Merge branch 'collada_animation_layering' into 'master'

Collada animation layering

See merge request OpenMW/openmw!2475
iwyu_full
psi29a 2 years ago
commit a24fa3ea51

@ -557,7 +557,8 @@ namespace MWRender
mResetAccumRootCallback->setAccumulate(mAccumulate); mResetAccumRootCallback->setAccumulate(mAccumulate);
} }
size_t Animation::detectBlendMask(const osg::Node* node) const // controllerName is used for Collada animated deforming models
size_t Animation::detectBlendMask(const osg::Node* node, const std::string& controllerName) const
{ {
static const std::string_view sBlendMaskRoots[sNumBlendMasks] = { static const std::string_view sBlendMaskRoots[sNumBlendMasks] = {
"", /* Lower body / character root */ "", /* Lower body / character root */
@ -571,7 +572,7 @@ namespace MWRender
const std::string& name = node->getName(); const std::string& name = node->getName();
for (size_t i = 1; i < sNumBlendMasks; i++) for (size_t i = 1; i < sNumBlendMasks; i++)
{ {
if (name == sBlendMaskRoots[i]) if (name == sBlendMaskRoots[i] || controllerName == sBlendMaskRoots[i])
return i; return i;
} }
@ -646,7 +647,7 @@ namespace MWRender
osg::Node* node = found->second; osg::Node* node = found->second;
size_t blendMask = detectBlendMask(node); size_t blendMask = detectBlendMask(node, it->second->getName());
// clone the controller, because each Animation needs its own ControllerSource // clone the controller, because each Animation needs its own ControllerSource
osg::ref_ptr<SceneUtil::KeyframeController> cloned osg::ref_ptr<SceneUtil::KeyframeController> cloned

@ -292,7 +292,7 @@ namespace MWRender
*/ */
void resetActiveGroups(); void resetActiveGroups();
size_t detectBlendMask(const osg::Node* node) const; size_t detectBlendMask(const osg::Node* node, const std::string& controllerName) const;
/* Updates the position of the accum root node for the given time, and /* Updates the position of the accum root node for the given time, and
* returns the wanted movement vector from the previous time. */ * returns the wanted movement vector from the previous time. */

