overte/libraries/animation/src/AnimVariant.h
Anthony J. Thibault a10b157aff First pass at having an explicit Hips IK target.
Also, AnimManipulator nodes support setting position and rotation on a single joint.
2017-04-14 17:00:44 -07:00

279 lines
9.7 KiB
C++

//
// AnimVariant.h
//
// 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
//
#ifndef hifi_AnimVariant_h
#define hifi_AnimVariant_h
#include <cassert>
#include <functional>
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <map>
#include <set>
#include <QScriptValue>
#include <StreamUtils.h>
#include <GLMHelpers.h>
#include "AnimationLogging.h"
class AnimVariant {
public:
enum class Type {
Bool = 0,
Int,
Float,
Vec3,
Quat,
String,
NumTypes
};
static const AnimVariant False;
AnimVariant() : _type(Type::Bool) { memset(&_val, 0, sizeof(_val)); }
explicit AnimVariant(bool value) : _type(Type::Bool) { _val.boolVal = value; }
explicit AnimVariant(int value) : _type(Type::Int) { _val.intVal = value; }
explicit AnimVariant(float value) : _type(Type::Float) { _val.floats[0] = value; }
explicit AnimVariant(const glm::vec3& value) : _type(Type::Vec3) { *reinterpret_cast<glm::vec3*>(&_val) = value; }
explicit AnimVariant(const glm::quat& value) : _type(Type::Quat) { *reinterpret_cast<glm::quat*>(&_val) = value; }
explicit AnimVariant(const QString& value) : _type(Type::String) { _stringVal = value; }
bool isBool() const { return _type == Type::Bool; }
bool isInt() const { return _type == Type::Int; }
bool isFloat() const { return _type == Type::Float; }
bool isVec3() const { return _type == Type::Vec3; }
bool isQuat() const { return _type == Type::Quat; }
bool isString() const { return _type == Type::String; }
Type getType() const { return _type; }
void setBool(bool value) { assert(_type == Type::Bool); _val.boolVal = value; }
void setInt(int value) { assert(_type == Type::Int); _val.intVal = value; }
void setFloat(float value) { assert(_type == Type::Float); _val.floats[0] = value; }
void setVec3(const glm::vec3& value) { assert(_type == Type::Vec3); *reinterpret_cast<glm::vec3*>(&_val) = value; }
void setQuat(const glm::quat& value) { assert(_type == Type::Quat); *reinterpret_cast<glm::quat*>(&_val) = value; }
void setString(const QString& value) { assert(_type == Type::String); _stringVal = value; }
bool getBool() const {
if (_type == Type::Bool) {
return _val.boolVal;
} else if (_type == Type::Int) {
return _val.intVal != 0;
} else {
return false;
}
}
int getInt() const {
if (_type == Type::Int) {
return _val.intVal;
} else if (_type == Type::Float) {
return (int)_val.floats[0];
} else {
return 0;
}
}
float getFloat() const {
if (_type == Type::Float) {
return _val.floats[0];
} else if (_type == Type::Int) {
return (float)_val.intVal;
} else {
return 0.0f;
}
}
const glm::vec3& getVec3() const {
if (_type == Type::Vec3) {
return *reinterpret_cast<const glm::vec3*>(&_val);
} else {
return Vectors::ZERO;
}
}
const glm::quat& getQuat() const {
if (_type == Type::Quat) {
return *reinterpret_cast<const glm::quat*>(&_val);
} else {
return Quaternions::IDENTITY;
}
}
const QString& getString() const {
return _stringVal;
}
protected:
Type _type;
QString _stringVal;
union {
bool boolVal;
int intVal;
float floats[4];
} _val;
};
class AnimVariantMap {
public:
bool lookup(const QString& key, bool defaultValue) const {
// check triggers first, then map
if (key.isEmpty()) {
return defaultValue;
} else if (_triggers.find(key) != _triggers.end()) {
return true;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getBool() : defaultValue;
}
}
int lookup(const QString& key, int defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getInt() : defaultValue;
}
}
float lookup(const QString& key, float defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getFloat() : defaultValue;
