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filament/libs/gltfio/src/Animator.cpp
2024-12-30 11:42:18 -08:00

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/*
* Copyright (C) 2019 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <gltfio/Animator.h>
#include <gltfio/math.h>
#include "FFilamentAsset.h"
#include "FFilamentInstance.h"
#include "FTrsTransformManager.h"
#include "downcast.h"
#include <filament/VertexBuffer.h>
#include <filament/RenderableManager.h>
#include <filament/TransformManager.h>
#include <utils/Log.h>
#include <math/mat4.h>
#include <math/quat.h>
#include <math/scalar.h>
#include <math/vec3.h>
#include <math/vec4.h>
#include <map>
#include <string>
#include <vector>
using namespace filament;
using namespace filament::math;
using namespace std;
using namespace utils;
namespace filament::gltfio {
using TimeValues = map<float, size_t>;
using SourceValues = vector<float>;
using BoneVector = vector<mat4f>;
struct Sampler {
TimeValues times;
SourceValues values;
enum { LINEAR, STEP, CUBIC } interpolation;
};
struct Channel {
const Sampler* sourceData;
Entity targetEntity;
enum { TRANSLATION, ROTATION, SCALE, WEIGHTS } transformType;
};
struct Animation {
float duration;
std::string name;
vector<Sampler> samplers;
vector<Channel> channels;
};
struct AnimatorImpl {
vector<Animation> animations;
BoneVector boneMatrices;
FFilamentAsset const* asset = nullptr;
FFilamentInstance* instance = nullptr;
RenderableManager* renderableManager;
TransformManager* transformManager;
TrsTransformManager* trsTransformManager;
vector<float> weights;
FixedCapacityVector<mat4f> crossFade;
void addChannels(const FixedCapacityVector<Entity>& nodeMap, const cgltf_animation& srcAnim,
Animation& dst);
void applyAnimation(const Channel& channel, float t, size_t prevIndex, size_t nextIndex);
void stashCrossFade();
void applyCrossFade(float alpha);
void resetBoneMatrices(FFilamentInstance* instance);
void updateBoneMatrices(FFilamentInstance* instance);
};
static void createSampler(const cgltf_animation_sampler& src, Sampler& dst) {
// Copy the time values into a red-black tree.
const cgltf_accessor* timelineAccessor = src.input;
const uint8_t* timelineBlob = nullptr;
const float* timelineFloats = nullptr;
if (timelineAccessor->buffer_view->has_meshopt_compression) {
timelineBlob = (const uint8_t*) timelineAccessor->buffer_view->data;
timelineFloats = (const float*) (timelineBlob + timelineAccessor->offset);
} else {
timelineBlob = (const uint8_t*) timelineAccessor->buffer_view->buffer->data;
timelineFloats = (const float*) (timelineBlob + timelineAccessor->offset +
timelineAccessor->buffer_view->offset);
}
for (size_t i = 0, len = timelineAccessor->count; i < len; ++i) {
dst.times[timelineFloats[i]] = i;
}
// Convert source data to float.
