#include <cmath>
+#include <msp/core/maputils.h>
#include <msp/datafile/collection.h>
#include <msp/time/units.h>
#include "animation.h"
#include "armature.h"
#include "error.h"
-#include "keyframe.h"
#include "pose.h"
using namespace std;
armature = &a;
}
+unsigned Animation::get_slot_for_uniform(const string &n) const
+{
+ for(unsigned i=0; i<uniforms.size(); ++i)
+ if(uniforms[i].name==n)
+ return i;
+ throw key_error(n);
+}
+
+const string &Animation::get_uniform_name(unsigned i) const
+{
+ if(i>=uniforms.size())
+ throw out_of_range("Animation::get_uniform_name");
+ return uniforms[i].name;
+}
+
void Animation::add_keyframe(const Time::TimeDelta &t, const KeyFrame &kf)
{
if(!keyframes.empty() && t<keyframes.back().time)
void Animation::prepare_keyframe(TimedKeyFrame &tkf)
{
tkf.prev = (keyframes.empty() ? 0 : &keyframes.back());
- if(!tkf.prev)
- return;
+
+ const KeyFrame::UniformMap &kf_uniforms = tkf.keyframe->get_uniforms();
+ for(KeyFrame::UniformMap::const_iterator i=kf_uniforms.begin(); i!=kf_uniforms.end(); ++i)
+ {
+ bool found = false;
+ for(unsigned j=0; (!found && j<uniforms.size()); ++j)
+ if(uniforms[j].name==i->first)
+ {
+ if(uniforms[j].size!=i->second.size)
+ throw invalid_operation("Animation::prepare_keyframe");
+ found = true;
+ }
+
+ if(!found)
+ uniforms.push_back(UniformInfo(i->first, i->second.size));
+ }
tkf.prepare();
}
scale(0)
{ }
-Animation::AxisInterpolation::AxisInterpolation(const double *axis1, const double *axis2)
+Animation::AxisInterpolation::AxisInterpolation(const float *axis1, const float *axis2)
{
// Compute a normalized vector halfway between the two endpoints
- double half[3];
- double a1_len = 0;
- double h_len = 0;
+ float half[3];
+ float a1_len = 0;
+ float h_len = 0;
for(unsigned i=0; i<3; ++i)
{
half[i] = (axis1[i]+axis2[i])/2;
}
// Compute correction factors for smooth interpolation
- double cos_half = (axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2])/sqrt(a1_len*h_len);
- double angle = acos(cos_half);
+ float cos_half = (axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2])/sqrt(a1_len*h_len);
+ float angle = acos(cos_half);
slope = (angle ? angle/tan(angle) : 1);
scale = cos_half;
}
matrix1(&m1),
matrix2(&m2)
{
- const double *m1_data = matrix1->data();
- const double *m2_data = matrix2->data();
+ const float *m1_data = matrix1->data();
+ const float *m2_data = matrix2->data();
for(unsigned i=0; i<3; ++i)
axes[i] = AxisInterpolation(m1_data+i*4, m2_data+i*4);
}
{
float u = t*2.0f-1.0f;
- double matrix[16];
+ float matrix[16];
for(unsigned i=0; i<4; ++i)
{
- const double *m1_col = matrix1->data()+i*4;
- const double *m2_col = matrix2->data()+i*4;
- double *out_col = matrix+i*4;
+ const float *m1_col = matrix1->data()+i*4;
+ const float *m2_col = matrix2->data()+i*4;
+ float *out_col = matrix+i*4;
if(i<3)
{
will be in the range [-1, 1]. */
float w = (axes[i].slope+(1-axes[i].slope)*u*u)*u*0.5f+0.5f;
- /* The interpolate vectors will also be shorter than unit length. At
+ /* The interpolated vectors will also be shorter than unit length. At
the halfway point the length will be equal to the cosine of half the
angle, which was computed earlier. Use a second degree polynomial to
approximate. */
void Animation::TimedKeyFrame::prepare()
{
+ const KeyFrame::UniformMap &kf_uniforms = keyframe->get_uniforms();
+ for(KeyFrame::UniformMap::const_iterator i=kf_uniforms.begin(); i!=kf_uniforms.end(); ++i)
+ {
+ unsigned j = animation.get_slot_for_uniform(i->first);
+ uniforms.reserve(j+1);
+ for(unsigned k=uniforms.size(); k<=j; ++k)
+ uniforms.push_back(KeyFrame::AnimatedUniform(animation.uniforms[k].size, 0.0f));
+
+ uniforms[j] = i->second;
+ }
+
+ if(!prev)
+ return;
+
delta_t = time-prev->time;
matrix = MatrixInterpolation(prev->keyframe->get_matrix(), keyframe->get_matrix());
+
if(animation.armature)
{
unsigned max_index = animation.armature->get_max_link_index();
}
+Animation::UniformInfo::UniformInfo(const string &n, unsigned s):
+ name(n),
+ size(s)
+{ }
+
+
Animation::Iterator::Iterator(const Animation &a):
animation(a),
iter(animation.keyframes.begin()),
return iter->matrix.get(time_since_keyframe/iter->delta_t);
}
+KeyFrame::AnimatedUniform Animation::Iterator::get_uniform(unsigned i) const
+{
+ if(!iter->prev)
+ {
+ if(iter->uniforms.size()>i)
+ return iter->uniforms[i];
+ else
+ return KeyFrame::AnimatedUniform(animation.uniforms[i].size, 0.0f);
+ }
+
+ unsigned size = animation.uniforms[i].size;
+ float t = time_since_keyframe/iter->delta_t;
+ KeyFrame::AnimatedUniform result(size, 0.0f);
+ for(unsigned j=0; j<size; ++j)
+ result.values[j] = iter->prev->uniforms[i].values[j]*(1-t)+iter->uniforms[i].values[j]*t;
+ return result;
+}
+
Matrix Animation::Iterator::get_pose_matrix(unsigned link) const
{
if(!animation.armature)