// // AnimOverlay.cpp // // Created by Anthony J. Thibault on 9/2/15. // Copyright (c) 2015 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 "AnimOverlay.h" #include "AnimUtil.h" #include AnimOverlay::AnimOverlay(const QString& id, BoneSet boneSet, float alpha) : AnimNode(AnimNode::Type::Overlay, id), _boneSet(boneSet), _alpha(alpha) { } AnimOverlay::~AnimOverlay() { } void AnimOverlay::buildBoneSet(BoneSet boneSet) { assert(_skeleton); switch (boneSet) { case FullBodyBoneSet: buildFullBodyBoneSet(); break; case UpperBodyBoneSet: buildUpperBodyBoneSet(); break; case LowerBodyBoneSet: buildLowerBodyBoneSet(); break; case LeftArmBoneSet: buildLeftArmBoneSet(); break; case RightArmBoneSet: buildRightArmBoneSet(); break; case AboveTheHeadBoneSet: buildAboveTheHeadBoneSet(); break; case BelowTheHeadBoneSet: buildBelowTheHeadBoneSet(); break; case HeadOnlyBoneSet: buildHeadOnlyBoneSet(); break; case SpineOnlyBoneSet: buildSpineOnlyBoneSet(); break; case LeftHandBoneSet: buildLeftHandBoneSet(); break; case RightHandBoneSet: buildRightHandBoneSet(); break; case HipsOnlyBoneSet: buildHipsOnlyBoneSet(); break; case BothFeetBoneSet: buildBothFeetBoneSet(); break; default: case EmptyBoneSet: buildEmptyBoneSet(); break; } } const AnimPoseVec& AnimOverlay::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& 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. auto prevBoneSet = _boneSet; _boneSet = (BoneSet)animVars.lookup(_boneSetVar, (int)_boneSet); if (_boneSet != prevBoneSet && _skeleton) { buildBoneSet(_boneSet); } _alpha = animVars.lookup(_alphaVar, _alpha); if (_children.size() >= 2) { auto& underPoses = _children[1]->evaluate(animVars, context, dt, triggersOut); if (_alpha == 0.0f) { _poses = underPoses; } else { auto& overPoses = _children[0]->overlay(animVars, context, dt, triggersOut, underPoses); if (underPoses.size() > 0 && underPoses.size() == overPoses.size()) { _poses.resize(underPoses.size()); assert(_boneSetVec.size() == _poses.size()); for (size_t i = 0; i < _poses.size(); i++) { float alpha = _boneSetVec[i] * _alpha; ::blend(1, &underPoses[i], &overPoses[i], alpha, &_poses[i]); } } } } processOutputJoints(triggersOut); return _poses; } template void for_each_child_joint(AnimSkeleton::ConstPointer skeleton, int startJoint, Func f) { std::queue q; q.push(startJoint); while(q.size() > 0) { int jointIndex = q.front(); for (int i = 0; i < skeleton->getNumJoints(); i++) { if (jointIndex == skeleton->getParentIndex(i)) { f(i); q.push(i); } } q.pop(); } } void AnimOverlay::buildFullBodyBoneSet() { assert(_skeleton); _boneSetVec.resize(_skeleton->getNumJoints()); for (int i = 0; i < _skeleton->getNumJoints(); i++) { _boneSetVec[i] = 1.0f; } } void AnimOverlay::buildUpperBodyBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int spineJoint = _skeleton->nameToJointIndex("Spine"); for_each_child_joint(_skeleton, spineJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildLowerBodyBoneSet() { assert(_skeleton); buildFullBodyBoneSet(); int hipsJoint = _skeleton->nameToJointIndex("Hips"); int spineJoint = _skeleton->nameToJointIndex("Spine"); _boneSetVec.resize(_skeleton->getNumJoints()); for_each_child_joint(_skeleton, spineJoint, [&](int i) { _boneSetVec[i] = 0.0f; }); _boneSetVec[hipsJoint] = 0.0f; } void AnimOverlay::buildLeftArmBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int leftShoulderJoint = _skeleton->nameToJointIndex("LeftShoulder"); for_each_child_joint(_skeleton, leftShoulderJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildRightArmBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int rightShoulderJoint = _skeleton->nameToJointIndex("RightShoulder"); for_each_child_joint(_skeleton, rightShoulderJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildAboveTheHeadBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int headJoint = _skeleton->nameToJointIndex("Head"); for_each_child_joint(_skeleton, headJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildBelowTheHeadBoneSet() { assert(_skeleton); buildFullBodyBoneSet(); int headJoint = _skeleton->nameToJointIndex("Head"); for_each_child_joint(_skeleton, headJoint, [&](int i) { _boneSetVec[i] = 0.0f; }); } void AnimOverlay::buildHeadOnlyBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int headJoint = _skeleton->nameToJointIndex("Head"); _boneSetVec[headJoint] = 1.0f; } void AnimOverlay::buildSpineOnlyBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int spineJoint = _skeleton->nameToJointIndex("Spine"); _boneSetVec[spineJoint] = 1.0f; } void AnimOverlay::buildEmptyBoneSet() { assert(_skeleton); _boneSetVec.resize(_skeleton->getNumJoints()); for (int i = 0; i < _skeleton->getNumJoints(); i++) { _boneSetVec[i] = 0.0f; } } void AnimOverlay::buildLeftHandBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int handJoint = _skeleton->nameToJointIndex("LeftHand"); for_each_child_joint(_skeleton, handJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildRightHandBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int handJoint = _skeleton->nameToJointIndex("RightHand"); for_each_child_joint(_skeleton, handJoint, [&](int i) { _boneSetVec[i] = 1.0f; }); } void AnimOverlay::buildHipsOnlyBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int hipsJoint = _skeleton->nameToJointIndex("Hips"); _boneSetVec[hipsJoint] = 1.0f; } void AnimOverlay::buildBothFeetBoneSet() { assert(_skeleton); buildEmptyBoneSet(); int rightFoot = _skeleton->nameToJointIndex("RightFoot"); for_each_child_joint(_skeleton, rightFoot, [&](int i) { _boneSetVec[i] = 1.0f; }); int leftFoot = _skeleton->nameToJointIndex("LeftFoot"); for_each_child_joint(_skeleton, leftFoot, [&](int i) { _boneSetVec[i] = 1.0f; }); } // for AnimDebugDraw rendering const AnimPoseVec& AnimOverlay::getPosesInternal() const { return _poses; } void AnimOverlay::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) { AnimNode::setSkeletonInternal(skeleton); // we have to re-build the bone set when the skeleton changes. buildBoneSet(_boneSet); }