phoenix-firestorm/indra/newview/gltf/animation.h

182 lines
5.7 KiB
C++

#pragma once
/**
* @file animation.h
* @brief LL GLTF Animation Implementation
*
* $LicenseInfo:firstyear=2024&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2024, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#include "accessor.h"
// LL GLTF Implementation
namespace LL
{
namespace GLTF
{
class Asset;
class Animation
{
public:
class Sampler
{
public:
std::vector<F32> mFrameTimes;
F32 mMinTime = -FLT_MAX;
F32 mMaxTime = FLT_MAX;
S32 mInput = INVALID_INDEX;
S32 mOutput = INVALID_INDEX;
std::string mInterpolation;
void allocateGLResources(Asset& asset);
const Sampler& operator=(const tinygltf::AnimationSampler& src)
{
mInput = src.input;
mOutput = src.output;
mInterpolation = src.interpolation;
return *this;
}
// get the frame index and time for the specified time
// asset -- the asset to reference for Accessors
// time -- the animation time to get the frame info for
// frameIndex -- index of the closest frame that precedes the specified time
// t - interpolant value between the frameIndex and the next frame
void getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t);
};
class Channel
{
public:
class Target
{
public:
S32 mNode = INVALID_INDEX;
std::string mPath;
};
S32 mSampler = INVALID_INDEX;
Target mTarget;
std::string mTargetPath;
std::string mName;
const Channel& operator=(const tinygltf::AnimationChannel& src)
{
mSampler = src.sampler;
mTarget.mNode = src.target_node;
mTarget.mPath = src.target_path;
return *this;
}
};
class RotationChannel : public Channel
{
public:
std::vector<glh::quaternionf> mRotations;
const RotationChannel& operator=(const tinygltf::AnimationChannel& src)
{
Channel::operator=(src);
return *this;
}
// prepare data needed for rendering
// asset -- asset to reference for Accessors
// sampler -- Sampler associated with this channel
void allocateGLResources(Asset& asset, Sampler& sampler);
void apply(Asset& asset, Sampler& sampler, F32 time);
};
class TranslationChannel : public Channel
{
public:
std::vector<glh::vec3f> mTranslations;
const TranslationChannel& operator=(const tinygltf::AnimationChannel& src)
{
Channel::operator=(src);
return *this;
}
// prepare data needed for rendering
// asset -- asset to reference for Accessors
// sampler -- Sampler associated with this channel
void allocateGLResources(Asset& asset, Sampler& sampler);
void apply(Asset& asset, Sampler& sampler, F32 time);
};
class ScaleChannel : public Channel
{
public:
std::vector<glh::vec3f> mScales;
const ScaleChannel& operator=(const tinygltf::AnimationChannel& src)
{
Channel::operator=(src);
return *this;
}
// prepare data needed for rendering
// asset -- asset to reference for Accessors
// sampler -- Sampler associated with this channel
void allocateGLResources(Asset& asset, Sampler& sampler);
void apply(Asset& asset, Sampler& sampler, F32 time);
};
std::string mName;
std::vector<Sampler> mSamplers;
// min/max time values for all samplers combined
F32 mMinTime = 0.f;
F32 mMaxTime = 0.f;
// current time of the animation
F32 mTime = 0.f;
std::vector<RotationChannel> mRotationChannels;
std::vector<TranslationChannel> mTranslationChannels;
std::vector<ScaleChannel> mScaleChannels;
const Animation& operator=(const tinygltf::Animation& src);
void allocateGLResources(Asset& asset);
void update(Asset& asset, float dt);
// apply this animation at the specified time
void apply(Asset& asset, F32 time);
};
}
}