const cgltf_accessor* valuesAccessor = src.output;
switch (valuesAccessor->type) {
case cgltf_type_scalar:
dst.values.resize(valuesAccessor->count);
cgltf_accessor_unpack_floats(src.output, &dst.values[0], valuesAccessor->count);
break;
case cgltf_type_vec3:
dst.values.resize(valuesAccessor->count * 3);
cgltf_accessor_unpack_floats(src.output, &dst.values[0], valuesAccessor->count * 3);
break;
case cgltf_type_vec4:
dst.values.resize(valuesAccessor->count * 4);
cgltf_accessor_unpack_floats(src.output, &dst.values[0], valuesAccessor->count * 4);
break;
default:
GLTFIO_WARN("Unknown animation type.");
return;
}
switch (src.interpolation) {
case cgltf_interpolation_type_linear:
dst.interpolation = Sampler::LINEAR;
break;
case cgltf_interpolation_type_step:
dst.interpolation = Sampler::STEP;
break;
case cgltf_interpolation_type_cubic_spline:
dst.interpolation = Sampler::CUBIC;
break;
case cgltf_interpolation_type_max_enum:
break;
}
}
static void setTransformType(const cgltf_animation_channel& src, Channel& dst) {
switch (src.target_path) {
case cgltf_animation_path_type_translation:
dst.transformType = Channel::TRANSLATION;
break;
case cgltf_animation_path_type_rotation:
dst.transformType = Channel::ROTATION;
break;
case cgltf_animation_path_type_scale:
dst.transformType = Channel::SCALE;
break;
case cgltf_animation_path_type_weights:
dst.transformType = Channel::WEIGHTS;
break;
case cgltf_animation_path_type_max_enum:
case cgltf_animation_path_type_invalid:
GLTFIO_WARN("Unsupported channel path.");
break;
}
}
static bool validateAnimation(const cgltf_animation& anim) {
for (cgltf_size j = 0; j < anim.channels_count; ++j) {
const cgltf_animation_channel& channel = anim.channels[j];
const cgltf_animation_sampler* sampler = channel.sampler;
if (!channel.target_node) {
continue;
}
if (!channel.sampler) {
return false;
}
cgltf_size components = 1;
if (channel.target_path == cgltf_animation_path_type_weights) {
if (!channel.target_node->mesh || !channel.target_node->mesh->primitives_count) {
return false;
}
components = channel.target_node->mesh->primitives[0].targets_count;
}
cgltf_size values = sampler->interpolation == cgltf_interpolation_type_cubic_spline ? 3 : 1;
if (sampler->input->count * components * values != sampler->output->count) {
return false;
}
}
return true;
}
Animator::Animator(FFilamentAsset const* asset, FFilamentInstance* instance) {
assert(asset->mResourcesLoaded && asset->mSourceAsset);
mImpl = new AnimatorImpl();
mImpl->asset = asset;
mImpl->instance = instance;
mImpl->renderableManager = &asset->mEngine->getRenderableManager();
mImpl->transformManager = &asset->mEngine->getTransformManager();
mImpl->trsTransformManager = asset->getTrsTransformManager();
const cgltf_data* srcAsset = asset->mSourceAsset->hierarchy;
const cgltf_animation* srcAnims = srcAsset->animations;
for (cgltf_size i = 0, len = srcAsset->animations_count; i < len; ++i) {
const cgltf_animation& anim = srcAnims[i];
if (!validateAnimation(anim)) {
GLTFIO_WARN("Disabling animation due to validation failure.");
return;
}
}
// Loop over the glTF animation definitions.
mImpl->animations.resize(srcAsset->animations_count);
for (cgltf_size i = 0, len = srcAsset->animations_count; i < len; ++i) {
const cgltf_animation& srcAnim = srcAnims[i];
Animation& dstAnim = mImpl->animations[i];
dstAnim.duration = 0;
if (srcAnim.name) {
dstAnim.name = srcAnim.name;
}
// Import each glTF sampler into a custom data structure.
cgltf_animation_sampler* srcSamplers = srcAnim.samplers;
dstAnim.samplers.resize(srcAnim.samplers_count);
for (cgltf_size j = 0, nsamps = srcAnim.samplers_count; j < nsamps; ++j) {
const cgltf_animation_sampler& srcSampler = srcSamplers[j];
Sampler& dstSampler = dstAnim.samplers[j];
createSampler(srcSampler, dstSampler);
if (dstSampler.times.size() > 1) {
float maxtime = (--dstSampler.times.end())->first;
dstAnim.duration = std::max(dstAnim.duration, maxtime);
}
}
// Import each glTF channel into a custom data structure.
