() { } -const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { +const AnimPoseVec& AnimClip::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { // lookup parameters from animVars, using current instance variables as defaults. _startFrame = animVars.lookup(_startFrameVar, _startFrame); diff --git a/libraries/animation/src/AnimClip.h b/libraries/animation/src/AnimClip.h index 7989f6d172..c7e7ebf3ee 100644 --- a/libraries/animation/src/AnimClip.h +++ b/libraries/animation/src/AnimClip.h @@ -30,7 +30,7 @@ public: AnimClip(const QString& id, const QString& url, float startFrame, float endFrame, float timeScale, bool loopFlag, bool mirrorFlag); virtual ~AnimClip() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; void setStartFrameVar(const QString& startFrameVar) { _startFrameVar = startFrameVar; } void setEndFrameVar(const QString& endFrameVar) { _endFrameVar = endFrameVar; } diff --git a/libraries/animation/src/AnimContext.cpp b/libraries/animation/src/AnimContext.cpp new file mode 100644 index 0000000000..c8d3e7bcda --- /dev/null +++ b/libraries/animation/src/AnimContext.cpp @@ -0,0 +1,16 @@ +// +// AnimContext.cpp +// +// Created by Anthony J. Thibault on 9/19/16. +// Copyright (c) 2016 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 "AnimContext.h" + +AnimContext::AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix) : + _enableDebugDrawIKTargets(enableDebugDrawIKTargets), + _geometryToRigMatrix(geometryToRigMatrix) { +} diff --git a/libraries/animation/src/AnimContext.h b/libraries/animation/src/AnimContext.h new file mode 100644 index 0000000000..3170911e14 --- /dev/null +++ b/libraries/animation/src/AnimContext.h @@ -0,0 +1,30 @@ +// +// AnimContext.h +// +// Created by Anthony J. Thibault on 9/19/16. +// Copyright (c) 2016 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_AnimContext_h +#define hifi_AnimContext_h + +#include +#include + +class AnimContext { +public: + AnimContext(bool enableDebugDrawIKTargets, const glm::mat4& geometryToRigMatrix); + + bool getEnableDebugDrawIKTargets() const { return _enableDebugDrawIKTargets; } + const glm::mat4& getGeometryToRigMatrix() const { return _geometryToRigMatrix; } + +protected: + + bool _enableDebugDrawIKTargets { false }; + glm::mat4 _geometryToRigMatrix; +}; + +#endif // hifi_AnimContext_h diff --git a/libraries/animation/src/AnimInverseKinematics.cpp b/libraries/animation/src/AnimInverseKinematics.cpp index fa8e4654f6..2c9376d591 100644 --- a/libraries/animation/src/AnimInverseKinematics.cpp +++ b/libraries/animation/src/AnimInverseKinematics.cpp @@ -14,6 +14,8 @@ #include #include #include +#include +#include "Rig.h" #include "ElbowConstraint.h" #include "SwingTwistConstraint.h" @@ -378,14 +380,14 @@ int AnimInverseKinematics::solveTargetWithCCD(const IKTarget& target, AnimPoseVe } //virtual -const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) { +const AnimPoseVec& AnimInverseKinematics::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) { // don't call this function, call overlay() instead assert(false); return _relativePoses; } //virtual -const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) { +const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) { const float MAX_OVERLAY_DT = 1.0f / 30.0f; // what to clamp delta-time to in AnimInverseKinematics::overlay if (dt > MAX_OVERLAY_DT) { @@ -439,6 +441,28 @@ const AnimPoseVec& AnimInverseKinematics::overlay(const AnimVariantMap& animVars computeTargets(animVars, targets, underPoses); } + // debug render ik targets + if (context.getEnableDebugDrawIKTargets()) { + const vec4 WHITE(1.0f); + glm::mat4 rigToAvatarMat = createMatFromQuatAndPos(Quaternions::Y_180, glm::vec3()); + + for (auto& target : targets) { + glm::mat4 geomTargetMat = createMatFromQuatAndPos(target.getRotation(), target.getTranslation()); + glm::mat4 