//// AnimManipulator.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 "AnimManipulator.h"#include "AnimUtil.h"#include "AnimationLogging.h" AnimManipulator::JointVar::JointVar(const QString& jointNameIn, Type rotationTypeIn, Type translationTypeIn, const QString& rotationVarIn, const QString& translationVarIn) : jointName(jointNameIn), rotationType(rotationTypeIn), translationType(translationTypeIn), rotationVar(rotationVarIn), translationVar(translationVarIn), jointIndex(-1), hasPerformedJointLookup(false) {} AnimManipulator::AnimManipulator(const QString& id, float alpha) : AnimNode(AnimNode::Type::Manipulator, id), _alpha(alpha) { } AnimManipulator::~AnimManipulator() { } const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) { return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeDefaultPoses());} const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut, const AnimPoseVec& underPoses) { _alpha = animVars.lookup(_alphaVar, _alpha); _poses = underPoses; if (underPoses.size() == 0) { return _poses; } for (auto& jointVar : _jointVars) { if (!jointVar.hasPerformedJointLookup) { // map from joint name to joint index and cache the result. jointVar.jointIndex = _skeleton->nameToJointIndex(jointVar.jointName); if (jointVar.jointIndex < 0) { qCWarning(animation) << "AnimManipulator could not find jointName" << jointVar.jointName << "in skeleton"; } jointVar.hasPerformedJointLookup = true; } if (jointVar.jointIndex >= 0) { // use the underPose as our default value if we can. AnimPose defaultRelPose; if (jointVar.jointIndex <= (int)underPoses.size()) { defaultRelPose = underPoses[jointVar.jointIndex]; } else { defaultRelPose = AnimPose::identity; } AnimPose relPose = computeRelativePoseFromJointVar(animVars, jointVar, defaultRelPose, underPoses); // blend with underPose ::blend(1, &defaultRelPose, &relPose, _alpha, &_poses[jointVar.jointIndex]); } } processOutputJoints(triggersOut); return _poses;} void AnimManipulator::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 renderingconst AnimPoseVec& AnimManipulator::getPosesInternal() const { return _poses;} void AnimManipulator::addJointVar(const JointVar& jointVar) { _jointVars.push_back(jointVar);} void AnimManipulator::removeAllJointVars() { _jointVars.clear();} AnimPose AnimManipulator::computeRelativePoseFromJointVar(const AnimVariantMap& animVars, const JointVar& jointVar, const AnimPose& defaultRelPose, const AnimPoseVec& underPoses) { AnimPose defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses); // compute relative translation glm::vec3 relTrans; switch (jointVar.translationType) { case JointVar::Type::Absolute: { glm::vec3 absTrans = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.trans()); // convert to from absolute to relative. AnimPose parentAbsPose; int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex); if (parentIndex >= 0) { parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses); } // convert from absolute to relative relTrans = transformPoint(parentAbsPose.inverse(), absTrans); break; } case JointVar::Type::Relative: relTrans = animVars.lookupRigToGeometryVector(jointVar.translationVar, defaultRelPose.trans()); break; case JointVar::Type::UnderPose: relTrans = underPoses[jointVar.jointIndex].trans(); break; case JointVar::Type::Default: default: relTrans = defaultRelPose.trans(); break; } glm::quat relRot; switch (jointVar.rotationType) { case JointVar::Type::Absolute: { glm::quat absRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.rot()); // convert to from absolute to relative. AnimPose parentAbsPose; int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex); if (parentIndex >= 0) { parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses); } // convert from absolute to relative relRot = glm::inverse(parentAbsPose.rot()) * absRot; break; } case JointVar::Type::Relative: relRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultRelPose.rot()); break; case JointVar::Type::UnderPose: relRot = underPoses[jointVar.jointIndex].rot(); break; case JointVar::Type::Default: default: relRot = defaultRelPose.rot(); break; } return AnimPose(glm::vec3(1), relRot, relTrans);}
//
// AnimManipulator.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 "AnimManipulator.h"
#include "AnimUtil.h"
#include "AnimationLogging.h"
AnimManipulator::JointVar::JointVar(const QString& jointNameIn, Type rotationTypeIn, Type translationTypeIn,
const QString& rotationVarIn, const QString& translationVarIn) :
jointName(jointNameIn),
rotationType(rotationTypeIn),
translationType(translationTypeIn),
rotationVar(rotationVarIn),
translationVar(translationVarIn),
jointIndex(-1),
hasPerformedJointLookup(false) {}
AnimManipulator::AnimManipulator(const QString& id, float alpha) :
AnimNode(AnimNode::Type::Manipulator, id),
_alpha(alpha) {
}
AnimManipulator::~AnimManipulator() {
}
const AnimPoseVec& AnimManipulator::evaluate(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut) {
return overlay(animVars, context, dt, triggersOut, _skeleton->getRelativeDefaultPoses());
}
const AnimPoseVec& AnimManipulator::overlay(const AnimVariantMap& animVars, const AnimContext& context, float dt, AnimVariantMap& triggersOut, const AnimPoseVec& underPoses) {
_alpha = animVars.lookup(_alphaVar, _alpha);
_poses = underPoses;
if (underPoses.size() == 0) {
return _poses;
}
for (auto& jointVar : _jointVars) {
if (!jointVar.hasPerformedJointLookup) {
// map from joint name to joint index and cache the result.
