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BlendAction: resolve slow-motion side effect caused by stretching actions #1848
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… action that doesn't have the same length. It generates speed factor for each child animation that are dynamically interpolated and applied to base speed based on the blend weight taken from blend space.
Please let me know if something is vague about Javadoc or method naming. |
I made a demo video: Old behavior (not using dynamic speed): https://youtu.be/jZY2u9GU_L8 New behavior (using dynamic speed): https://youtu.be/1TuevW1yick |
Hi Ali, may I ask you why the |
Hi @capdevon :) Thanks so much for your interest. Well, this PR is something that I rewrote multiple times in different ways because I was not sure which one is good. I am interested to hear other ideas. I wanted to indicate that users can modify the default factors to something else or even clear it and be able to set them back to the default ones so I made I would also like to hear from @pspeed42 about this. |
I don't have a problem with the public static utility method. I'm not sure I'd think to use it, either... but I think it's ok. |
@MeFisto94 I would like to hear your opinion as well regarding this PR Do you want to add anything here in regards to #1303? |
What do you think of this proposal? :) //before
public static double[] calculateSpeedFactors(BlendAction blendAction) {
Action[] actions = blendAction.getActions();
return Arrays.stream(actions)
.mapToDouble(action -> blendAction.getLength() / action.getLength())
.toArray();
}
//usage example
BlendAction ba = ...;
ba.clearSpeedFactors();
ba.setSpeedFactors(BlendAction.calculateSpeedFactors(ba)); //after (more compact and self consistent version)
public void setDefaultSpeedFactors() {
Action[] actions = getActions();
this.speedFactors = Arrays.stream(actions)
.mapToDouble(action -> getLength() / action.getLength())
.toArray();
}
//usage example:
BlendAction ba = ...;
ba.clearSpeedFactors();
// I deleted the previous values for some reason, and now I want to set the defaults again.
ba.setDefaultSpeedFactors(); I have an API on top of the current animation system, where I use BlendActions with animations of different lengths. To solve the slow motion problem, I dynamically vary the speed using an algorithm inspired by Unity and Godot. What impact can this PR have on those who have already implemented this type of solution before, since the I saw that in the //action.setSpeed(blendValue); should I call the |
I am fine with using
Will break them. If you want to handle this using your API you must unset the speed factors using ( Again I would like to ask @pspeed42 what does he think about it?
Yes, if you want to handle speed using your API. |
I'm doing my best to follow along but I don't have much experience in this area. So while I can prevent "obviously wrong" general API things from happening, I don't have a strong opinion on how the details work out. If the speed can vary based on blending and different people want to blend things different ways, I wonder if a strategy object/function would be appropriate? At some point it becomes over-engineered for the problem space, though. |
@capdevon can you please show me the code you are using? Edit: I think if you want to make this compatible with your API you need to remove this: and and instead set the |
@capdevon |
I've done some testing with my API and everything looks ok. I have no problem modifying it. I'll do some more testing when version 3.6.0-alpha is released. Another step forward for the engine. Good job! ;) |
That's cool. |
Unless there's substantial discussion, I plan to integrate this in about 24 hours. |
So from what I remember, on the surface, there are three types of ways you can combine two animations in parallel:
So in theory, being able to choose between those may be nice, however I think option 2 (that is implemented by that PR) is the most common, especially considering animations are developed for a specific length (so 3 doesn't make too much sense) and option 1 can probably be done by clever tweening? For the implementation I don't know the animation API good enough any more, I just knew that I was thinking on how you could get them to the same speed by just seleting a clever interpolator value (t), but setting a "fake" speed is probably a lot easier here (or the only possible way) So yeah, TLDR: Nothing relevant :D |
Thanks, @MeFisto94 Well, the looping idea did not turn out well, unfortunately, otherwise, it would definitely be my pick. The blending looks bad, you can see it in this demo video: That's why I opted for the second solution, which is dynamically adjusting the speed. Also, this is what the original author was doing in the TestAnimMigration, by externally setting the speed when blending. This PR does this process internally by automatically adjusting the speed. Blending looks much smoother in this approach. |