if (instance) {
mImpl->addChannels(instance->mNodeMap, srcAnim, dstAnim);
} else {
for (FFilamentInstance* instance : asset->mInstances) {
mImpl->addChannels(instance->mNodeMap, srcAnim, dstAnim);
}
}
}
}
void Animator::applyCrossFade(size_t previousAnimIndex, float previousAnimTime, float alpha) {
mImpl->stashCrossFade();
applyAnimation(previousAnimIndex, previousAnimTime);
mImpl->applyCrossFade(alpha);
}
void Animator::addInstance(FFilamentInstance* instance) {
const cgltf_data* srcAsset = mImpl->asset->mSourceAsset->hierarchy;
const cgltf_animation* srcAnims = srcAsset->animations;
for (cgltf_size i = 0, len = srcAsset->animations_count; i < len; ++i) {
const cgltf_animation& srcAnim = srcAnims[i];
Animation& dstAnim = mImpl->animations[i];
mImpl->addChannels(instance->mNodeMap, srcAnim, dstAnim);
}
}
Animator::~Animator() {
delete mImpl;
}
size_t Animator::getAnimationCount() const {
return mImpl->animations.size();
}
void Animator::applyAnimation(size_t animationIndex, float time) const {
const Animation& anim = mImpl->animations[animationIndex];
time = time == anim.duration ? time : fmod(time, anim.duration);
TransformManager& transformManager = *mImpl->transformManager;
transformManager.openLocalTransformTransaction();
for (const auto& channel : anim.channels) {
const Sampler* sampler = channel.sourceData;
if (sampler->times.size() < 2) {
continue;
}
const TimeValues& times = sampler->times;
// Find the first keyframe after the given time, or the keyframe that matches it exactly.
TimeValues::const_iterator iter = times.lower_bound(time);
// Compute the interpolant (between 0 and 1) and determine the keyframe pair.
float t = 0.0f;
size_t nextIndex;
size_t prevIndex;
if (iter == times.end()) {
nextIndex = times.size() - 1;
prevIndex = nextIndex;
} else if (iter == times.begin()) {
nextIndex = 0;
prevIndex = 0;
} else {
TimeValues::const_iterator prev = iter; --prev;
nextIndex = iter->second;
prevIndex = prev->second;
const float nextTime = iter->first;
const float prevTime = prev->first;
float deltaTime = nextTime - prevTime;
assert(deltaTime >= 0);
if (deltaTime > 0) {
t = (time - prevTime) / deltaTime;
}
}
if (sampler->interpolation == Sampler::STEP) {
t = 0.0f;
}
mImpl->applyAnimation(channel, t, prevIndex, nextIndex);
}
transformManager.commitLocalTransformTransaction();
}
void Animator::resetBoneMatrices() {
// If this is a single-instance animator, then reset only this instance.
if (mImpl->instance) {
mImpl->resetBoneMatrices(mImpl->instance);
return;
}
// If this is a broadcast animator, then reset all instances.
for (FFilamentInstance* instance : mImpl->asset->mInstances) {
mImpl->resetBoneMatrices(instance);
}
}
void Animator::updateBoneMatrices() {
// If this is a single-instance animator, then update only this instance.
if (mImpl->instance) {
mImpl->updateBoneMatrices(mImpl->instance);
return;
}
// If this is a broadcast animator, then update all instances.
for (FFilamentInstance* instance : mImpl->asset->mInstances) {
mImpl->updateBoneMatrices(instance);
}
}
float Animator::getAnimationDuration(size_t animationIndex) const {
return mImpl->animations[animationIndex].duration;
}
const char* Animator::getAnimationName(size_t animationIndex) const {
return mImpl->animations[animationIndex].name.c_str();
}
void AnimatorImpl::stashCrossFade() {
using Instance = TransformManager::Instance;
auto& tm = *this->transformManager;
auto& stash = this->crossFade;
// Count the total number of transformable nodes to preallocate the stash memory.
// We considered caching this count, but the cache would need to be invalidated when entities
// are added into the hierarchy.