jointVar.jointIndex = _skeleton->nameToJointIndex(jointVar.jointName);
if (jointVar.jointIndex < 0) {
qCWarning(animation) << "AnimManipulator could not find jointName" << jointVar.jointName << "in skeleton";
}
jointVar.hasPerformedJointLookup = true;
}
if (jointVar.jointIndex >= 0) {
// use the underPose as our default value if we can.
AnimPose defaultRelPose;
if (jointVar.jointIndex <= (int)underPoses.size()) {
defaultRelPose = underPoses[jointVar.jointIndex];
} else {
defaultRelPose = AnimPose::identity;
}
AnimPose relPose = computeRelativePoseFromJointVar(animVars, jointVar, defaultRelPose, underPoses);
// blend with underPose
::blend(1, &defaultRelPose, &relPose, _alpha, &_poses[jointVar.jointIndex]);
}
}
processOutputJoints(triggersOut);
return _poses;
}
void AnimManipulator::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& AnimManipulator::getPosesInternal() const {
return _poses;
}
void AnimManipulator::addJointVar(const JointVar& jointVar) {
_jointVars.push_back(jointVar);
}
void AnimManipulator::removeAllJointVars() {
_jointVars.clear();
}
AnimPose AnimManipulator::computeRelativePoseFromJointVar(const AnimVariantMap& animVars, const JointVar& jointVar,
const AnimPose& defaultRelPose, const AnimPoseVec& underPoses) {
AnimPose defaultAbsPose = _skeleton->getAbsolutePose(jointVar.jointIndex, underPoses);
// compute relative translation
glm::vec3 relTrans;
switch (jointVar.translationType) {
case JointVar::Type::Absolute: {
glm::vec3 absTrans = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.trans());
// convert to from absolute to relative.
AnimPose parentAbsPose;
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
if (parentIndex >= 0) {
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
}
// convert from absolute to relative
relTrans = transformPoint(parentAbsPose.inverse(), absTrans);
break;
}
case JointVar::Type::Relative:
relTrans = animVars.lookupRigToGeometryVector(jointVar.translationVar, defaultRelPose.trans());
break;
case JointVar::Type::UnderPose:
relTrans = underPoses[jointVar.jointIndex].trans();
break;
case JointVar::Type::Default:
default:
relTrans = defaultRelPose.trans();
break;
}
glm::quat relRot;
switch (jointVar.rotationType) {
case JointVar::Type::Absolute: {
glm::quat absRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultAbsPose.rot());
// convert to from absolute to relative.
AnimPose parentAbsPose;
int parentIndex = _skeleton->getParentIndex(jointVar.jointIndex);
if (parentIndex >= 0) {
parentAbsPose = _skeleton->getAbsolutePose(parentIndex, underPoses);
}
// convert from absolute to relative
relRot = glm::inverse(parentAbsPose.rot()) * absRot;
break;
}
case JointVar::Type::Relative:
relRot = animVars.lookupRigToGeometry(jointVar.translationVar, defaultRelPose.rot());
break;
case JointVar::Type::UnderPose:
relRot = underPoses[jointVar.jointIndex].rot();
break;
case JointVar::Type::Default:
default:
relRot = defaultRelPose.rot();
break;
}
return AnimPose(glm::vec3(1), relRot, relTrans);
}