Files
Webcam/include/engine/motion/motion.cpp

458 lines
12 KiB
C++

/* -----------------------------------------------------------------------------
GSFramework
Copyright 2001-2013 Emmanuel Julien. All Rights Reserved.
------------------------------------------------------------------------------*/
#include "motion/motion.h"
#include "core/path_kdtree.h"
#include "math/vector.h"
#include "geometry/geometric_tools.h"
#include "time/ntime_range.h"
#include "memory/memory.h"
#include "platform.h"
#include "log/log.h"
using namespace GS;
using namespace GS::Core;
//------------------------------------------------------------------------------
void Motion::Clone(const Motion &src, const TimeRange &range, bool enforce_loop)
{
// Clone all channels.
channel_list.Clear();
ListForeachPtr(MotionChannel *, sc, src.GetChannelList())
{
MotionChannel *c = new MotionChannel;
if (c == NULL)
continue;
c->type = sc->type;
// Transfer points.
const ArrayList <CurvePoint *> &points = sc->GetPoints();
for (uint n = 0; n < points.GetCount(); ++n)
{
CurvePoint *p = points[n];
if ((p->t < range.start) || (p->t > range.end))
continue;
CurvePoint np(*p);
np.t -= range.start;
c->Append(np);
}
channel_list.Add(c);
// Post-processing.
const ArrayList <CurvePoint *> &c_points = c->GetPoints();
uint count = c_points.GetCount();
if (count == 0)
continue;
if (enforce_loop)
{
c_points[0]->t.setSec(0); // snap key start
if (count > 1)
{
c_points[count - 1]->t = range.valueRange();
c_points[count - 1]->v = c_points[0]->v;
}
}
}
// Clone quaternion channel.
quaternion.Clear();
if ((use_quaternion = src.GetUseQuaternion()) != false)
{
const ArrayList <QuaternionKey *> &keys = src.GetQuaternion().GetKeys();
for (uint n = 0; n < keys.GetCount(); ++n)
{
QuaternionKey *k = keys[n];
if ((k->t < range.start) || (k->t > range.end))
continue;
QuaternionKey nk(*k);
nk.t -= range.start;
quaternion.Insert(nk);
}
// Post-processing.
const ArrayList <QuaternionKey *> &c_keys = quaternion.GetKeys();
uint count = c_keys.GetCount();
if (enforce_loop)
{
c_keys[0]->t.setSec(0); // snap key start
if (count > 1)
{
c_keys[count - 1]->t = range.valueRange();
c_keys[count - 1]->q = c_keys[0]->q;
}
}
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Motion::HasKey(const TimeRange &t) const
{
ListForeachPtr(MotionChannel *, c, GetChannelList())
for (uint n = 0; n < c->GetPointCount(); ++n)
{
const CurvePoint *p = c->GetPoints()[n];
if (t.inRange(p->t))
return true;
}
return false;
}
void Motion::MoveKey(const TimeRange &t, const Time &offset) const
{
ListForeachPtr(MotionChannel *, c, GetChannelList())
{
for (uint n = 0; n < c->GetPointCount(); ++n)
{
CurvePoint *p = c->GetPoints()[n];
if (t.inRange(p->t))
p->t += offset;
}
c->Sort();
}
}
void Motion::DeleteKey(const TimeRange &t)
{
ListForeachPtr(MotionChannel *, c, GetChannelList())
{
for (uint n = 0; n < c->GetPointCount(); ++n)
{
CurvePoint *p = c->GetPoints()[n];
if (t.inRange(p->t))
{
c->Delete(p);
--n;
}
}
c->Sort();
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Motion::GetClosestPoint(const Vector4 &position, Vector4 &closest, float *closest_t)
{
float best_d = -1.f;
if (closest_t)
*closest_t = -1;
MotionChannel *c[3];
GetTransformationChannels(c, NULL, NULL);
// kdtree path
if (c[0] && c[1] && c[2])
{
if(0 && quadtree.IsNull()) // create it, because we need it
{
quadtree = new PathKdtree;
ArrayList<CurvePoint *> &array_x = c[0]->GetPoints();
ArrayList<CurvePoint *> &array_y = c[1]->GetPoints();
