godot-module-template/engine/thirdparty/jolt_physics/Jolt/Skeleton/SkeletalAnimation.cpp

166 lines
4.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Skeleton/SkeletalAnimation.h>
#include <Jolt/Skeleton/SkeletonPose.h>
#include <Jolt/ObjectStream/TypeDeclarations.h>
#include <Jolt/Core/StreamIn.h>
#include <Jolt/Core/StreamOut.h>
JPH_NAMESPACE_BEGIN
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SkeletalAnimation::JointState)
{
JPH_ADD_ATTRIBUTE(JointState, mRotation)
JPH_ADD_ATTRIBUTE(JointState, mTranslation)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SkeletalAnimation::Keyframe)
{
JPH_ADD_BASE_CLASS(Keyframe, JointState)
JPH_ADD_ATTRIBUTE(Keyframe, mTime)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SkeletalAnimation::AnimatedJoint)
{
JPH_ADD_ATTRIBUTE(AnimatedJoint, mJointName)
JPH_ADD_ATTRIBUTE(AnimatedJoint, mKeyframes)
}
JPH_IMPLEMENT_SERIALIZABLE_NON_VIRTUAL(SkeletalAnimation)
{
JPH_ADD_ATTRIBUTE(SkeletalAnimation, mAnimatedJoints)
JPH_ADD_ATTRIBUTE(SkeletalAnimation, mIsLooping)
}
void SkeletalAnimation::JointState::FromMatrix(Mat44Arg inMatrix)
{
mRotation = inMatrix.GetQuaternion();
mTranslation = inMatrix.GetTranslation();
}
float SkeletalAnimation::GetDuration() const
{
if (!mAnimatedJoints.empty() && !mAnimatedJoints[0].mKeyframes.empty())
return mAnimatedJoints[0].mKeyframes.back().mTime;
else
return 0.0f;
}
void SkeletalAnimation::ScaleJoints(float inScale)
{
for (SkeletalAnimation::AnimatedJoint &j : mAnimatedJoints)
for (SkeletalAnimation::Keyframe &k : j.mKeyframes)
k.mTranslation *= inScale;
}
void SkeletalAnimation::Sample(float inTime, SkeletonPose &ioPose) const
{
// Correct time when animation is looping
JPH_ASSERT(inTime >= 0.0f);
float duration = GetDuration();
float time = duration > 0.0f && mIsLooping? fmod(inTime, duration) : inTime;
for (const AnimatedJoint &aj : mAnimatedJoints)
{
// Do binary search for keyframe
int high = (int)aj.mKeyframes.size(), low = -1;
while (high - low > 1)
{
int probe = (high + low) / 2;
if (aj.mKeyframes[probe].mTime < time)
low = probe;
else
high = probe;
}
JointState &state = ioPose.GetJoint(ioPose.GetSkeleton()->GetJointIndex(aj.mJointName));
if (low == -1)
{
// Before first key, return first key
state = static_cast<const JointState &>(aj.mKeyframes.front());
}
else if (high == (int)aj.mKeyframes.size())
{
// Beyond last key, return last key
state = static_cast<const JointState &>(aj.mKeyframes.back());
}
else
{
// Interpolate
const Keyframe &s1 = aj.mKeyframes[low];
const Keyframe &s2 = aj.mKeyframes[low + 1];
float fraction = (time - s1.mTime) / (s2.mTime - s1.mTime);
JPH_ASSERT(fraction >= 0.0f && fraction <= 1.0f);
state.mTranslation = (1.0f - fraction) * s1.mTranslation + fraction * s2.mTranslation;
JPH_ASSERT(s1.mRotation.IsNormalized());
JPH_ASSERT(s2.mRotation.IsNormalized());
state.mRotation = s1.mRotation.SLERP(s2.mRotation, fraction);
JPH_ASSERT(state.mRotation.IsNormalized());
}
}
}
void SkeletalAnimation::SaveBinaryState(StreamOut &inStream) const
{
inStream.Write((uint32)mAnimatedJoints.size());
for (const AnimatedJoint &j : mAnimatedJoints)
{
// Write Joint name and number of keyframes
inStream.Write(j.mJointName);
inStream.Write((uint32)j.mKeyframes.size());
for (const Keyframe &k : j.mKeyframes)
{
inStream.Write(k.mTime);
inStream.Write(k.mRotation);
inStream.Write(k.mTranslation);
}
}
// Save additional parameters
inStream.Write(mIsLooping);
}
SkeletalAnimation::AnimationResult SkeletalAnimation::sRestoreFromBinaryState(StreamIn &inStream)
{
AnimationResult result;
Ref<SkeletalAnimation> animation = new SkeletalAnimation;
// Restore animated joints
uint32 len = 0;
inStream.Read(len);
animation->mAnimatedJoints.resize(len);
for (AnimatedJoint &j : animation->mAnimatedJoints)
{
// Read joint name
inStream.Read(j.mJointName);
// Read keyframes
len = 0;
inStream.Read(len);
j.mKeyframes.resize(len);
for (Keyframe &k : j.mKeyframes)
{
inStream.Read(k.mTime);
inStream.Read(k.mRotation);
inStream.Read(k.mTranslation);
}
}
// Read additional parameters
inStream.Read(animation->mIsLooping);
result.Set(animation);
return result;
}
JPH_NAMESPACE_END