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144 lines
5.2 KiB
C++
144 lines
5.2 KiB
C++
//
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// AnimUtil.cpp
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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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#include "AnimUtil.h"
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#include <GLMHelpers.h>
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#include <NumericalConstants.h>
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#include <DebugDraw.h>
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// TODO: use restrict keyword
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// TODO: excellent candidate for simd vectorization.
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void blend(size_t numPoses, const AnimPose* a, const AnimPose* b, float alpha, AnimPose* result) {
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for (size_t i = 0; i < numPoses; i++) {
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const AnimPose& aPose = a[i];
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const AnimPose& bPose = b[i];
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result[i].scale() = lerp(aPose.scale(), bPose.scale(), alpha);
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result[i].rot() = safeLerp(aPose.rot(), bPose.rot(), alpha);
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result[i].trans() = lerp(aPose.trans(), bPose.trans(), alpha);
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}
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}
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glm::quat averageQuats(size_t numQuats, const glm::quat* quats) {
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if (numQuats == 0) {
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return glm::quat();
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}
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glm::quat accum = quats[0];
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glm::quat firstRot = quats[0];
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for (size_t i = 1; i < numQuats; i++) {
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glm::quat rot = quats[i];
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float dot = glm::dot(firstRot, rot);
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if (dot < 0.0f) {
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rot = -rot;
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}
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accum += rot;
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}
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return glm::normalize(accum);
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}
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float accumulateTime(float startFrame, float endFrame, float timeScale, float currentFrame, float dt, bool loopFlag,
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const QString& id, AnimVariantMap& triggersOut) {
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const float EPSILON = 0.0001f;
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float frame = currentFrame;
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const float clampedStartFrame = std::min(startFrame, endFrame);
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if (fabsf(clampedStartFrame - endFrame) <= 1.0f) {
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// An animation of a single frame should not send loop or done triggers.
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frame = endFrame;
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} else if (timeScale > EPSILON && dt > EPSILON) {
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// accumulate time, keeping track of loops and end of animation events.
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const float FRAMES_PER_SECOND = 30.0f;
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float framesRemaining = (dt * timeScale) * FRAMES_PER_SECOND;
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// prevent huge dt or timeScales values from causing many trigger events.
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uint32_t triggerCount = 0;
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const uint32_t MAX_TRIGGER_COUNT = 3;
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while (framesRemaining > EPSILON && triggerCount < MAX_TRIGGER_COUNT) {
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float framesTillEnd = endFrame - frame;
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// when looping, add one frame between start and end.
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if (loopFlag) {
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framesTillEnd += 1.0f;
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}
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if (framesRemaining >= framesTillEnd) {
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if (loopFlag) {
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// anim loop
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triggersOut.setTrigger(id + "OnLoop");
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framesRemaining -= framesTillEnd;
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frame = clampedStartFrame;
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} else {
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// anim end
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triggersOut.setTrigger(id + "OnDone");
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frame = endFrame;
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framesRemaining = 0.0f;
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}
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triggerCount++;
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} else {
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frame += framesRemaining;
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framesRemaining = 0.0f;
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}
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}
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}
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return frame;
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}
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// rotate bone's y-axis with target.
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AnimPose boneLookAt(const glm::vec3& target, const AnimPose& bone) {
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glm::vec3 u, v, w;
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generateBasisVectors(target - bone.trans(), bone.rot() * Vectors::UNIT_X, u, v, w);
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glm::mat4 lookAt(glm::vec4(v, 0.0f),
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glm::vec4(u, 0.0f),
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// AJT: TODO REVISIT THIS, this could be -w.
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glm::vec4(glm::normalize(glm::cross(v, u)), 0.0f),
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glm::vec4(bone.trans(), 1.0f));
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return AnimPose(lookAt);
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}
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// This will attempt to determine the proper body facing of a characters body
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// assumes headRot is z-forward and y-up.
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// and returns a bodyRot that is also z-forward and y-up
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glm::quat computeBodyFacingFromHead(const glm::quat& headRot, const glm::vec3& up) {
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glm::vec3 bodyUp = glm::normalize(up);
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// initially take the body facing from the head.
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glm::vec3 headUp = headRot * Vectors::UNIT_Y;
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glm::vec3 headForward = headRot * Vectors::UNIT_Z;
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glm::vec3 headLeft = headRot * Vectors::UNIT_X;
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const float NOD_THRESHOLD = cosf(glm::radians(45.0f));
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const float TILT_THRESHOLD = cosf(glm::radians(30.0f));
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glm::vec3 bodyForward = headForward;
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float nodDot = glm::dot(headForward, bodyUp);
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float tiltDot = glm::dot(headLeft, bodyUp);
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if (fabsf(tiltDot) < TILT_THRESHOLD) { // if we are not tilting too much
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if (nodDot < -NOD_THRESHOLD) { // head is looking downward
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// the body should face in the same direction as the top the head.
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bodyForward = headUp;
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} else if (nodDot > NOD_THRESHOLD) { // head is looking upward
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// the body should face away from the top of the head.
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bodyForward = -headUp;
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}
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}
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// cancel out upward component
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bodyForward = glm::normalize(bodyForward - nodDot * bodyUp);
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glm::vec3 u, v, w;
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generateBasisVectors(bodyForward, bodyUp, u, v, w);
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// create matrix from orthogonal basis vectors
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glm::mat4 bodyMat(glm::vec4(w, 0.0f), glm::vec4(v, 0.0f), glm::vec4(u, 0.0f), glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
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return glmExtractRotation(bodyMat);
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}
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