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* In HMD mode head orientation and position is set. * When not in HMD only orientation is set, position should default to the underlying pose position.
162 lines
6.3 KiB
C++
162 lines
6.3 KiB
C++
//
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// AnimVariant.h
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//
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// Created by Anthony J. Thibault on 9/2/15.
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// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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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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#ifndef hifi_AnimVariant_h
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#define hifi_AnimVariant_h
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#include <cassert>
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#include <glm/glm.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include <map>
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#include <set>
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class AnimVariant {
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public:
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enum class Type {
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Bool = 0,
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Int,
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Float,
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Vec3,
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Quat,
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Mat4,
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String,
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NumTypes
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};
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AnimVariant() : _type(Type::Bool) { memset(&_val, 0, sizeof(_val)); }
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AnimVariant(bool value) : _type(Type::Bool) { _val.boolVal = value; }
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AnimVariant(int value) : _type(Type::Int) { _val.intVal = value; }
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AnimVariant(float value) : _type(Type::Float) { _val.floats[0] = value; }
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AnimVariant(const glm::vec3& value) : _type(Type::Vec3) { *reinterpret_cast<glm::vec3*>(&_val) = value; }
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AnimVariant(const glm::quat& value) : _type(Type::Quat) { *reinterpret_cast<glm::quat*>(&_val) = value; }
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AnimVariant(const glm::mat4& value) : _type(Type::Mat4) { *reinterpret_cast<glm::mat4*>(&_val) = value; }
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AnimVariant(const std::string& value) : _type(Type::String) { _stringVal = value; }
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bool isBool() const { return _type == Type::Bool; }
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bool isInt() const { return _type == Type::Int; }
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bool isFloat() const { return _type == Type::Float; }
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bool isVec3() const { return _type == Type::Vec3; }
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bool isQuat() const { return _type == Type::Quat; }
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bool isMat4() const { return _type == Type::Mat4; }
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bool isString() const { return _type == Type::String; }
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void setBool(bool value) { assert(_type == Type::Bool); _val.boolVal = value; }
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void setInt(int value) { assert(_type == Type::Int); _val.intVal = value; }
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void setFloat(float value) { assert(_type == Type::Float); _val.floats[0] = value; }
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void setVec3(const glm::vec3& value) { assert(_type == Type::Vec3); *reinterpret_cast<glm::vec3*>(&_val) = value; }
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void setQuat(const glm::quat& value) { assert(_type == Type::Quat); *reinterpret_cast<glm::quat*>(&_val) = value; }
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void setMat4(const glm::mat4& value) { assert(_type == Type::Mat4); *reinterpret_cast<glm::mat4*>(&_val) = value; }
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void setString(const std::string& value) { assert(_type == Type::String); _stringVal = value; }
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bool getBool() const { assert(_type == Type::Bool); return _val.boolVal; }
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int getInt() const { assert(_type == Type::Int); return _val.intVal; }
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float getFloat() const { assert(_type == Type::Float); return _val.floats[0]; }
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const glm::vec3& getVec3() const { assert(_type == Type::Vec3); return *reinterpret_cast<const glm::vec3*>(&_val); }
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const glm::quat& getQuat() const { assert(_type == Type::Quat); return *reinterpret_cast<const glm::quat*>(&_val); }
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const glm::mat4& getMat4() const { assert(_type == Type::Mat4); return *reinterpret_cast<const glm::mat4*>(&_val); }
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const std::string& getString() const { assert(_type == Type::String); return _stringVal; }
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protected:
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Type _type;
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std::string _stringVal;
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union {
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bool boolVal;
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int intVal;
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float floats[16];
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} _val;
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};
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class AnimVariantMap {
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public:
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bool lookup(const std::string& key, bool defaultValue) const {
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// check triggers first, then map
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if (key.empty()) {
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return defaultValue;
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} else if (_triggers.find(key) != _triggers.end()) {
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return true;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getBool() : defaultValue;
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}
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}
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int lookup(const std::string& key, int defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getInt() : defaultValue;
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}
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}
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float lookup(const std::string& key, float defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getFloat() : defaultValue;
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}
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}
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const glm::vec3& lookup(const std::string& key, const glm::vec3& defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getVec3() : defaultValue;
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}
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}
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const glm::quat& lookup(const std::string& key, const glm::quat& defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getQuat() : defaultValue;
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}
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}
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const glm::mat4& lookup(const std::string& key, const glm::mat4& defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getMat4() : defaultValue;
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}
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}
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const std::string& lookup(const std::string& key, const std::string& defaultValue) const {
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if (key.empty()) {
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return defaultValue;
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} else {
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auto iter = _map.find(key);
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return iter != _map.end() ? iter->second.getString() : defaultValue;
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}
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}
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void set(const std::string& key, bool value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, int value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, float value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, const glm::vec3& value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, const glm::quat& value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, const glm::mat4& value) { _map[key] = AnimVariant(value); }
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void set(const std::string& key, const std::string& value) { _map[key] = AnimVariant(value); }
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void unset(const std::string& key) { _map.erase(key); }
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void setTrigger(const std::string& key) { _triggers.insert(key); }
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void clearTriggers() { _triggers.clear(); }
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protected:
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std::map<std::string, AnimVariant> _map;
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std::set<std::string> _triggers;
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};
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#endif // hifi_AnimVariant_h
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