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