#pragma once /** * @file animation.h * @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 "accessor.h" // LL GLTF Implementation namespace LL { namespace GLTF { class Asset; class Animation { public: class Sampler { public: std::vector mFrameTimes; F32 mMinTime = -FLT_MAX; F32 mMaxTime = FLT_MAX; S32 mInput = INVALID_INDEX; S32 mOutput = INVALID_INDEX; std::string mInterpolation; void allocateGLResources(Asset& asset); const Sampler& operator=(const tinygltf::AnimationSampler& src) { mInput = src.input; mOutput = src.output; mInterpolation = src.interpolation; return *this; } // get the frame index and time for the specified time // asset -- the asset to reference for Accessors // time -- the animation time to get the frame info for // frameIndex -- index of the closest frame that precedes the specified time // t - interpolant value between the frameIndex and the next frame void getFrameInfo(Asset& asset, F32 time, U32& frameIndex, F32& t); }; class Channel { public: class Target { public: S32 mNode = INVALID_INDEX; std::string mPath; }; S32 mSampler = INVALID_INDEX; Target mTarget; std::string mTargetPath; std::string mName; const Channel& operator=(const tinygltf::AnimationChannel& src) { mSampler = src.sampler; mTarget.mNode = src.target_node; mTarget.mPath = src.target_path; return *this; } }; class RotationChannel : public Channel { public: std::vector mRotations; const RotationChannel& operator=(const tinygltf::AnimationChannel& src) { Channel::operator=(src); return *this; } // prepare data needed for rendering // asset -- asset to reference for Accessors // sampler -- Sampler associated with this channel void allocateGLResources(Asset& asset, Sampler& sampler); void apply(Asset& asset, Sampler& sampler, F32 time); }; class TranslationChannel : public Channel { public: std::vector mTranslations; const TranslationChannel& operator=(const tinygltf::AnimationChannel& src) { Channel::operator=(src); return *this; } // prepare data needed for rendering // asset -- asset to reference for Accessors // sampler -- Sampler associated with this channel void allocateGLResources(Asset& asset, Sampler& sampler); void apply(Asset& asset, Sampler& sampler, F32 time); }; class ScaleChannel : public Channel { public: std::vector mScales; const ScaleChannel& operator=(const tinygltf::AnimationChannel& src) { Channel::operator=(src); return *this; } // prepare data needed for rendering // asset -- asset to reference for Accessors // sampler -- Sampler associated with this channel void allocateGLResources(Asset& asset, Sampler& sampler); void apply(Asset& asset, Sampler& sampler, F32 time); }; std::string mName; std::vector mSamplers; // min/max time values for all samplers combined F32 mMinTime = 0.f; F32 mMaxTime = 0.f; // current time of the animation F32 mTime = 0.f; std::vector mRotationChannels; std::vector mTranslationChannels; std::vector mScaleChannels; const Animation& operator=(const tinygltf::Animation& src); void allocateGLResources(Asset& asset); void update(Asset& asset, float dt); // apply this animation at the specified time void apply(Asset& asset, F32 time); }; } }