overte/libraries/animation/src/AnimUtil.cpp
2018-07-31 18:25:04 -07:00

144 lines
5.2 KiB
C++

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