overte/libraries/animation/src/AnimBlendLinear.cpp

125 lines
5.4 KiB
C++

//
// AnimBlendLinear.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 "AnimBlendLinear.h"
#include "GLMHelpers.h"
#include "AnimationLogging.h"
#include "AnimUtil.h"
#include "AnimClip.h"
AnimBlendLinear::AnimBlendLinear(const QString& id, float alpha, AnimBlendType blendType) :
AnimNode(AnimNode::Type::BlendLinear, id),
_alpha(alpha),
_blendType(blendType) {
}
AnimBlendLinear::~AnimBlendLinear() {
}
const AnimPoseVec& AnimBlendLinear::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) {
_alpha = animVars.lookup(_alphaVar, _alpha);
float parentDebugAlpha = context.getDebugAlpha(_id);
if (_children.size() == 0) {
for (auto&& pose : _poses) {
pose = AnimPose::identity;
}
} else if (_children.size() == 1) {
_poses = _children[0]->evaluate(animVars, context, dt, triggersOut);
context.setDebugAlpha(_children[0]->getID(), parentDebugAlpha, _children[0]->getType());
} else if (_children.size() == 2 && _blendType != AnimBlendType_Normal) {
// special case for additive blending
float alpha = glm::clamp(_alpha, 0.0f, 1.0f);
const size_t prevPoseIndex = 0;
const size_t nextPoseIndex = 1;
evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt);
// for animation stack debugging
float weight2 = alpha;
float weight1 = 1.0f - weight2;
context.setDebugAlpha(_children[prevPoseIndex]->getID(), weight1 * parentDebugAlpha, _children[prevPoseIndex]->getType());
context.setDebugAlpha(_children[nextPoseIndex]->getID(), weight2 * parentDebugAlpha, _children[nextPoseIndex]->getType());
} else {
float clampedAlpha = glm::clamp(_alpha, 0.0f, (float)(_children.size() - 1));
size_t prevPoseIndex = glm::floor(clampedAlpha);
size_t nextPoseIndex = glm::ceil(clampedAlpha);
auto alpha = glm::fract(clampedAlpha);
evaluateAndBlendChildren(animVars, context, triggersOut, alpha, prevPoseIndex, nextPoseIndex, dt);
// weights are for animation stack debug purposes only.
float weight1 = 0.0f;
float weight2 = 0.0f;
if (prevPoseIndex == nextPoseIndex) {
weight2 = 1.0f;
context.setDebugAlpha(_children[nextPoseIndex]->getID(), weight2 * parentDebugAlpha, _children[nextPoseIndex]->getType());
} else {
weight2 = alpha;
weight1 = 1.0f - weight2;
context.setDebugAlpha(_children[prevPoseIndex]->getID(), weight1 * parentDebugAlpha, _children[prevPoseIndex]->getType());
context.setDebugAlpha(_children[nextPoseIndex]->getID(), weight2 * parentDebugAlpha, _children[nextPoseIndex]->getType());
}
}
processOutputJoints(triggersOut);
return _poses;
}
// for AnimDebugDraw rendering
const AnimPoseVec& AnimBlendLinear::getPosesInternal() const {
return _poses;
}
void AnimBlendLinear::evaluateAndBlendChildren(const AnimVariantMap& animVars, const AnimContext& context, AnimVariantMap& 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, context, dt, triggersOut);
} else {
// need to eval and blend between two children.
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());
if (_blendType == AnimBlendType_Normal) {
::blend(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
} else if (_blendType == AnimBlendType_AddRelative) {
::blendAdd(_poses.size(), &prevPoses[0], &nextPoses[0], alpha, &_poses[0]);
} else if (_blendType == AnimBlendType_AddAbsolute) {
// convert prev from relative to absolute
AnimPoseVec absPrev = prevPoses;
_skeleton->convertRelativePosesToAbsolute(absPrev);
// rotate the offset rotations from next into the parent relative frame of each joint.
AnimPoseVec relOffsetPoses;
relOffsetPoses.reserve(nextPoses.size());
for (size_t i = 0; i < nextPoses.size(); ++i) {
// copy translation and scale from nextPoses
AnimPose pose = nextPoses[i];
// convert from a rotation that happens in the absolute space of the joint
// into a rotation that happens in the relative space of the joint.
pose.rot() = glm::inverse(absPrev[i].rot()) * pose.rot() * absPrev[i].rot();
relOffsetPoses.push_back(pose);
}
// then blend
::blendAdd(_poses.size(), &prevPoses[0], &relOffsetPoses[0], alpha, &_poses[0]);
}
}
}
}