auto recursiveCount = [&tm](Instance node, size_t count, auto& fn) -> size_t {
++count;
for (auto iter = tm.getChildrenBegin(node); iter != tm.getChildrenEnd(node); ++iter) {
count = fn(*iter, count, fn);
}
return count;
};
auto recursiveStash = [&tm, &stash](Instance node, size_t index, auto& fn) -> size_t {
stash[index++] = tm.getTransform(node);
for (auto iter = tm.getChildrenBegin(node); iter != tm.getChildrenEnd(node); ++iter) {
index = fn(*iter, index, fn);
}
return index;
};
const Entity rootEntity = instance ? instance->getRoot() : asset->mRoot;
const Instance root = tm.getInstance(rootEntity);
const size_t count = recursiveCount(root, 0, recursiveCount);
crossFade.reserve(count);
crossFade.resize(count);
recursiveStash(root, 0, recursiveStash);
}
void AnimatorImpl::applyCrossFade(float alpha) {
using Instance = TransformManager::Instance;
auto& tm = *this->transformManager;
auto& stash = this->crossFade;
auto recursiveFn = [&tm, &stash, alpha](Instance node, size_t index, auto& fn) -> size_t {
float3 scale0, scale1;
quatf rotation0, rotation1;
float3 translation0, translation1;
decomposeMatrix(stash[index++], &translation1, &rotation1, &scale1);
decomposeMatrix(tm.getTransform(node), &translation0, &rotation0, &scale0);
const float3 scale = mix(scale0, scale1, alpha);
const quatf rotation = slerp(rotation0, rotation1, alpha);
const float3 translation = mix(translation0, translation1, alpha);
tm.setTransform(node, composeMatrix(translation, rotation, scale));
for (auto iter = tm.getChildrenBegin(node); iter != tm.getChildrenEnd(node); ++iter) {
index = fn(*iter, index, fn);
}
return index;
};
const Entity rootEntity = instance ? instance->getRoot() : asset->mRoot;
const Instance root = tm.getInstance(rootEntity);
recursiveFn(root, 0, recursiveFn);
}
void AnimatorImpl::addChannels(const FixedCapacityVector<Entity>& nodeMap,
const cgltf_animation& srcAnim, Animation& dst) {
const cgltf_animation_channel* srcChannels = srcAnim.channels;
const cgltf_animation_sampler* srcSamplers = srcAnim.samplers;
const cgltf_node* nodes = asset->mSourceAsset->hierarchy->nodes;
const Sampler* samplers = dst.samplers.data();
for (cgltf_size j = 0, nchans = srcAnim.channels_count; j < nchans; ++j) {
const cgltf_animation_channel& srcChannel = srcChannels[j];
if (!srcChannel.target_node) {
continue;
}
Entity targetEntity = nodeMap[srcChannel.target_node - nodes];
if (UTILS_UNLIKELY(!targetEntity)) {
if (GLTFIO_VERBOSE) {
slog.w << "No scene root contains node ";
if (srcChannel.target_node->name) {
slog.w << "'" << srcChannel.target_node->name << "' ";
}
slog.w << "for animation ";
if (srcAnim.name) {
slog.w << "'" << srcAnim.name << "' ";
}
slog.w << "in channel " << j << io::endl;
}
continue;
}
Channel dstChannel;
dstChannel.sourceData = samplers + (srcChannel.sampler - srcSamplers);
dstChannel.targetEntity = targetEntity;
setTransformType(srcChannel, dstChannel);
dst.channels.push_back(dstChannel);
}
}
void AnimatorImpl::applyAnimation(const Channel& channel, float t, size_t prevIndex,
size_t nextIndex) {
const Sampler* sampler = channel.sourceData;
const TimeValues& times = sampler->times;
TrsTransformManager::Instance trsNode = trsTransformManager->getInstance(channel.targetEntity);
TransformManager::Instance node = transformManager->getInstance(channel.targetEntity);
switch (channel.transformType) {
case Channel::SCALE: {
float3 scale;
const float3* srcVec3 = (const float3*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
float3 vert0 = srcVec3[prevIndex * 3 + 1];
float3 tang0 = srcVec3[prevIndex * 3 + 2];
float3 tang1 = srcVec3[nextIndex * 3];
float3 vert1 = srcVec3[nextIndex * 3 + 1];
scale = cubicSpline(vert0, tang0, vert1, tang1, t);
} else {
scale = ((1 - t) * srcVec3[prevIndex]) + (t * srcVec3[nextIndex]);
}
trsTransformManager->setScale(trsNode, scale);
break;
}
case Channel::TRANSLATION: {
float3 translation;
const float3* srcVec3 = (const float3*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
float3 vert0 = srcVec3[prevIndex * 3 + 1];