avatarTargetMat = rigToAvatarMat * context.getGeometryToRigMatrix() * geomTargetMat; + + QString name = QString("ikTarget%1").arg(target.getIndex()); + DebugDraw::getInstance().addMyAvatarMarker(name, glmExtractRotation(avatarTargetMat), extractTranslation(avatarTargetMat), WHITE); + } + } else if (context.getEnableDebugDrawIKTargets() != _previousEnableDebugIKTargets) { + // remove markers if they were added last frame. + for (auto& target : targets) { + QString name = QString("ikTarget%1").arg(target.getIndex()); + DebugDraw::getInstance().removeMyAvatarMarker(name); + } + } + + _previousEnableDebugIKTargets = context.getEnableDebugDrawIKTargets(); + if (targets.empty()) { // no IK targets but still need to enforce constraints std::map::iterator constraintItr = _constraints.begin(); diff --git a/libraries/animation/src/AnimInverseKinematics.h b/libraries/animation/src/AnimInverseKinematics.h index 892a5616b2..366e5f765e 100644 --- a/libraries/animation/src/AnimInverseKinematics.h +++ b/libraries/animation/src/AnimInverseKinematics.h @@ -34,8 +34,8 @@ public: void setTargetVars(const QString& jointName, const QString& positionVar, const QString& rotationVar, const QString& typeVar); - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, AnimNode::Triggers& triggersOut) override; - virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimNode::Triggers& triggersOut) override; + virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override; void clearIKJointLimitHistory(); @@ -97,6 +97,7 @@ protected: int _maxTargetIndex { 0 }; float _maxErrorOnLastSolve { FLT_MAX }; + bool _previousEnableDebugIKTargets { false }; }; #endif // hifi_AnimInverseKinematics_h diff --git a/libraries/animation/src/AnimManipulator.cpp b/libraries/animation/src/AnimManipulator.cpp index f2bd2d983a..111501898a 100644 --- a/libraries/animation/src/AnimManipulator.cpp +++ b/libraries/animation/src/AnimManipulator.cpp @@ -22,11 +22,11 @@ AnimManipulator::~AnimManipulator() { } -const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { - return overlay(animVars, dt, triggersOut, _skeleton->getRelativeBindPoses()); +const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { + return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeBindPoses()); } -const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) { +const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) { _alpha = animVars.lookup(_alphaVar, _alpha); _poses = underPoses; diff --git a/libraries/animation/src/AnimManipulator.h b/libraries/animation/src/AnimManipulator.h index 8534b9c269..26f50a7dd9 100644 --- a/libraries/animation/src/AnimManipulator.h +++ b/libraries/animation/src/AnimManipulator.h @@ -22,8 +22,8 @@ public: AnimManipulator(const QString& id, float alpha); virtual ~AnimManipulator() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; - virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) override; void setAlphaVar(const QString& alphaVar) { _alphaVar = alphaVar; } diff --git a/libraries/animation/src/AnimNode.h b/libraries/animation/src/AnimNode.h index 23f2e1c7b3..10db38f42e 100644 --- a/libraries/animation/src/AnimNode.h +++ b/libraries/animation/src/AnimNode.h @@ -20,6 +20,7 @@ #include "AnimSkeleton.h" #include "AnimVariant.h" +#include "AnimContext.h" class QJsonObject; @@ -72,9 +73,10 @@ public: AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; } - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) = 0; - virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) { - return evaluate(animVars, dt, triggersOut); + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) = 0; + virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut, + const AnimPoseVec& underPoses) { + return evaluate(animVars, context, dt, triggersOut); } void setCurrentFrame(float frame); diff --git a/libraries/animation/src/AnimOverlay.cpp