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Cache more values in AnimSkeleton
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e5e9ab42ea
commit
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2 changed files with 25 additions and 20 deletions
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@ -31,16 +31,15 @@ AnimSkeleton::AnimSkeleton(const std::vector<FBXJoint>& joints) {
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}
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int AnimSkeleton::nameToJointIndex(const QString& jointName) const {
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for (int i = 0; i < (int)_joints.size(); i++) {
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if (_joints[i].name == jointName) {
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return i;
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}
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auto itr = _jointIndicesByName.find(jointName);
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if (_jointIndicesByName.end() == itr) {
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return -1;
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}
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return -1;
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return itr.value();
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}
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int AnimSkeleton::getNumJoints() const {
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return (int)_joints.size();
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return _jointsSize;
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}
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const AnimPose& AnimSkeleton::getAbsoluteBindPose(int jointIndex) const {
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@ -78,7 +77,7 @@ const QString& AnimSkeleton::getJointName(int jointIndex) const {
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}
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AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const {
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if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= (int)_joints.size()) {
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if (jointIndex < 0 || jointIndex >= (int)poses.size() || jointIndex >= _jointsSize) {
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return AnimPose::identity;
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} else {
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return getAbsolutePose(_joints[jointIndex].parentIndex, poses) * poses[jointIndex];
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@ -87,7 +86,7 @@ AnimPose AnimSkeleton::getAbsolutePose(int jointIndex, const AnimPoseVec& poses)
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void AnimSkeleton::convertRelativePosesToAbsolute(AnimPoseVec& poses) const {
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// poses start off relative and leave in absolute frame
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int lastIndex = std::min((int)poses.size(), (int)_joints.size());
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int lastIndex = std::min((int)poses.size(), _jointsSize);
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for (int i = 0; i < lastIndex; ++i) {
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int parentIndex = _joints[i].parentIndex;
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if (parentIndex != -1) {
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@ -98,7 +97,7 @@ void AnimSkeleton::convertRelativePosesToAbsolute(AnimPoseVec& poses) const {
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void AnimSkeleton::convertAbsolutePosesToRelative(AnimPoseVec& poses) const {
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// poses start off absolute and leave in relative frame
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int lastIndex = std::min((int)poses.size(), (int)_joints.size());
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int lastIndex = std::min((int)poses.size(), _jointsSize);
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for (int i = lastIndex - 1; i >= 0; --i) {
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int parentIndex = _joints[i].parentIndex;
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if (parentIndex != -1) {
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@ -109,7 +108,7 @@ void AnimSkeleton::convertAbsolutePosesToRelative(AnimPoseVec& poses) const {
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void AnimSkeleton::convertAbsoluteRotationsToRelative(std::vector<glm::quat>& rotations) const {
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// poses start off absolute and leave in relative frame
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int lastIndex = std::min((int)rotations.size(), (int)_joints.size());
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int lastIndex = std::min((int)rotations.size(), _jointsSize);
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for (int i = lastIndex - 1; i >= 0; --i) {
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int parentIndex = _joints[i].parentIndex;
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if (parentIndex != -1) {
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@ -149,19 +148,19 @@ void AnimSkeleton::mirrorAbsolutePoses(AnimPoseVec& poses) const {
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void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints) {
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_joints = joints;
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_jointsSize = (int)joints.size();
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// build a cache of bind poses
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_absoluteBindPoses.reserve(joints.size());
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_relativeBindPoses.reserve(joints.size());
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_absoluteBindPoses.reserve(_jointsSize);
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_relativeBindPoses.reserve(_jointsSize);
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// build a chache of default poses
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_absoluteDefaultPoses.reserve(joints.size());
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_relativeDefaultPoses.reserve(joints.size());
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_relativePreRotationPoses.reserve(joints.size());
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_relativePostRotationPoses.reserve(joints.size());
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_absoluteDefaultPoses.reserve(_jointsSize);
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_relativeDefaultPoses.reserve(_jointsSize);
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_relativePreRotationPoses.reserve(_jointsSize);
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_relativePostRotationPoses.reserve(_jointsSize);
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// iterate over FBXJoints and extract the bind pose information.
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for (int i = 0; i < (int)joints.size(); i++) {
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for (int i = 0; i < _jointsSize; i++) {
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// build pre and post transforms
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glm::mat4 preRotationTransform = _joints[i].preTransform * glm::mat4_cast(_joints[i].preRotation);
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@ -205,8 +204,8 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
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// build mirror map.
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_nonMirroredIndices.clear();
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_mirrorMap.reserve(_joints.size());
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for (int i = 0; i < (int)joints.size(); i++) {
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_mirrorMap.reserve(_jointsSize);
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for (int i = 0; i < _jointsSize; i++) {
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if (_joints[i].name.endsWith("tEye")) {
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// HACK: we don't want to mirror some joints so we remember their indices
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// so we can restore them after a future mirror operation
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@ -226,6 +225,10 @@ void AnimSkeleton::buildSkeletonFromJoints(const std::vector<FBXJoint>& joints)
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_mirrorMap.push_back(i);
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}
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}
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for (int i = 0; i < _jointsSize; i++) {
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_jointIndicesByName[_joints[i].name] = i;
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}
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}
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void AnimSkeleton::dump(bool verbose) const {
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@ -70,6 +70,7 @@ protected:
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void buildSkeletonFromJoints(const std::vector<FBXJoint>& joints);
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std::vector<FBXJoint> _joints;
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int _jointsSize { 0 };
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AnimPoseVec _absoluteBindPoses;
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AnimPoseVec _relativeBindPoses;
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AnimPoseVec _relativeDefaultPoses;
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@ -79,6 +80,7 @@ protected:
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mutable AnimPoseVec _nonMirroredPoses;
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std::vector<int> _nonMirroredIndices;
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std::vector<int> _mirrorMap;
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QHash<QString, int> _jointIndicesByName;
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// no copies
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AnimSkeleton(const AnimSkeleton&) = delete;
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