float3 tang0 = srcVec3[prevIndex * 3 + 2];
float3 tang1 = srcVec3[nextIndex * 3];
float3 vert1 = srcVec3[nextIndex * 3 + 1];
translation = cubicSpline(vert0, tang0, vert1, tang1, t);
} else {
translation = ((1 - t) * srcVec3[prevIndex]) + (t * srcVec3[nextIndex]);
}
trsTransformManager->setTranslation(trsNode, translation);
break;
}
case Channel::ROTATION: {
quatf rotation;
const quatf* srcQuat = (const quatf*) sampler->values.data();
if (sampler->interpolation == Sampler::CUBIC) {
quatf vert0 = srcQuat[prevIndex * 3 + 1];
quatf tang0 = srcQuat[prevIndex * 3 + 2];
quatf tang1 = srcQuat[nextIndex * 3];
quatf vert1 = srcQuat[nextIndex * 3 + 1];
rotation = normalize(cubicSpline(vert0, tang0, vert1, tang1, t));
} else {
rotation = slerp(srcQuat[prevIndex], srcQuat[nextIndex], t);
}
trsTransformManager->setRotation(trsNode, rotation);
break;
}
case Channel::WEIGHTS: {
const float* const samplerValues = sampler->values.data();
assert(sampler->values.size() % times.size() == 0);
const int valuesPerKeyframe = sampler->values.size() / times.size();
if (sampler->interpolation == Sampler::CUBIC) {
assert(valuesPerKeyframe % 3 == 0);
const int numMorphTargets = valuesPerKeyframe / 3;
const float* const inTangents = samplerValues;
const float* const splineVerts = samplerValues + numMorphTargets;
const float* const outTangents = samplerValues + numMorphTargets * 2;
weights.resize(numMorphTargets);
for (int comp = 0; comp < numMorphTargets; ++comp) {
float vert0 = splineVerts[comp + prevIndex * valuesPerKeyframe];
float tang0 = outTangents[comp + prevIndex * valuesPerKeyframe];
float tang1 = inTangents[comp + nextIndex * valuesPerKeyframe];
float vert1 = splineVerts[comp + nextIndex * valuesPerKeyframe];
weights[comp] = cubicSpline(vert0, tang0, vert1, tang1, t);
}
} else {
weights.resize(valuesPerKeyframe);
for (int comp = 0; comp < valuesPerKeyframe; ++comp) {
float previous = samplerValues[comp + prevIndex * valuesPerKeyframe];
float current = samplerValues[comp + nextIndex * valuesPerKeyframe];
weights[comp] = (1 - t) * previous + t * current;
}
}
auto ci = renderableManager->getInstance(channel.targetEntity);
renderableManager->setMorphWeights(ci, weights.data(), weights.size());
return;
}
}
transformManager->setTransform(node, trsTransformManager->getTransform(trsNode));
}
void AnimatorImpl::resetBoneMatrices(FFilamentInstance* instance) {
for (const auto& skin : instance->mSkins) {
size_t njoints = skin.joints.size();
boneMatrices.resize(njoints);
for (const auto& entity : skin.targets) {
auto renderable = renderableManager->getInstance(entity);
if (renderable) {
for (size_t boneIndex = 0; boneIndex < njoints; ++boneIndex) {
boneMatrices[boneIndex] = mat4f();
}
renderableManager->setBones(renderable, boneMatrices.data(), boneMatrices.size());
}
}
}
}
void AnimatorImpl::updateBoneMatrices(FFilamentInstance* instance) {
assert_invariant(instance->mSkins.size() == asset->mSkins.size());
size_t skinIndex = 0;
for (const auto& skin : instance->mSkins) {
const auto& assetSkin = asset->mSkins[skinIndex++];
size_t njoints = skin.joints.size();
boneMatrices.resize(njoints);
for (Entity entity : skin.targets) {
auto renderable = renderableManager->getInstance(entity);
if (!renderable) {
continue;
}
mat4 inverseGlobalTransform;
auto xformable = transformManager->getInstance(entity);
if (xformable) {
inverseGlobalTransform = inverse(transformManager->getWorldTransformAccurate(xformable));
}
for (size_t boneIndex = 0; boneIndex < njoints; ++boneIndex) {
const auto& joint = skin.joints[boneIndex];
const mat4f& inverseBindMatrix = assetSkin.inverseBindMatrices[boneIndex];
TransformManager::Instance jointInstance = transformManager->getInstance(joint);
mat4 globalJointTransform = transformManager->getWorldTransformAccurate(jointInstance);
boneMatrices[boneIndex] =
mat4f{ inverseGlobalTransform * globalJointTransform } *
inverseBindMatrix;
}
renderableManager->setBones(renderable, boneMatrices.data(), boneMatrices.size());
}
}
}
} // namespace filament::gltfio