b/libraries/animation/src/AnimOverlay.cpp index 8f60b972ce..dbc635af66 100644 --- a/libraries/animation/src/AnimOverlay.cpp +++ b/libraries/animation/src/AnimOverlay.cpp @@ -39,7 +39,7 @@ void AnimOverlay::buildBoneSet(BoneSet boneSet) { } } -const AnimPoseVec& AnimOverlay::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { +const AnimPoseVec& AnimOverlay::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { // lookup parameters from animVars, using current instance variables as defaults. // NOTE: switching bonesets can be an expensive operation, let's try to avoid it. @@ -51,8 +51,8 @@ const AnimPoseVec& AnimOverlay::evaluate(const AnimVariantMap& animVars, float d _alpha = animVars.lookup(_alphaVar, _alpha); if (_children.size() >= 2) { - auto& underPoses = _children[1]->evaluate(animVars, dt, triggersOut); - auto& overPoses = _children[0]->overlay(animVars, dt, triggersOut, underPoses); + auto& underPoses = _children[1]->evaluate(animVars, context, dt, triggersOut); + auto& overPoses = _children[0]->overlay(animVars, context, dt, triggersOut, underPoses); if (underPoses.size() > 0 && underPoses.size() == overPoses.size()) { _poses.resize(underPoses.size()); diff --git a/libraries/animation/src/AnimOverlay.h b/libraries/animation/src/AnimOverlay.h index eda8847d40..2f34c07309 100644 --- a/libraries/animation/src/AnimOverlay.h +++ b/libraries/animation/src/AnimOverlay.h @@ -43,7 +43,7 @@ public: AnimOverlay(const QString& id, BoneSet boneSet, float alpha); virtual ~AnimOverlay() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; void setBoneSetVar(const QString& boneSetVar) { _boneSetVar = boneSetVar; } void setAlphaVar(const QString& alphaVar) { _alphaVar = alphaVar; } diff --git a/libraries/animation/src/AnimStateMachine.cpp b/libraries/animation/src/AnimStateMachine.cpp index 41d8a94b0a..4e86b92c0b 100644 --- a/libraries/animation/src/AnimStateMachine.cpp +++ b/libraries/animation/src/AnimStateMachine.cpp @@ -21,7 +21,7 @@ AnimStateMachine::~AnimStateMachine() { } -const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) { +const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) { QString desiredStateID = animVars.lookup(_currentStateVar, _currentState->getID()); if (_currentState->getID() != desiredStateID) { @@ -29,7 +29,7 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, fl bool foundState = false; for (auto& state : _states) { if (state->getID() == desiredStateID) { - switchState(animVars, state); + switchState(animVars, context, state); foundState = true; break; } @@ -42,7 +42,7 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, fl // evaluate currentState transitions auto desiredState = evaluateTransitions(animVars); if (desiredState != _currentState) { - switchState(animVars, desiredState); + switchState(animVars, context, desiredState); } assert(_currentState); @@ -62,7 +62,7 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, fl } else if (_interpType == InterpType::SnapshotPrev) { // interp between the prev snapshot and evaluated next target. // this is useful for interping into a blend - localNextPoses = currentStateNode->evaluate(animVars, dt, triggersOut); + localNextPoses = currentStateNode->evaluate(animVars, context, dt, triggersOut); prevPoses = &_prevPoses; nextPoses = &localNextPoses; } else { @@ -79,7 +79,7 @@ const AnimPoseVec& AnimStateMachine::evaluate(const AnimVariantMap& animVars, fl } } if (!