288 lines
7.0 KiB
C++
288 lines
7.0 KiB
C++
/**
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* @file animation.cpp
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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 "../llviewerprecompiledheaders.h"
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#include "asset.h"
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#include "buffer_util.h"
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using namespace LL::GLTF;
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void Animation::allocateGLResources(Asset& asset)
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{
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if (!mSamplers.empty())
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{
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mMinTime = FLT_MAX;
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mMaxTime = -FLT_MAX;
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for (auto& sampler : mSamplers)
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{
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sampler.allocateGLResources(asset);
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mMinTime = llmin(sampler.mMinTime, mMinTime);
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mMaxTime = llmax(sampler.mMaxTime, mMaxTime);
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}
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}
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else
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{
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mMinTime = mMaxTime = 0.f;
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}
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for (auto& channel : mRotationChannels)
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{
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channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
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}
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for (auto& channel : mTranslationChannels)
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{
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channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
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}
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}
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void Animation::update(Asset& asset, F32 dt)
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{
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mTime += dt;
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apply(asset, mTime);
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}
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void Animation::apply(Asset& asset, float time)
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{
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// convert time to animation loop time
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time = fmod(time, mMaxTime - mMinTime) + mMinTime;
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// apply each channel
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for (auto& channel : mRotationChannels)
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{
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channel.apply(asset, mSamplers[channel.mSampler], time);
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}
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for (auto& channel : mTranslationChannels)
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{
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channel.apply(asset, mSamplers[channel.mSampler], time);
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}
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};
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void Animation::Sampler::allocateGLResources(Asset& asset)
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{
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Accessor& accessor = asset.mAccessors[mInput];
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mMinTime = accessor.mMin[0];
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mMaxTime = accessor.mMax[0];
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mFrameTimes.resize(accessor.mCount);
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LLStrider<F32> frame_times = mFrameTimes.data();
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copy(asset, accessor, frame_times);
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}
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void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t)
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{
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if (time < mMinTime)
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{
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frameIndex = 0;
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t = 0.0f;
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return;
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}
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if (mFrameTimes.size() > 1)
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{
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if (time > mMaxTime)
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{
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frameIndex = mFrameTimes.size() - 2;
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t = 1.0f;
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return;
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}
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frameIndex = mFrameTimes.size() - 2;
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t = 1.f;
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for (U32 i = 0; i < mFrameTimes.size() - 1; i++)
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{
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if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1])
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{
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frameIndex = i;
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t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]);
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return;
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}
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}
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}
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else
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{
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frameIndex = 0;
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t = 0.0f;
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}
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}
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void Animation::RotationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
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{
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Accessor& accessor = asset.mAccessors[sampler.mOutput];
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copy(asset, accessor, mRotations);
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}
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void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
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{
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U32 frameIndex;
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F32 t;
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Node& node = asset.mNodes[mTarget.mNode];
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sampler.getFrameInfo(asset, time, frameIndex, t);
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if (sampler.mFrameTimes.size() == 1)
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{
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node.setRotation(mRotations[0]);
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}
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else
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{
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// interpolate
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LLQuaternion q0(mRotations[frameIndex].get_value());
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LLQuaternion q1(mRotations[frameIndex + 1].get_value());
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LLQuaternion qf = slerp(t, q0, q1);
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qf.normalize();
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node.setRotation(glh::quaternionf(qf.mQ));
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}
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}
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void Animation::TranslationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
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{
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Accessor& accessor = asset.mAccessors[sampler.mOutput];
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copy(asset, accessor, mTranslations);
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}
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void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
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{
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U32 frameIndex;
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F32 t;
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Node& node = asset.mNodes[mTarget.mNode];
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sampler.getFrameInfo(asset, time, frameIndex, t);
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if (sampler.mFrameTimes.size() == 1)
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{
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node.setTranslation(mTranslations[0]);
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}
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else
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{
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// interpolate
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const glh::vec3f& v0 = mTranslations[frameIndex];
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const glh::vec3f& v1 = mTranslations[frameIndex + 1];
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glh::vec3f vf = v0 + t * (v1 - v0);
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node.setTranslation(vf);
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}
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}
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void Animation::ScaleChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
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{
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Accessor& accessor = asset.mAccessors[sampler.mOutput];
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copy(asset, accessor, mScales);
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}
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void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time)
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{
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U32 frameIndex;
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F32 t;
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Node& node = asset.mNodes[mTarget.mNode];
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sampler.getFrameInfo(asset, time, frameIndex, t);
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if (sampler.mFrameTimes.size() == 1)
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{
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node.setScale(mScales[0]);
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}
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else
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{
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// interpolate
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const glh::vec3f& v0 = mScales[frameIndex];
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const glh::vec3f& v1 = mScales[frameIndex + 1];
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glh::vec3f vf = v0 + t * (v1 - v0);
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node.setScale(vf);
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}
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}
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const Animation& Animation::operator=(const tinygltf::Animation& src)
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{
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mName = src.name;
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mSamplers.resize(src.samplers.size());
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for (U32 i = 0; i < src.samplers.size(); ++i)
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{
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mSamplers[i] = src.samplers[i];
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}
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for (U32 i = 0; i < src.channels.size(); ++i)
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{
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if (src.channels[i].target_path == "rotation")
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{
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mRotationChannels.push_back(RotationChannel());
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mRotationChannels.back() = src.channels[i];
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}
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if (src.channels[i].target_path == "translation")
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{
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mTranslationChannels.push_back(TranslationChannel());
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mTranslationChannels.back() = src.channels[i];
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}
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if (src.channels[i].target_path == "scale")
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{
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mScaleChannels.push_back(ScaleChannel());
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mScaleChannels.back() = src.channels[i];
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}
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}
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return *this;
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}
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void Skin::allocateGLResources(Asset& asset)
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{
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if (mInverseBindMatrices != INVALID_INDEX)
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{
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Accessor& accessor = asset.mAccessors[mInverseBindMatrices];
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copy(asset, accessor, mInverseBindMatricesData);
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}
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}
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const Skin& Skin::operator=(const tinygltf::Skin& src)
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{
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mName = src.name;
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mSkeleton = src.skeleton;
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mInverseBindMatrices = src.inverseBindMatrices;
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mJoints = src.joints;
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return *this;
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}
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