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+/**
+ * @file animation.cpp
+ * @brief LL GLTF Animation Implementation
+ *
+ * $LicenseInfo:firstyear=2024&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2024, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#include "../llviewerprecompiledheaders.h"
+
+#include "asset.h"
+#include "buffer_util.h"
+#include "../llskinningutil.h"
+
+using namespace LL::GLTF;
+using namespace boost::json;
+
+bool Animation::prep(Asset& asset)
+{
+ if (!mSamplers.empty())
+ {
+ mMinTime = FLT_MAX;
+ mMaxTime = -FLT_MAX;
+ for (auto& sampler : mSamplers)
+ {
+ if (!sampler.prep(asset))
+ {
+ return false;
+ }
+ mMinTime = llmin(sampler.mMinTime, mMinTime);
+ mMaxTime = llmax(sampler.mMaxTime, mMaxTime);
+ }
+ }
+ else
+ {
+ mMinTime = mMaxTime = 0.f;
+ }
+
+ for (auto& channel : mRotationChannels)
+ {
+ if (!channel.prep(asset, mSamplers[channel.mSampler]))
+ {
+ return false;
+ }
+ }
+
+ for (auto& channel : mTranslationChannels)
+ {
+ if (!channel.prep(asset, mSamplers[channel.mSampler]))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void Animation::update(Asset& asset, F32 dt)
+{
+ mTime += dt;
+
+ apply(asset, mTime);
+}
+
+void Animation::apply(Asset& asset, float time)
+{
+ // convert time to animation loop time
+ time = fmod(time, mMaxTime - mMinTime) + mMinTime;
+
+ // apply each channel
+ for (auto& channel : mRotationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
+
+ for (auto& channel : mTranslationChannels)
+ {
+ channel.apply(asset, mSamplers[channel.mSampler], time);
+ }
+};
+
+bool Animation::Sampler::prep(Asset& asset)
+{
+ Accessor& accessor = asset.mAccessors[mInput];
+ mMinTime = accessor.mMin[0];
+ mMaxTime = accessor.mMax[0];
+
+ mFrameTimes.resize(accessor.mCount);
+
+ LLStrider<F32> frame_times = mFrameTimes.data();
+ copy(asset, accessor, frame_times);
+
+ return true;
+}
+
+
+void Animation::Sampler::serialize(object& obj) const
+{
+ write(mInput, "input", obj, INVALID_INDEX);
+ write(mOutput, "output", obj, INVALID_INDEX);
+ write(mInterpolation, "interpolation", obj, std::string("LINEAR"));
+ write(mMinTime, "min_time", obj);
+ write(mMaxTime, "max_time", obj);
+}
+
+const Animation::Sampler& Animation::Sampler::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "input", mInput);
+ copy(src, "output", mOutput);
+ copy(src, "interpolation", mInterpolation);
+ copy(src, "min_time", mMinTime);
+ copy(src, "max_time", mMaxTime);
+ }
+ return *this;
+}
+
+bool Animation::Channel::Target::operator==(const Channel::Target& rhs) const
+{
+ return mNode == rhs.mNode && mPath == rhs.mPath;
+}
+
+bool Animation::Channel::Target::operator!=(const Channel::Target& rhs) const
+{
+ return !(*this == rhs);
+}
+
+void Animation::Channel::Target::serialize(object& obj) const
+{
+ write(mNode, "node", obj, INVALID_INDEX);
+ write(mPath, "path", obj);
+}
+
+const Animation::Channel::Target& Animation::Channel::Target::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "node", mNode);
+ copy(src, "path", mPath);
+ }
+ return *this;
+}
+
+void Animation::Channel::serialize(object& obj) const
+{
+ write(mSampler, "sampler", obj, INVALID_INDEX);
+ write(mTarget, "target", obj);
+}
+
+const Animation::Channel& Animation::Channel::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "sampler", mSampler);
+ copy(src, "target", mTarget);
+ }
+ return *this;
+}
+
+void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t)
+{
+ LL_PROFILE_ZONE_SCOPED;
+
+ if (time < mMinTime)
+ {
+ frameIndex = 0;
+ t = 0.0f;
+ return;
+ }
+
+ if (mFrameTimes.size() > 1)
+ {
+ if (time > mMaxTime)
+ {
+ frameIndex = mFrameTimes.size() - 2;
+ t = 1.0f;
+ return;
+ }
+
+ frameIndex = mFrameTimes.size() - 2;
+ t = 1.f;
+
+ for (U32 i = 0; i < mFrameTimes.size() - 1; i++)
+ {
+ if (time >= mFrameTimes[i] && time < mFrameTimes[i + 1])
+ {
+ frameIndex = i;
+ t = (time - mFrameTimes[i]) / (mFrameTimes[i + 1] - mFrameTimes[i]);
+ return;
+ }
+ }
+ }
+ else
+ {
+ frameIndex = 0;
+ t = 0.0f;
+ }
+}
+
+bool Animation::RotationChannel::prep(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mRotations);
+
+ return true;
+}
+
+void Animation::RotationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setRotation(mRotations[0]);
+ }
+ else
+ {
+ // interpolate
