+++ /dev/null
-#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 "pose.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Animation::Animation():
- armature(0),
- looping(false)
-{ }
-
-// Avoid synthesizing ~RefPtr in files including animation.h
-Animation::~Animation()
-{ }
-
-void Animation::set_armature(const Armature &a)
-{
- 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)
- throw invalid_argument("Animation::add_keyframe");
-
- TimedKeyFrame tkf(*this);
- tkf.time = t;
- tkf.keyframe = &kf;
- tkf.keyframe.keep();
- prepare_keyframe(tkf);
- keyframes.push_back(tkf);
-}
-
-void Animation::set_looping(bool l)
-{
- looping = l;
-}
-
-void Animation::prepare_keyframe(TimedKeyFrame &tkf)
-{
- tkf.prev = (keyframes.empty() ? 0 : &keyframes.back());
-
- 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();
-}
-
-
-Animation::AxisInterpolation::AxisInterpolation():
- slope(0),
- scale(0)
-{ }
-
-Animation::AxisInterpolation::AxisInterpolation(const float *axis1, const float *axis2)
-{
- // Compute a normalized vector halfway between the two endpoints
- 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;
- a1_len += axis1[i]*axis1[i];
- h_len += half[i]*half[i];
- }
-
- // Compute correction factors for smooth interpolation
- 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;
-}
-
-
-Animation::MatrixInterpolation::MatrixInterpolation():
- matrix1(0),
- matrix2(0)
-{ }
-
-Animation::MatrixInterpolation::MatrixInterpolation(const Matrix &m1, const Matrix &m2):
- matrix1(&m1),
- matrix2(&m2)
-{
- 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);
-}
-
-Matrix Animation::MatrixInterpolation::get(float t) const
-{
- float u = t*2.0f-1.0f;
-
- float matrix[16];
- for(unsigned i=0; i<4; ++i)
- {
- 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)
- {
- /* Linear interpolation will produce vectors that fall on the line
- between the two endpoints, and has a higher angular velocity near the
- middle. We compensate for the velocity by interpolating the angle
- around the halfway point and computing its tangent. This is
- approximated by a third degree polynomial, scaled so that the result
- will be in the range [-1, 1]. */
- float w = (axes[i].slope+(1-axes[i].slope)*u*u)*u*0.5f+0.5f;
-
- /* 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. */
- float n = (axes[i].scale+(1-axes[i].scale)*u*u);
-
- for(unsigned j=0; j<3; ++j)
- out_col[j] = ((1-w)*m1_col[j]+w*m2_col[j])/n;
- }
- else
- {
- for(unsigned j=0; j<3; ++j)
- out_col[j] = (1-t)*m1_col[j]+t*m2_col[j];
- }
- }
-
- matrix[3] = 0;
- matrix[7] = 0;
- matrix[11] = 0;
- matrix[15] = 1;
-
- return matrix;
-}
-
-
-Animation::TimedKeyFrame::TimedKeyFrame(const Animation &a):
- animation(a),
- prev(0)
-{ }
-
-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();
- pose_matrices.resize(max_index+1);
- const Pose *pose1 = prev->keyframe->get_pose();
- const Pose *pose2 = keyframe->get_pose();
- static Matrix identity;
- for(unsigned i=0; i<=max_index; ++i)
- {
- const Matrix &matrix1 = (pose1 ? pose1->get_link_matrix(i) : identity);
- const Matrix &matrix2 = (pose2 ? pose2->get_link_matrix(i) : identity);
- pose_matrices[i] = MatrixInterpolation(matrix1, matrix2);
- }
- }
-}
-
-
-Animation::UniformInfo::UniformInfo(const string &n, unsigned s):
- name(n),
- size(s)
-{ }
-
-
-Animation::Iterator::Iterator(const Animation &a):
- animation(&a),
- iter(animation->keyframes.begin()),
- end(false)
-{ }
-
-Animation::Iterator &Animation::Iterator::operator+=(const Time::TimeDelta &t)
-{
- time_since_keyframe += t;
- while(time_since_keyframe>iter->delta_t)
- {
- KeyFrameList::const_iterator next = iter;
- ++next;
- if(next==animation->keyframes.end())
- {
- if(animation->looping)
- next = animation->keyframes.begin();
- else
- {
- end = true;
- time_since_keyframe = iter->delta_t;
- break;
- }
- }
-
- time_since_keyframe -= iter->delta_t;
- iter = next;
- }
-
- return *this;
-}
-
-Matrix Animation::Iterator::get_matrix() const
-{
- if(!iter->prev)
- return iter->keyframe->get_matrix();
-
- 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)
- throw invalid_operation("Animation::Iterator::get_pose_matrix");
- if(link>animation->armature->get_max_link_index())
- throw out_of_range("Animation::Iterator::get_pose_matrix");
-
- if(!iter->prev)
- {
- if(const Pose *pose = iter->keyframe->get_pose())
- return pose->get_link_matrix(link);
- else
- return Matrix();
- }
-
- // We must redo the base point correction since interpolation throws if off
- // XXX This should probably be done on local matrices
- Matrix result = iter->pose_matrices[link].get(time_since_keyframe/iter->delta_t);
- const Vector3 &base = animation->armature->get_link(link).get_base();
- Vector3 new_base = result*base;
- result = Matrix::translation(base-new_base)*result;
- return result;
-}
-
-
-Animation::Loader::Loader(Animation &a):
- DataFile::CollectionObjectLoader<Animation>(a, 0)
-{
- init();
-}
-
-Animation::Loader::Loader(Animation &a, Collection &c):
- DataFile::CollectionObjectLoader<Animation>(a, &c)
-{
- init();
-}
-
-void Animation::Loader::init()
-{
- add("armature", &Animation::armature);
- add("interval", &Loader::interval);
- add("keyframe", &Loader::keyframe);
- add("keyframe", &Loader::keyframe_inline);
- add("looping", &Animation::looping);
-}
-
-void Animation::Loader::keyframe(const string &n)
-{
- obj.add_keyframe(current_time, get_collection().get<KeyFrame>(n));
-}
-
-void Animation::Loader::keyframe_inline()
-{
- RefPtr<KeyFrame> kf = new KeyFrame;
- if(coll)
- load_sub(*kf, get_collection());
- else
- load_sub(*kf);
-
- TimedKeyFrame tkf(obj);
- tkf.time = current_time;
- tkf.keyframe = kf;
- obj.prepare_keyframe(tkf);
- obj.keyframes.push_back(tkf);
-}
-
-void Animation::Loader::interval(float t)
-{
- current_time += t*Time::sec;
-}
-
-} // namespace GL
-} // namespace Msp