overte/assignment-client/src/avatars/ScriptableAvatar.cpp
2018-08-21 10:31:15 -07:00

147 lines
6.2 KiB
C++

//
// ScriptableAvatar.cpp
// assignment-client/src/avatars
//
// Created by Clement on 7/22/14.
// Copyright 2014 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "ScriptableAvatar.h"
#include <QDebug>
#include <QThread>
#include <glm/gtx/transform.hpp>
#include <shared/QtHelpers.h>
#include <AnimUtil.h>
#include <ClientTraitsHandler.h>
#include <GLMHelpers.h>
ScriptableAvatar::ScriptableAvatar() {
_clientTraitsHandler = std::unique_ptr<ClientTraitsHandler>(new ClientTraitsHandler(this));
}
QByteArray ScriptableAvatar::toByteArrayStateful(AvatarDataDetail dataDetail, bool dropFaceTracking) {
_globalPosition = getWorldPosition();
return AvatarData::toByteArrayStateful(dataDetail);
}
// hold and priority unused but kept so that client side JS can run.
void ScriptableAvatar::startAnimation(const QString& url, float fps, float priority,
bool loop, bool hold, float firstFrame, float lastFrame, const QStringList& maskedJoints) {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "startAnimation", Q_ARG(const QString&, url), Q_ARG(float, fps),
Q_ARG(float, priority), Q_ARG(bool, loop), Q_ARG(bool, hold), Q_ARG(float, firstFrame),
Q_ARG(float, lastFrame), Q_ARG(const QStringList&, maskedJoints));
return;
}
_animation = DependencyManager::get<AnimationCache>()->getAnimation(url);
_animationDetails = AnimationDetails("", QUrl(url), fps, 0, loop, hold, false, firstFrame, lastFrame, true, firstFrame, false);
_maskedJoints = maskedJoints;
}
void ScriptableAvatar::stopAnimation() {
if (QThread::currentThread() != thread()) {
QMetaObject::invokeMethod(this, "stopAnimation");
return;
}
_animation.clear();
}
AnimationDetails ScriptableAvatar::getAnimationDetails() {
if (QThread::currentThread() != thread()) {
AnimationDetails result;
BLOCKING_INVOKE_METHOD(this, "getAnimationDetails",
Q_RETURN_ARG(AnimationDetails, result));
return result;
}
return _animationDetails;
}
void ScriptableAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_bind.reset();
_animSkeleton.reset();
AvatarData::setSkeletonModelURL(skeletonModelURL);
}
static AnimPose composeAnimPose(const FBXJoint& fbxJoint, const glm::quat rotation, const glm::vec3 translation) {
glm::mat4 translationMat = glm::translate(translation);
glm::mat4 rotationMat = glm::mat4_cast(fbxJoint.preRotation * rotation * fbxJoint.postRotation);
glm::mat4 finalMat = translationMat * fbxJoint.preTransform * rotationMat * fbxJoint.postTransform;
return AnimPose(finalMat);
}
void ScriptableAvatar::update(float deltatime) {
if (_bind.isNull() && !_skeletonFBXURL.isEmpty()) { // AvatarData will parse the .fst, but not get the .fbx skeleton.
_bind = DependencyManager::get<AnimationCache>()->getAnimation(_skeletonFBXURL);
}
// Run animation
if (_animation && _animation->isLoaded() && _animation->getFrames().size() > 0 && !_bind.isNull() && _bind->isLoaded()) {
if (!_animSkeleton) {
_animSkeleton = std::make_shared<AnimSkeleton>(_bind->getGeometry());
}
float currentFrame = _animationDetails.currentFrame + deltatime * _animationDetails.fps;
if (_animationDetails.loop || currentFrame < _animationDetails.lastFrame) {
while (currentFrame >= _animationDetails.lastFrame) {
currentFrame -= (_animationDetails.lastFrame - _animationDetails.firstFrame);
}
_animationDetails.currentFrame = currentFrame;
const QVector<FBXJoint>& modelJoints = _bind->getGeometry().joints;
QStringList animationJointNames = _animation->getJointNames();
const int nJoints = modelJoints.size();
if (_jointData.size() != nJoints) {
_jointData.resize(nJoints);
}
const int frameCount = _animation->getFrames().size();
const FBXAnimationFrame& floorFrame = _animation->getFrames().at((int)glm::floor(currentFrame) % frameCount);
const FBXAnimationFrame& ceilFrame = _animation->getFrames().at((int)glm::ceil(currentFrame) % frameCount);
const float frameFraction = glm::fract(currentFrame);
std::vector<AnimPose> poses = _animSkeleton->getRelativeDefaultPoses();
const float UNIT_SCALE = 0.01f;
for (int i = 0; i < animationJointNames.size(); i++) {
const QString& name = animationJointNames[i];
// As long as we need the model preRotations anyway, let's get the jointIndex from the bind skeleton rather than
// trusting the .fst (which is sometimes not updated to match changes to .fbx).
int mapping = _bind->getGeometry().getJointIndex(name);
if (mapping != -1 && !_maskedJoints.contains(name)) {
AnimPose floorPose = composeAnimPose(modelJoints[mapping], floorFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
AnimPose ceilPose = composeAnimPose(modelJoints[mapping], ceilFrame.rotations[i], floorFrame.translations[i] * UNIT_SCALE);
blend(1, &floorPose, &ceilPose, frameFraction, &poses[mapping]);
}
}
std::vector<AnimPose> absPoses = poses;
_animSkeleton->convertRelativePosesToAbsolute(absPoses);
for (int i = 0; i < nJoints; i++) {
JointData& data = _jointData[i];
AnimPose& absPose = absPoses[i];
if (data.rotation != absPose.rot()) {
data.rotation = absPose.rot();
data.rotationIsDefaultPose = false;
}
AnimPose& relPose = poses[i];
if (data.translation != relPose.trans()) {
data.translation = relPose.trans();
data.translationIsDefaultPose = false;
}
}
} else {
_animation.clear();
}
}
_clientTraitsHandler->sendChangedTraitsToMixer();
}