ArrayList<CurvePoint *> &array_z = c[2]->GetPoints();
ArrayList <CurvePoint *> ::Iterator iterator_x(array_x);
ArrayList <CurvePoint *> ::Iterator iterator_y(array_y);
ArrayList <CurvePoint *> ::Iterator iterator_z(array_z);
CurvePoint * x = iterator_x.ObjectPtr();
CurvePoint * y = iterator_y.ObjectPtr();
CurvePoint * z = iterator_z.ObjectPtr();
Vector4 a_node(x->v,y->v, z->v);
float a_node_t = x->t.toSec();
// get the second node
++iterator_x;
++iterator_y;
++iterator_z;
x = iterator_x.ObjectPtr();
y = iterator_y.ObjectPtr();
z = iterator_z.ObjectPtr();
while(x && y && z)
{
Vector4 b_node(x->v,y->v, z->v);
float b_node_t = x->t.toSec();
nMSegment * segment = new nMSegment();
segment->a = a_node;
segment->b = b_node;
segment->a_t = a_node_t;
segment->b_t = b_node_t;
quadtree->AddSegment(segment);
a_node = b_node;
a_node_t = b_node_t;
++iterator_x;
++iterator_y;
++iterator_z;
x = iterator_x.ObjectPtr();
y = iterator_y.ObjectPtr();
z = iterator_z.ObjectPtr();
}
quadtree->BuildQuadtree();
}
// check first if the point is inside the kdtree, else brute force
if(0 && quadtree->InsideKdTree(position))
{
SharedArrayList <nMSegment*> list_segment;
quadtree->NearestQuadtreeTreeNode(position, list_segment);
for (uint i = 0; i < list_segment.GetCount(); ++i)
{
Vector4 p;
float t = GS::Geometric::SegmentClosestPoint(list_segment[i]->a, list_segment[i]->b, position, &p);
t = t < 0.0f? 0.0f: (t>1.0f? 1.0f:t);
float d = Vector4::Dist2(position, p);
if ((best_d < 0.f) || (d < best_d))
{
best_d = d;
closest = p;
if (closest_t)
*closest_t = t * (list_segment[i]->b_t - list_segment[i]->a_t) + list_segment[i]->a_t;
}
}
}
else
//brute force
{
ArrayList<CurvePoint *> &array_x = c[0]->GetPoints();
ArrayList<CurvePoint *> &array_y = c[1]->GetPoints();
ArrayList<CurvePoint *> &array_z = c[2]->GetPoints();
ArrayList <CurvePoint *> ::Iterator iterator_x(array_x);
ArrayList <CurvePoint *> ::Iterator iterator_y(array_y);
ArrayList <CurvePoint *> ::Iterator iterator_z(array_z);
CurvePoint * x = iterator_x.ObjectPtr();
CurvePoint * y = iterator_y.ObjectPtr();
CurvePoint * z = iterator_z.ObjectPtr();
if (x && y && z) // [EJ] empty channels would crash on the next line
{
Vector4 a_node(x->v,y->v, z->v);
float a_node_t = x->t.toSec();
// get the second node
++iterator_x;
++iterator_y;
++iterator_z;
x = iterator_x.ObjectPtr();
y = iterator_y.ObjectPtr();
z = iterator_z.ObjectPtr();
while(x && y && z)
{
Vector4 b_node(x->v,y->v, z->v);
float b_node_t = x->t.toSec();
Vector4 p;
float t = Geometric::SegmentClosestPoint(a_node, b_node, position, &p);
t = t < 0.0f? 0.0f: (t>1.0f? 1.0f:t);
float d = Vector4::Dist2(position, p);
if ((best_d < 0.f) || (d < best_d))
{
best_d = d;
closest = p;
if (closest_t)
*closest_t = t * (b_node_t - a_node_t) + a_node_t;
}
a_node = b_node;
a_node_t = b_node_t;
++iterator_x;
++iterator_y;
++iterator_z;
x = iterator_x.ObjectPtr();
y = iterator_y.ObjectPtr();
z = iterator_z.ObjectPtr();
}
}
}
}
return best_d != -1.f;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Motion::EvaluateData(const Time &t, Variant &sample)
{
ArrayListForeachPtr(SDataPoint *, data, data_point)
{
if (data->t <= t)
sample = data->data;
else
return; // the t in data is more than the t asked so return because the t in data is ordered
}
}
void Motion::EvaluatePosition(const Time &t, Vector4 &sample, Curve::LoopMode _loop_mode)
{
MotionChannel *c[3];
GetTransformationChannels(c, NULL, NULL);
for (int n = 0; n < 3; ++n)
if (c[n])
c[n]->Evaluate(t, &sample[n], _loop_mode);
}
