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AnimController: proper support for alpha AnimController: bug fix for translation. AnimOverlay: renamed local var when building hand boneSets from head to hand.
108 lines
3.9 KiB
C++
108 lines
3.9 KiB
C++
//
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// AnimController.cpp
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//
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// Created by Anthony J. Thibault on 9/8/15.
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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 "AnimController.h"
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#include "AnimUtil.h"
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#include "AnimationLogging.h"
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AnimController::AnimController(const std::string& id, float alpha) :
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AnimNode(AnimNode::Type::Controller, id),
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_alpha(alpha) {
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}
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AnimController::~AnimController() {
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}
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const AnimPoseVec& AnimController::evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) {
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return overlay(animVars, dt, triggersOut, _skeleton->getRelativeBindPoses());
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}
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const AnimPoseVec& AnimController::overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
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_alpha = animVars.lookup(_alphaVar, _alpha);
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for (auto& jointVar : _jointVars) {
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if (!jointVar.hasPerformedJointLookup) {
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QString qJointName = QString::fromStdString(jointVar.jointName);
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jointVar.jointIndex = _skeleton->nameToJointIndex(qJointName);
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if (jointVar.jointIndex < 0) {
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qCWarning(animation) << "AnimController could not find jointName" << qJointName << "in skeleton";
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}
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jointVar.hasPerformedJointLookup = true;
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}
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if (jointVar.jointIndex >= 0) {
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AnimPose defaultAbsPose;
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AnimPose parentAbsPose = AnimPose::identity;
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if (jointVar.jointIndex <= (int)underPoses.size()) {
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// jointVar is an absolute rotation, if it is not set we will use the underPose as our default value
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defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
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defaultAbsPose.rot = animVars.lookup(jointVar.var, defaultAbsPose.rot);
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// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose.
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int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
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if (parentIndex >= 0) {
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parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
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}
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} else {
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// jointVar is an absolute rotation, if it is not set we will use the bindPose as our default value
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defaultAbsPose = _skeleton->getAbsoluteBindPose(jointVar.jointIndex);
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defaultAbsPose.rot = animVars.lookup(jointVar.var, defaultAbsPose.rot);
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// because jointVar is absolute, we must use an absolute parent frame to convert into a relative pose
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// here we use the bind pose
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int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
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if (parentIndex >= 0) {
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parentAbsPose = _skeleton->getAbsoluteBindPose(parentIndex);
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}
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}
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// convert from absolute to relative
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AnimPose relPose = parentAbsPose.inverse() * defaultAbsPose;
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// blend with underPose
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::blend(1, &underPoses[jointVar.jointIndex], &relPose, _alpha, &_poses[jointVar.jointIndex]);
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}
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}
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return _poses;
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}
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void AnimController::setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
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AnimNode::setSkeletonInternal(skeleton);
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// invalidate all jointVar indices
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for (auto& jointVar : _jointVars) {
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jointVar.jointIndex = -1;
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jointVar.hasPerformedJointLookup = false;
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}
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// potentially allocate new joints.
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_poses.resize(skeleton->getNumJoints());
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// set all joints to identity
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for (auto& pose : _poses) {
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pose = AnimPose::identity;
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}
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}
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// for AnimDebugDraw rendering
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const AnimPoseVec& AnimController::getPosesInternal() const {
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return _poses;
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}
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void AnimController::addJointVar(const JointVar& jointVar) {
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_jointVars.push_back(jointVar);
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}
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