_duringInterp) { - _poses = currentStateNode->evaluate(animVars, dt, triggersOut); + _poses = currentStateNode->evaluate(animVars, context, dt, triggersOut); } return _poses; } @@ -92,7 +92,7 @@ void AnimStateMachine::addState(State::Pointer state) { _states.push_back(state); } -void AnimStateMachine::switchState(const AnimVariantMap& animVars, State::Pointer desiredState) { +void AnimStateMachine::switchState(const AnimVariantMap& animVars, const AnimContext& context, State::Pointer desiredState) { const float FRAMES_PER_SECOND = 30.0f; @@ -114,7 +114,7 @@ void AnimStateMachine::switchState(const AnimVariantMap& animVars, State::Pointe _prevPoses = _poses; // snapshot next pose at the target frame. nextStateNode->setCurrentFrame(desiredState->_interpTarget); - _nextPoses = nextStateNode->evaluate(animVars, dt, triggers); + _nextPoses = nextStateNode->evaluate(animVars, context, dt, triggers); } else if (_interpType == InterpType::SnapshotPrev) { // snapshot previoius pose _prevPoses = _poses; diff --git a/libraries/animation/src/AnimStateMachine.h b/libraries/animation/src/AnimStateMachine.h index d92b94d1b5..711326a9ae 100644 --- a/libraries/animation/src/AnimStateMachine.h +++ b/libraries/animation/src/AnimStateMachine.h @@ -113,7 +113,7 @@ public: explicit AnimStateMachine(const QString& id); virtual ~AnimStateMachine() override; - virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) override; + virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, Triggers& triggersOut) override; void setCurrentStateVar(QString& currentStateVar) { _currentStateVar = currentStateVar; } @@ -123,7 +123,7 @@ protected: void addState(State::Pointer state); - void switchState(const AnimVariantMap& animVars, State::Pointer desiredState); + void switchState(const AnimVariantMap& animVars, const AnimContext& context, State::Pointer desiredState); State::Pointer evaluateTransitions(const AnimVariantMap& animVars) const; // for AnimDebugDraw rendering diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 0520e5c5a1..8b54f0ee92 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -950,9 +950,11 @@ void Rig::updateAnimations(float deltaTime, glm::mat4 rootTransform) { updateAnimationStateHandlers(); _animVars.setRigToGeometryTransform(_rigToGeometryTransform); + AnimContext context(_enableDebugDrawIKTargets, getGeometryToRigTransform()); + // evaluate the animation AnimNode::Triggers triggersOut; - _internalPoseSet._relativePoses = _animNode->evaluate(_animVars, deltaTime, triggersOut); + _internalPoseSet._relativePoses = _animNode->evaluate(_animVars, context, deltaTime, triggersOut); if ((int)_internalPoseSet._relativePoses.size() != _animSkeleton->getNumJoints()) { // animations haven't fully loaded yet. _internalPoseSet._relativePoses = _animSkeleton->getRelativeDefaultPoses(); @@ -1427,9 +1429,10 @@ void Rig::computeAvatarBoundingCapsule( // call overlay twice: once to verify AnimPoseVec joints and again to do the IK AnimNode::Triggers triggersOut; + AnimContext context(false, glm::mat4()); float dt = 1.0f; // the value of this does not matter - ikNode.overlay(animVars, dt, triggersOut, _animSkeleton->getRelativeBindPoses()); - AnimPoseVec finalPoses = ikNode.overlay(animVars, dt, triggersOut, _animSkeleton->getRelativeBindPoses()); + ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses()); + AnimPoseVec finalPoses = ikNode.overlay(animVars, context, dt, triggersOut, _animSkeleton->getRelativeBindPoses()); // convert relative poses to absolute _animSkeleton->convertRelativePosesToAbsolute(finalPoses); diff --git a/libraries/animation/src/Rig.h b/libraries/animation/src/Rig.h index 41cc5cabc6..ea498e6a69 100644 --- a/libraries/animation/src/Rig.h +++ b/libraries/animation/src/Rig.h @@ -219,6 +219,8 @@ public: const glm::mat4& getGeometryToRigTransform() const { return _geometryToRigTransform; } + void setEnableDebugDrawIKTargets(bool enableDebugDrawIKTargets) { _enableDebugDrawIKTargets = enableDebugDrawIKTargets; } + signals: void onLoadComplete(); @@ -324,7 +326,8 @@ protected: mutable uint32_t _jointNameWarningCount { 0 }; float _maxHipsOffsetLength { 1.0f }; - float _maxErrorOnLastSolve { 0.0f }; + + bool _enableDebugDrawIKTargets { false }; private: QMap _stateHandlers;