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-rw-r--r--indra/newview/gltf/animation.cpp287
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diff --git a/indra/newview/gltf/animation.cpp b/indra/newview/gltf/animation.cpp
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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"
+
+using namespace LL::GLTF;
+
+void Animation::allocateGLResources(Asset& asset)
+{
+ if (!mSamplers.empty())
+ {
+ mMinTime = FLT_MAX;
+ mMaxTime = -FLT_MAX;
+ for (auto& sampler : mSamplers)
+ {
+ sampler.allocateGLResources(asset);
+ mMinTime = llmin(sampler.mMinTime, mMinTime);
+ mMaxTime = llmax(sampler.mMaxTime, mMaxTime);
+ }
+ }
+ else
+ {
+ mMinTime = mMaxTime = 0.f;
+ }
+
+ for (auto& channel : mRotationChannels)
+ {
+ channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ }
+
+ for (auto& channel : mTranslationChannels)
+ {
+ channel.allocateGLResources(asset, mSamplers[channel.mSampler]);
+ }
+}
+
+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);
+ }
+};
+
+
+void Animation::Sampler::allocateGLResources(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);
+}
+
+void Animation::Sampler::getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t)
+{
+ 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;
+ }
+}
+
+void Animation::RotationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mRotations);
+}
+
+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
+ LLQuaternion q0(mRotations[frameIndex].get_value());
+ LLQuaternion q1(mRotations[frameIndex + 1].get_value());
+
+ LLQuaternion qf = slerp(t, q0, q1);
+
+ qf.normalize();
+ node.setRotation(glh::quaternionf(qf.mQ));
+ }
+}
+
+void Animation::TranslationChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mTranslations);
+}
+
+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 glh::vec3f& v0 = mTranslations[frameIndex];
+ const glh::vec3f& v1 = mTranslations[frameIndex + 1];
+
+ glh::vec3f vf = v0 + t * (v1 - v0);
+
+ node.setTranslation(vf);
+ }
+}
+
+void Animation::ScaleChannel::allocateGLResources(Asset& asset, Animation::Sampler& sampler)
+{
+ Accessor& accessor = asset.mAccessors[sampler.mOutput];
+
+ copy(asset, accessor, mScales);
+}
+
+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 glh::vec3f& v0 = mScales[frameIndex];
+ const glh::vec3f& v1 = mScales[frameIndex + 1];
+
+ glh::vec3f vf = v0 + t * (v1 - v0);
+
+ node.setScale(vf);
+ }
+}
+
+const Animation& Animation::operator=(const tinygltf::Animation& src)
+{
+ mName = src.name;
+
+ mSamplers.resize(src.samplers.size());
+ for (U32 i = 0; i < src.samplers.size(); ++i)
+ {
+ mSamplers[i] = src.samplers[i];
+ }
+
+ for (U32 i = 0; i < src.channels.size(); ++i)
+ {
+ if (src.channels[i].target_path == "rotation")
+ {
+ mRotationChannels.push_back(RotationChannel());
+ mRotationChannels.back() = src.channels[i];
+ }
+
+ if (src.channels[i].target_path == "translation")
+ {
+ mTranslationChannels.push_back(TranslationChannel());
+ mTranslationChannels.back() = src.channels[i];
+ }
+
+ if (src.channels[i].target_path == "scale")
+ {
+ mScaleChannels.push_back(ScaleChannel());
+ mScaleChannels.back() = src.channels[i];
+ }
+ }
+
+ return *this;
+}
+
+void Skin::allocateGLResources(Asset& asset)
+{
+ if (mInverseBindMatrices != INVALID_INDEX)
+ {
+ Accessor& accessor = asset.mAccessors[mInverseBindMatrices];
+ copy(asset, accessor, mInverseBindMatricesData);
+ }
+}
+
+const Skin& Skin::operator=(const tinygltf::Skin& src)
+{
+ mName = src.name;
+ mSkeleton = src.skeleton;
+ mInverseBindMatrices = src.inverseBindMatrices;
+ mJoints = src.joints;
+
+ return *this;
+}
+