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author | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
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committer | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
commit | cccd3186305915d92b1751dc616979d64116a4aa (patch) | |
tree | 5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/a4-dance/animated_character.h | |
parent | Added missing images for the A6 worksheet (diff) | |
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-rw-r--r-- | dev/a4-dance/animated_character.h | 179 |
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diff --git a/dev/a4-dance/animated_character.h b/dev/a4-dance/animated_character.h deleted file mode 100644 index 7f9b7d9..0000000 --- a/dev/a4-dance/animated_character.h +++ /dev/null @@ -1,179 +0,0 @@ -#ifndef ANIMATED_CHARACTER_H_ -#define ANIMATED_CHARACTER_H_ - -#include <mingfx.h> -#include <string> -#include <map> - -#include "motion_clip.h" -#include "pose.h" -#include "skeleton.h" - - -/** An AnimatedCharacter combines a hierarchical Skeleton of bones with one or - more Poses that specify how the bones are currently positioned in space. The - Poses can be stored in the form of a MotionClip, and this allows for animated - playback. Example: - ~~~ - AnimatedCharacter bob; - MotionClip jump_motion; - - void MyGraphicsApp::InitOpenGL() { - std::vector<std::string> search_path; - search_path.push_back("./data"); - - // Load a skeleton for bob - bob.LoadSkeleton(Platform::FindFile("bob.asf", search_path)); - - // Load a walking motion and tell bob to start playing it back on repeat - MotionClip walk1; - walk1.LoadFromAMC(Platform::FindFile("human_walk.amc", searchPath_), bob.skeleton_ptr()); - bob.Play(walk1); - - // Load a jumping motion clip to use later... - jump_motion.LoadFromAMC(Platform::FindFile("human_jump.amc", searchPath_), bob.skeleton_ptr()); - } - - void MyGraphicsApp::UpdateSimulation(double dt) { - // Advances bob to the next frame of the animation - bob.AdvanceAnimation(dt); - } - - void MyGraphicsApp::DrawUsingOpenGL() { - // Draws bob using his current pose (i.e., whatever pose was setup during - // the last call to bob.AdvanceAnimation() - bob.Draw(model_matrix, view_matrix, proj_matrix); - } - - void MyGraphicsApp::OnButtonPressed() { - // Imagine we want bob to jump every time a button is pressed, this overlays - // a jumping mocap clip on top of bob's current motion. Once the jump is - // played back once, bob returns to his previous motion. - bob.OverlayClip(jump_motion, 50); - } - ~~~ - */ -class AnimatedCharacter { -public: - - /** Creates an animated character with a skeleton loaded from the specified - file */ - AnimatedCharacter(const std::string &asf_filename); - - /** Creates an animated character with an empty skeleton. The skeleton must - be loaded with LoadSkeleton() before the character can be animated. */ - AnimatedCharacter(); - - virtual ~AnimatedCharacter(); - - /** Loads a skeleton from the specified file. The ASF file format is the - only format supported.*/ - void LoadSkeleton(const std::string &asf_filename); - - - /** Clears the current motion queue and starts playing the specified motion - clip immediately. The clip will automatically repeat when finished.*/ - void Play(const MotionClip &motion_clip); - - /** Adds the specified motion clip to end of the current play queue. If the - queue is currently empty, then the motion will start playing immediately. - If the queue is not empty then the motion will start playing after all the - previously added clips finish playing.*/ - void Queue(const MotionClip &motion_clip); - - /** Removes all motion clips from the current queue and resets the current - pose to the default pose of the skeleton.*/ - void ClearQueue(); - - - /** Assuming the character is currently in the middle of an animation, this - function briefly interrupts that current motion in order to play a new - motion clip. Use this to apply new behaviors on command. In a game where - you press the 'A' button to punch, you could call this function to overlay - a punching motion clip on top of the current base motion of the character. - We call this an "overlay" rather than simply "insert" because the function - also interpolates between the current motion clip and the overlay clip so - that there is a smooth transition in the motion. You can control how smooth - the transition is by setting the num_transition_frames parameter. A larger - number will create a longer, smoother transition. num_transition_frames are - used both to "fade in" the overlay motion and to "fade it out". If you have - an overlay_clip that is 300 frames long and num_transition_frames=50, then - the first 50 frames of the overlay_clip will be blended with the next 50 - frames of the motion clip that the character is currently using. Then, the - middle 200 frames of the overlay_clip will be played on their own. Then, - the final 50 frames of the overlay_clip will again be blended with the next - 50 frames of the character's current motion clip to "fade out" the overlay. - */ - void OverlayClip(const MotionClip &overlay_clip, int num_transition_frames); - - - /** You must call this function to advance the frame of the current motion - clip. Pass the elapsed time since the last call to AdvanceAnimation in the - dt (delta t) argument. The number of frames to advance is determined based - on the real-world elapsed time, and is determined by the character's frames - per second (fps). For example, if the character is set to have a fps=120, - and the dt since the last frame is 1/120 seconds, then the character will - advance 1 frame. If the fps=120 and the dt=1/60, then the character will - advance 2 frames, etc..*/ - void AdvanceAnimation(double dt); - - - /** Draws the character using the supplied matrices. If use_absolute_position - is true, then the character's root position will be set using the absolute - position in the root transformation matrix for the current pose. If it is - false, then the relative change in */ - void Draw(const Matrix4 &model_matrix, const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - bool use_absolute_position=true); - - - - Skeleton* skeleton_ptr(); - - void set_fps(int fps); - - int fps(); - -private: - - void CalcCurrentPose(); - - void DrawBoneRecursive(const std::string &bone_name, const Matrix4 &parent_transform, - const Matrix4 &view_matrix, const Matrix4 &proj_matrix); - - // Raw skeleton data - Skeleton skeleton_; - - // Raw character motion data - std::vector<MotionClip> motion_queue_; - - // "frames per second" - we assume all clips in the playlist are played back at the same rate - int fps_; - - // time since we last advanced to the next frame in the clip - double elapsed_since_last_frame_; - - // current frame to display from motion_queue_[0] - int current_frame_; - - // if we are overlaying a clip on top of the main motion, this holds that clip - MotionClip overlay_clip_; - - // current frame to display from overlay_clip_ - int overlay_frame_; - - // number of frames used to fade-in and fade-out the overlay clip - int overlay_transition_frames_; - - // cached value of the current pose - Pose pose_; - - // the accumulated relative translations from frame-to-frame, not used when - // drawing with absolute position turned on. - Matrix4 accum_translation_matrix_; - - // for drawing the character - QuickShapes quick_shapes_; -}; - - -#endif |