@ -32,73 +32,140 @@ namespace Resource
{ {
} }
void RetrieveAnimationsVisitor::apply(osg::Node& node) bool RetrieveAnimationsVisitor::belongsToLeftUpperExtremity(const std::string& name)
{ {
if (node.libraryName() == std::string_view("osgAnimation") && node.className() == std::string_view("Bone") static const std::array boneNames = { "bip01_l_clavicle", "left_clavicle", "bip01_l_upperarm", "left_upper_arm",
&& Misc::StringUtils::lowerCase(node.getName()) == std::string_view("bip01")) "bip01_l_forearm", "bip01_l_hand", "left_hand", "left_wrist", "shield_bone", "bip01_l_pinky1",
{ "bip01_l_pinky2", "bip01_l_pinky3", "bip01_l_ring1", "bip01_l_ring2", "bip01_l_ring3", "bip01_l_middle1",
osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController(); "bip01_l_middle2", "bip01_l_middle3", "bip01_l_pointer1", "bip01_l_pointer2", "bip01_l_pointer3",
"bip01_l_thumb1", "bip01_l_thumb2", "bip01_l_thumb3", "left_forearm" };
if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
return true;
return false;
}
bool RetrieveAnimationsVisitor::belongsToRightUpperExtremity(const std::string& name)
{
static const std::array boneNames = { "bip01_r_clavicle", "right_clavicle", "bip01_r_upperarm",
"right_upper_arm", "bip01_r_forearm", "bip01_r_hand", "right_hand", "right_wrist", "bip01_r_thumb1",
"bip01_r_thumb2", "bip01_r_thumb3", "weapon_bone", "bip01_r_pinky1", "bip01_r_pinky2", "bip01_r_pinky3",
"bip01_r_ring1", "bip01_r_ring2", "bip01_r_ring3", "bip01_r_middle1", "bip01_r_middle2", "bip01_r_middle3",
"bip01_r_pointer1", "bip01_r_pointer2", "bip01_r_pointer3", "right_forearm" };
if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
return true;
return false;
}
std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations; bool RetrieveAnimationsVisitor::belongsToTorso(const std::string& name)
{
static const std::array boneNames
= { "bip01_spine1", "bip01_spine2", "bip01_neck", "bip01_head", "head", "neck", "chest", "groin" };
if (std::find(boneNames.begin(), boneNames.end(), name) != boneNames.end())
return true;
return false;
}
void RetrieveAnimationsVisitor::addKeyframeController(const std::string& name, const osg::Node& node)
{
osg::ref_ptr<SceneUtil::OsgAnimationController> callback = new SceneUtil::OsgAnimationController();
for (const auto& animation : mAnimationManager->getAnimationList()) callback->setName(name);
std::vector<SceneUtil::EmulatedAnimation> emulatedAnimations;
for (const auto& animation : mAnimationManager->getAnimationList())
{
if (animation)
{ {
if (animation) //"Default" is osg dae plugin's default naming scheme for unnamed animations
if (animation->getName() == "Default")
{ {
if (animation->getName() animation->setName(std::string("idle"));
== "Default") //"Default" is osg dae plugin's default naming scheme for unnamed animations }
{
animation->setName(
std::string("idle")); // animation naming scheme "idle: start" and "idle: stop" is the
// default idle animation that OpenMW seems to want to play
}
osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation; osg::ref_ptr<Resource::Animation> mergedAnimationTrack = new Resource::Animation;
const std::string animationName = animation->getName(); const std::string animationName = animation->getName();
mergedAnimationTrack->setName(animationName); mergedAnimationTrack->setName(animationName);
const osgAnimation::ChannelList& channels = animation->getChannels(); const osgAnimation::ChannelList& channels = animation->getChannels();
for (const auto& channel : channels) for (const auto& channel : channels)
{
if (name == "Bip01 R Clavicle")
{
if (!belongsToRightUpperExtremity(channel->getTargetName()))
continue;
}
else if (name == "Bip01 L Clavicle")
{ {
mergedAnimationTrack->addChannel(channel.get()->clone()); // is ->clone needed? if (!belongsToLeftUpperExtremity(channel->getTargetName()))
continue;
} }
else if (name == "Bip01 Spine1")
{
if (!belongsToTorso(channel->getTargetName()))
continue;
}
else if (belongsToRightUpperExtremity(channel->getTargetName())
|| belongsToLeftUpperExtremity(channel->getTargetName())
|| belongsToTorso(channel->getTargetName()))
continue;
callback->addMergedAnimationTrack(mergedAnimationTrack); mergedAnimationTrack->addChannel(channel.get()->clone());
}
float startTime = animation->getStartTime(); callback->addMergedAnimationTrack(mergedAnimationTrack);
float stopTime = startTime + animation->getDuration();
SceneUtil::EmulatedAnimation emulatedAnimation; float startTime = animation->getStartTime();
emulatedAnimation.mStartTime = startTime; float stopTime = startTime + animation->getDuration();
emulatedAnimation.mStopTime = stopTime;
emulatedAnimation.mName = animationName;
emulatedAnimations.emplace_back(emulatedAnimation);
}
}
// mTextKeys is a nif-thing, used by OpenMW's animation system SceneUtil::EmulatedAnimation emulatedAnimation;
// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]" emulatedAnimation.mStartTime = startTime;
// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which emulatedAnimation.mStopTime = stopTime;
// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand, emulatedAnimation.mName = animationName;
// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats emulatedAnimations.emplace_back(emulatedAnimation);
// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
// value e.g. idle: start 0.0333
try
{
Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
std::string line;
while (getline(*textKeysFile, line))
{
mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
}
} }
catch (std::exception&) }
// mTextKeys is a nif-thing, used by OpenMW's animation system
// Format is likely "AnimationName: [Keyword_optional] [Start OR Stop]"
// AnimationNames are keywords like idle2, idle3... AiPackages and various mechanics control which
// animations are played Keywords can be stuff like Loop, Equip, Unequip, Block, InventoryHandtoHand,
// InventoryWeaponOneHand, PickProbe, Slash, Thrust, Chop... even "Slash Small Follow" osgAnimation formats
// should have a .txt file with the same name, each line holding a textkey and whitespace separated time
// value e.g. idle: start 0.0333
try
{
Files::IStreamPtr textKeysFile = mVFS->get(changeFileExtension(mNormalized, "txt"));
std::string line;
while (getline(*textKeysFile, line))
{ {
Log(Debug::Warning) << "No textkey file found for " << mNormalized; mTarget.mTextKeys.emplace(parseTimeSignature(line), parseTextKey(line));
} }
}
catch (std::exception&)
{
Log(Debug::Warning) << "No textkey file found for " << mNormalized;
}
callback->setEmulatedAnimations(emulatedAnimations);
mTarget.mKeyframeControllers.emplace(name, callback);
}
callback->setEmulatedAnimations(emulatedAnimations); void RetrieveAnimationsVisitor::apply(osg::Node& node)
mTarget.mKeyframeControllers.emplace(node.getName(), callback); {
if (node.libraryName() == std::string_view("osgAnimation") && node.className() == std::string_view("Bone")
&& Misc::StringUtils::lowerCase(node.getName()) == std::string_view("bip01"))
{
addKeyframeController("bip01", node); /* Character root */
addKeyframeController("Bip01 Spine1", node); /* Torso */
addKeyframeController("Bip01 L Clavicle", node); /* Left arm */
addKeyframeController("Bip01 R Clavicle", node); /* Right arm */
} }
traverse(node); traverse(node);

@ -11,7 +11,7 @@
namespace Resource namespace Resource
{ {
/// @brief extract animations to OpenMW's animation system /// @brief extract animations from OSG formats to OpenMW's animation system
class RetrieveAnimationsVisitor : public osg::NodeVisitor class RetrieveAnimationsVisitor : public osg::NodeVisitor
{ {
public: public:
@ -19,6 +19,11 @@ namespace Resource
osg::ref_ptr<osgAnimation::BasicAnimationManager> animationManager, const std::string& normalized, osg::ref_ptr<osgAnimation::BasicAnimationManager> animationManager, const std::string& normalized,
const VFS::Manager* vfs); const VFS::Manager* vfs);
bool belongsToLeftUpperExtremity(const std::string& name);
bool belongsToRightUpperExtremity(const std::string& name);
bool belongsToTorso(const std::string& name);
void addKeyframeController(const std::string& name, const osg::Node& node);
virtual void apply(osg::Node& node) override; virtual void apply(osg::Node& node) override;
private: private:

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