}
}
const glm::vec3& lookupRaw(const QString& key, const glm::vec3& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getVec3() : defaultValue;
}
}
glm::vec3 lookupRigToGeometry(const QString& key, const glm::vec3& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? transformPoint(_rigToGeometryMat, iter->second.getVec3()) : defaultValue;
}
}
glm::vec3 lookupRigToGeometryVector(const QString& key, const glm::vec3& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? transformVectorFast(_rigToGeometryMat, iter->second.getVec3()) : defaultValue;
}
}
const glm::quat& lookupRaw(const QString& key, const glm::quat& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getQuat() : defaultValue;
}
}
glm::quat lookupRigToGeometry(const QString& key, const glm::quat& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? _rigToGeometryRot * iter->second.getQuat() : defaultValue;
}
}
const QString& lookup(const QString& key, const QString& defaultValue) const {
if (key.isEmpty()) {
return defaultValue;
} else {
auto iter = _map.find(key);
return iter != _map.end() ? iter->second.getString() : defaultValue;
}
}
void set(const QString& key, bool value) { _map[key] = AnimVariant(value); }
void set(const QString& key, int value) { _map[key] = AnimVariant(value); }
void set(const QString& key, float value) { _map[key] = AnimVariant(value); }
void set(const QString& key, const glm::vec3& value) { _map[key] = AnimVariant(value); }
void set(const QString& key, const glm::quat& value) { _map[key] = AnimVariant(value); }
void set(const QString& key, const QString& value) { _map[key] = AnimVariant(value); }
void unset(const QString& key) { _map.erase(key); }
void setTrigger(const QString& key) { _triggers.insert(key); }
void clearTriggers() { _triggers.clear(); }
void setRigToGeometryTransform(const glm::mat4& rigToGeometry) {
_rigToGeometryMat = rigToGeometry;
_rigToGeometryRot = glmExtractRotation(rigToGeometry);
}
void clearMap() { _map.clear(); }
bool hasKey(const QString& key) const { return _map.find(key) != _map.end(); }
const AnimVariant& get(const QString& key) const {
auto iter = _map.find(key);
if (iter != _map.end()) {
return iter->second;
} else {
return AnimVariant::False;
}
}
// Answer a Plain Old Javascript Object (for the given engine) all of our values set as properties.
QScriptValue animVariantMapToScriptValue(QScriptEngine* engine, const QStringList& names, bool useNames) const;
// Side-effect us with the value of object's own properties. (No inherited properties.)
void animVariantMapFromScriptValue(const QScriptValue& object);
void copyVariantsFrom(const AnimVariantMap& other);
#ifdef NDEBUG
void dump() const {
qCDebug(animation) << "AnimVariantMap =";
for (auto& pair : _map) {
switch (pair.second.getType()) {
case AnimVariant::Type::Bool:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getBool();
break;
case AnimVariant::Type::Int:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getInt();
break;
case AnimVariant::Type::Float:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getFloat();
break;
case AnimVariant::Type::Vec3:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getVec3();
break;
case AnimVariant::Type::Quat:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getQuat();
break;
case AnimVariant::Type::String:
qCDebug(animation) << " " << pair.first << "=" << pair.second.getString();
break;
default:
assert(("invalid AnimVariant::Type", false));
}
}
}
#endif
protected:
std::map<QString, AnimVariant> _map;
std::set<QString> _triggers;
glm::mat4 _rigToGeometryMat;
glm::quat _rigToGeometryRot;
};
typedef std::function<void(QScriptValue)> AnimVariantResultHandler;
Q_DECLARE_METATYPE(AnimVariantResultHandler);
Q_DECLARE_METATYPE(AnimVariantMap)
#endif // hifi_AnimVariant_h