void Motion::EvaluateRotation(const Time &t, Vector4 &sample, Curve::LoopMode _loop_mode)
{
MotionChannel *c[3];
GetTransformationChannels(NULL, c, NULL);
for (int n = 0; n < 3; ++n)
if (c[n])
c[n]->Evaluate(t, &sample[n], _loop_mode);
}
void Motion::EvaluateDirection(const Time &t, Vector4 &sample, Curve::LoopMode loop_mode)
{
const float dt = 0.01f;
Vector4 p1(0,0,0), p2(0,0,0);
EvaluatePosition(t, p1, loop_mode);
Time t2 = Time::fromSec(t.toSec() + dt);
EvaluatePosition(t2, p2, loop_mode);
sample = p2 - p1;
float len = sample.Len();
if (len > 1e-4f)
sample /= len;
else
sample = Vector4(0,0,0);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
void Motion::GetTransformationChannels(MotionChannel *t[3], MotionChannel *r[3], MotionChannel *s[3])
{
if (t) { t[0] = t[1] = t[2] = NULL; }
if (r) { r[0] = r[1] = r[2] = NULL; }
if (s) { s[0] = s[1] = s[2] = NULL; }
ListForeachPtr(MotionChannel *, channel, channel_list)
switch (channel->type)
{
case MotionChannel::XPos: if (t) t[0] = channel; break;
case MotionChannel::YPos: if (t) t[1] = channel; break;
case MotionChannel::ZPos: if (t) t[2] = channel; break;
case MotionChannel::XRot: if (r) r[0] = channel; break;
case MotionChannel::YRot: if (r) r[1] = channel; break;
case MotionChannel::ZRot: if (r) r[2] = channel; break;
case MotionChannel::XScl: if (s) s[0] = channel; break;
case MotionChannel::YScl: if (s) s[1] = channel; break;
case MotionChannel::ZScl: if (s) s[2] = channel; break;
default: break;
}
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
TimeRange Motion::GetTimeRange() const
{
if (channel_list.GetCount() == 0)
return TimeRange();
List <MotionChannel *> ::Item *i = channel_list.GetRoot();
TimeRange range = i->Object()->GetTimeRange();
for (i = i->Next(); i; i = i->Next())
range = TimeRange::Union(range, i->Object()->GetTimeRange());
range = TimeRange::Union(range, quaternion.GetTimeRange());
return range;
}
Time Motion::GetDuration() const
{
Time duration;
ListForeachPtr(MotionChannel *, channel, channel_list)
duration = Types::Max(duration, channel->GetDuration());
return duration;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
MotionChannel *Motion::AddChannel(MotionChannel::Type type)
{
MotionChannel *nc = new MotionChannel;
if (!nc)
__ERR__(__LOG_E__ << "Could not allocate channel.\n", NULL)
nc->type = type;
channel_list.Add(nc);
return nc;
}
void Motion::AddChannels(uint nc)
{
while (nc--)
AddChannel(MotionChannel::Undf);
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
bool Motion::GetUseQuaternion() const
{ return use_quaternion && quaternion.GetKeys().GetCount(); }
MotionChannel *Motion::GetChannel(uint index) const
{ return GetChannelList().ObjectAt(index); }
MotionChannel *Motion::GetChannel(MotionChannel::Type type) const
{
ListForeachPtr(MotionChannel *, channel, channel_list)
if (channel && channel->type == type)
return channel;
return NULL;
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
size_t Motion::MemoryFootPrint() const
{
size_t footprint = 0;
ListForeachPtr(MotionChannel *, channel, channel_list)
footprint += channel->MemoryFootPrint();
footprint += quaternion.MemoryFootPrint();
footprint += sizeof(Motion);
return footprint;
}
uint Motion::Optimize(float threshold)
{
uint wiped = 0;
ListForeachPtr(MotionChannel *, channel, channel_list)
forever
{
uint pass_wiped = channel->Optimize(threshold);
if (!pass_wiped)
break;
wiped += pass_wiped;
}
return wiped;
}
//------------------------------------------------------------------------------