+ quat qf = glm::slerp(mRotations[frameIndex], mRotations[frameIndex + 1], t);
+
+ qf = glm::normalize(qf);
+
+ node.setRotation(qf);
+ }
+}
+
+bool Animation::TranslationChannel::prep(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mTranslations);
+
+ return true;
+}
+
+void Animation::TranslationChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setTranslation(mTranslations[0]);
+ }
+ else
+ {
+ // interpolate
+ const vec3& v0 = mTranslations[frameIndex];
+ const vec3& v1 = mTranslations[frameIndex + 1];
+
+ vec3 vf = v0 + t * (v1 - v0);
+
+ node.setTranslation(vf);
+ }
+}
+
+bool Animation::ScaleChannel::prep(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mScales);
+
+ return true;
+}
+
+void Animation::ScaleChannel::apply(Asset& asset, Sampler& sampler, F32 time)
+{
+ U32 frameIndex;
+ F32 t;
+
+ Node& node = asset.mNodes[mTarget.mNode];
+
+ sampler.getFrameInfo(asset, time, frameIndex, t);
+
+ if (sampler.mFrameTimes.size() == 1)
+ {
+ node.setScale(mScales[0]);
+ }
+ else
+ {
+ // interpolate
+ const vec3& v0 = mScales[frameIndex];
+ const vec3& v1 = mScales[frameIndex + 1];
+
+ vec3 vf = v0 + t * (v1 - v0);
+
+ node.setScale(vf);
+ }
+}
+
+void Animation::serialize(object& obj) const
+{
+ write(mName, "name", obj);
+ write(mSamplers, "samplers", obj);
+
+ std::vector<Channel> channels;
+ channels.insert(channels.end(), mRotationChannels.begin(), mRotationChannels.end());
+ channels.insert(channels.end(), mTranslationChannels.begin(), mTranslationChannels.end());
+ channels.insert(channels.end(), mScaleChannels.begin(), mScaleChannels.end());
+
+ write(channels, "channels", obj);
+}
+
+const Animation& Animation::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ const object& obj = src.as_object();
+
+ copy(obj, "name", mName);
+ copy(obj, "samplers", mSamplers);
+
+ // make a temporory copy of generic channels
+ std::vector<Channel> channels;
+ copy(obj, "channels", channels);
+
+ // break up into channel specific implementations
+ for (auto& channel: channels)
+ {
+ if (channel.mTarget.mPath == "rotation")
+ {
+ mRotationChannels.push_back(channel);
+ }
+ else if (channel.mTarget.mPath == "translation")
+ {
+ mTranslationChannels.push_back(channel);
+ }
+ else if (channel.mTarget.mPath == "scale")
+ {
+ mScaleChannels.push_back(channel);
+ }
+ }
+ }
+ return *this;
+}
+
+Skin::~Skin()
+{
+ if (mUBO)
+ {
+ glDeleteBuffers(1, &mUBO);
+ }
+}
+
+void Skin::uploadMatrixPalette(Asset& asset)
+{
+ // prepare matrix palette
+
+ U32 max_joints = LLSkinningUtil::getMaxGLTFJointCount();
+
+ if (mUBO == 0)
+ {
+ glGenBuffers(1, &mUBO);
+ }
+
+ U32 joint_count = llmin(max_joints, mJoints.size());
+
+ std::vector<mat4> t_mp;
+
+ t_mp.resize(joint_count);
+
+ for (U32 i = 0; i < joint_count; ++i)
+ {
+ Node& joint = asset.mNodes[mJoints[i]];
+ // build matrix palette in asset space
+ t_mp[i] = joint.mAssetMatrix * mInverseBindMatricesData[i];
+ }
+
+ std::vector<F32> glmp;
+
+ glmp.resize(joint_count * 12);
+
+ F32* mp = glmp.data();
+
+ for (U32 i = 0; i < joint_count; ++i)
+ {
+ F32* m = glm::value_ptr(t_mp[i]);
+
+ U32 idx = i * 12;
+
+ mp[idx + 0] = m[0];
+ mp[idx + 1] = m[1];
+ mp[idx + 2] = m[2];
+ mp[idx + 3] = m[12];
+
+ mp[idx + 4] = m[4];
+ mp[idx + 5] = m[5];
+ mp[idx + 6] = m[6];
+ mp[idx + 7] = m[13];
+
+ mp[idx + 8] = m[8];
+ mp[idx + 9] = m[9];
+ mp[idx + 10] = m[10];
+ mp[idx + 11] = m[14];
+ }
+
+ glBindBuffer(GL_UNIFORM_BUFFER, mUBO);
+ glBufferData(GL_UNIFORM_BUFFER, glmp.size() * sizeof(F32), glmp.data(), GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+}
+
+bool Skin::prep(Asset& asset)
+{
+ if (mInverseBindMatrices != INVALID_INDEX)
+ {
+ Accessor& accessor = asset.mAccessors[mInverseBindMatrices];
+ copy(asset, accessor, mInverseBindMatricesData);
+ }
+
+ return true;
+}
+
+const Skin& Skin::operator=(const Value& src)
+{
+ if (src.is_object())
+ {
+ copy(src, "name", mName);
+ copy(src, "skeleton", mSkeleton);
+ copy(src, "inverseBindMatrices", mInverseBindMatrices);
+ copy(src, "joints", mJoints);
+ }
+ return *this;
+}
+
+void Skin::serialize(object& obj) const
+{
+ write(mInverseBindMatrices, "inverseBindMatrices", obj, INVALID_INDEX);
+ write(mJoints, "joints", obj);
+ write(mName, "name", obj);
+ write(mSkeleton, "skeleton", obj, INVALID_INDEX);
+}