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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 new file mode 100644 index 0000000..7f9b7d9 --- /dev/null +++ b/dev/a4-dance/animated_character.h @@ -0,0 +1,179 @@ +#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 |