// // AnimationPropertyGroup.cpp // libraries/entities/src // // Created by Brad Hefta-Gaub on 12/4/13. // Copyright 2013 High Fidelity, Inc. // Copyright 2023 Overte e.V. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // SPDX-License-Identifier: Apache-2.0 // #include "AnimationPropertyGroup.h" #include #include #include "EntityItemProperties.h" const float AnimationPropertyGroup::MAXIMUM_POSSIBLE_FRAME = 100000.0f; bool operator==(const AnimationPropertyGroup& a, const AnimationPropertyGroup& b) { return (a._currentFrame == b._currentFrame) && (a._running == b._running) && (a._loop == b._loop) && (a._hold == b._hold) && (a._firstFrame == b._firstFrame) && (a._lastFrame == b._lastFrame) && (a._fps == b._fps) && (a._allowTranslation == b._allowTranslation) && (a._url == b._url) && (a._smoothFrames == b._smoothFrames); } /*@jsdoc * An animation is configured by the following properties: * @typedef {object} Entities.AnimationProperties * @property {string} url="" - The URL of the glTF or FBX file that has the animation. glTF files may be in JSON or binary * format (".gltf" or ".glb" URLs respectively). *

Warning: glTF animations currently do not always animate correctly.

* @property {boolean} allowTranslation=true - true to enable translations contained in the animation to be * played, false to disable translations. * @property {number} fps=30 - The speed in frames/s that the animation is played at. * @property {number} firstFrame=0 - The first frame to play in the animation. * @property {number} lastFrame=100000 - The last frame to play in the animation. * @property {number} currentFrame=0 - The current frame being played in the animation. * @property {boolean} running=false - true if the animation should play, false if it shouldn't. * @property {boolean} loop=true - true if the animation is continuously repeated in a loop, false if * it isn't. * @property {boolean} hold=false - true if the rotations and translations of the last frame played are * maintained when the animation stops playing, false if they aren't. * @property {boolean} smoothFrames=true - true if the frames of the animation should be linearly interpolated to * create smoother movement, false if the frames should not be interpolated. */ void AnimationPropertyGroup::copyToScriptValue(const EntityPropertyFlags& desiredProperties, ScriptValue& properties, ScriptEngine* engine, bool skipDefaults, EntityItemProperties& defaultEntityProperties, bool returnNothingOnEmptyPropertyFlags, AvatarEntityOwnership ownership) const { auto nodeList = DependencyManager::get(); @Animation_GROUP_COPY_TO_SCRIPT@ } void AnimationPropertyGroup::copyFromScriptValue(const ScriptValue& object, const QSet &namesSet, bool& _defaultSettings) { @Animation_GROUP_COPY_FROM_SCRIPT@ // legacy property support COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationURL, QString, setUrl, getUrl); COPY_PROPERTY_FROM_QSCRIPTVALUE_NOCHECK(animationSettings, QString, setFromOldAnimationSettings); COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFPS, float, setFps, getFps); COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationIsPlaying, bool, setRunning, getRunning); COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(animationFrameIndex, float, setCurrentFrame, getCurrentFrame); } void AnimationPropertyGroup::merge(const AnimationPropertyGroup& other) { @Animation_GROUP_MERGE@ } void AnimationPropertyGroup::debugDump() const { @Animation_GROUP_DEBUG_DUMP@ } void AnimationPropertyGroup::listChangedProperties(QList& out) { @Animation_GROUP_LIST_CHANGED@ } bool AnimationPropertyGroup::appendToEditPacket(OctreePacketData* packetData, EntityPropertyFlags& requestedProperties, EntityPropertyFlags& propertyFlags, EntityPropertyFlags& propertiesDidntFit, int& propertyCount, OctreeElement::AppendState& appendState) const { bool successPropertyFits = true; @Animation_GROUP_APPEND@ return successPropertyFits; } bool AnimationPropertyGroup::decodeFromEditPacket(EntityPropertyFlags& propertyFlags, const unsigned char*& dataAt , int& processedBytes) { int bytesRead = 0; bool overwriteLocalData = true; bool somethingChanged = false; @Animation_GROUP_READ@ @Animation_GROUP_DECODE_CHANGED@ processedBytes += bytesRead; return somethingChanged; } void AnimationPropertyGroup::markAllChanged() { @Animation_GROUP_MARK_CHANGED@ } EntityPropertyFlags AnimationPropertyGroup::getChangedProperties() const { EntityPropertyFlags changedProperties; @Animation_GROUP_CHANGED_PROPERTIES@ return changedProperties; } void AnimationPropertyGroup::getProperties(EntityItemProperties& properties) const { @Animation_GROUP_COPY_TO@ } bool AnimationPropertyGroup::setProperties(const EntityItemProperties& properties) { bool somethingChanged = false; @Animation_GROUP_SET_FROM@ return somethingChanged; } EntityPropertyFlags AnimationPropertyGroup::getEntityProperties(EncodeBitstreamParams& params) const { EntityPropertyFlags requestedProperties; @Animation_REQUESTED_PROPS@ return requestedProperties; } int AnimationPropertyGroup::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData, bool& somethingChanged) { int bytesRead = 0; const unsigned char* dataAt = data; @Animation_GROUP_READ@ return bytesRead; } void AnimationPropertyGroup::addPropertyMap(QHash& _propertyInfos, QHash& _enumsToPropertyStrings) { @Animation_GROUP_ADD_TO_MAP@ } void AnimationPropertyGroup::setFromOldAnimationSettings(const QString& value) { // the animations setting is a JSON string that may contain various animation settings. // if it includes fps, currentFrame, or running, those values will be parsed out and // will over ride the regular animation settings bool allowTranslation = getAllowTranslation(); float fps = getFps(); float currentFrame = getCurrentFrame(); bool running = getRunning(); bool loop = getLoop(); float firstFrame = getFirstFrame(); float lastFrame = getLastFrame(); bool hold = getHold(); QJsonDocument settingsAsJson = QJsonDocument::fromJson(value.toUtf8()); QJsonObject settingsAsJsonObject = settingsAsJson.object(); QVariantMap settingsMap = settingsAsJsonObject.toVariantMap(); if (settingsMap.contains("allowTranslation")) { allowTranslation = settingsMap["allowTranslation"].toBool(); } if (settingsMap.contains("fps")) { fps = settingsMap["fps"].toFloat(); } // old settings had frameIndex if (settingsMap.contains("frameIndex")) { currentFrame = settingsMap["frameIndex"].toFloat(); } if (settingsMap.contains("running")) { running = settingsMap["running"].toBool(); } if (settingsMap.contains("firstFrame")) { firstFrame = settingsMap["firstFrame"].toFloat(); } if (settingsMap.contains("loop")) { loop = settingsMap["loop"].toBool(); } if (settingsMap.contains("lastFrame")) { lastFrame = settingsMap["lastFrame"].toFloat(); } if (settingsMap.contains("hold")) { hold = settingsMap["hold"].toBool(); } setAllowTranslation(allowTranslation); setFps(fps); setCurrentFrame(currentFrame); setRunning(running); setLoop(loop); setFirstFrame(firstFrame); setLastFrame(lastFrame); setHold(hold); } float AnimationPropertyGroup::getNumFrames() const { return _lastFrame - _firstFrame + 1.0f; } float AnimationPropertyGroup::computeLoopedFrame(float frame) const { float numFrames = getNumFrames(); if (numFrames > 1.0f) { frame = getFirstFrame() + fmodf(frame - getFirstFrame(), numFrames); } else { frame = getFirstFrame(); } return frame; } bool AnimationPropertyGroup::isValidAndRunning() const { return getRunning() && (getFps() > 0.0f) && (getNumFrames() > 1.0f) && !(getUrl().isEmpty()); }