overte/libraries/animation/src/AnimController.cpp
Anthony J. Thibault fae4b08eb0 AnimController Node Bug fixes
AnimController: proper support for alpha
AnimController: bug fix for translation.
AnimOverlay: renamed local var when building hand boneSets from head to hand.
2015-09-16 15:11:53 -07:00

108 lines
3.9 KiB
C++

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