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Thanks! * jme3-examples: update the fallback URLs for "TerrainGridTestData.zip" * Improved code readability: ParticlePointMesh and ParticleTriMesh (jMonkeyEngine#1831) * jme3-core: add tests for Transform.toString() * Fix issue jMonkeyEngine#1839 (Memory Leak in DefaultLightFilter) Co-authored-by: Lukas Habring <lukas@Lukas-PC> * Added getter & setter for FilterPostProcessor.depthFormat (jMonkeyEngine#1841) * Added setter for FilterPostProcessor.depthFormat * Added getter for FilterPostProcessor.depthFormat * update the Gradle wrapper to v7.5.1 * main.yml: GitHub Action's ubuntu-18.04 environment is deprecated * bugfix: mergedJavadoc task is incompatible with Gradle v7 * main.yml: udate "actions/setup-java" to v3 * main.yml: add JDK 17 tests * build.gradle: update gradleVersion in case user runs the "wrapper" task * Fix jMonkeyEngine#1843 (java.util.zip.ZipException in HttpZipLocator) (jMonkeyEngine#1842) * HttpZipLocator:fix invalid code lengths set & invalid distance too far back ZipExceptions. * Get file name length and extra field length from local file header to calculate file data offset. * Make fields `byteBuf`, `charBuf`, `utf8Decoder` non-static because they are not thread-safe. * Surround streams with try-with-resources block. * Clean up the display modes parsing * No need to separately test for the contains * README.md: SDK v3.4 has been released * Some enhancement to new animation system (jMonkeyEngine#1845) * Some enhancement to new animation system, including: * Option to enable/disable animation mask propagation to child actions. * Option to control max transition weight. For example useful for controlling smooth animation transition when an animation is removed from an upper layer. * Added animation loop support in AnimLayer. * AnimLayer can now also keep action name, so one can easily lookup currently playing action name in an specific layer. * Minor Javadoc fix. * AnimLayer: clear `currentActionName` inside `cloneFields` method. * Added a Loop tween to Tweens factory class (jMonkeyEngine#1846) * Added a Loop tween to Tweens factory class. Supports looping by count or duration. * Redesigned the Loop tween to work similar to Sequence tween. Now fast forwarding the loop will also try to catch up the loops left behind making sure they always see their 'length'. * Added the missing Override annotation. * Added Tweens.cycle() and Tweens.invert() methods (jMonkeyEngine#1849) Cycle is used for running delegate tween back and force and Invert is used to run delegate tween backward. * BlendAction: resolve slow-motion side effect caused by stretching actions (jMonkeyEngine#1848) * BlendAction: resolve slow motion side effect caused by stretching any action that doesn't have the same length. It generates speed factor for each child animation that are dynamically interpolated and applied to base speed based on the blend weight taken from blend space. * Add missing javadoc. * Add Copyright. * Renamed calculateSpeedFactors() to applyDefaultSpeedFactors() and made it non static. * Fix issue jMonkeyEngine#1850 (JmeSystem.writeImageFile() throw java.nio.BufferUnderflowException) (jMonkeyEngine#1851) * jme3-jogg: upgrade the j-ogg-all library to v1.0.2 * jMonkeyEngine#1569 Fix license file to be better detected by GitHub (jMonkeyEngine#1855) * jme3-plugins: update the "gson" library to v2.9.1 * workflows/main.yml: update the "checkout" action to v3 * fix: broken link in README.md (jMonkeyEngine#1858) Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com> Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com> * workflows/main.yml: update wrapper-validation-action to v1.0.5 * update wrapper-validation-action to v1.0.5 (one more place) * README.md: SDK v3.5.2 has now been published * Quaternion: javadoc * Add instance culling function in InstancedGeometry (jMonkeyEngine#1865) * Added a workaround to prevent shadow disappearing on instanced geometries away from camera by introducing an instance culling function on InstancedGeometry. There also is a default implementation provided. * Removed the bound-scale hack for shadow disappearing issue from DefaultInstanceCullingFunction. The “right” solution is to have it pay attention to the frustums of whatever shadow-casting lights are around… but anyway developers now can implement their own frustum culling however they like or even "unset" it to disable instance culling which should also resolve the shadow issue. * Remove unused imports. * Fix: make the stencil test functions usable. 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Solves issue jMonkeyEngine#1963 * Add missing load function for "openal" natives. * Removed the unnecessary check for lwjgl 2 in classpath. * Fix comment * Replace Exception with warning in TerrainPatch (jMonkeyEngine#1966) * Replace Excpetion with warning in TerrainPatch PR following up on the discussion in this thread: https://hub.jmonkeyengine.org/t/terrain-collision-exception/46491/6 * Update TerrainPatch.java * Update TerrainPatch.java * Update TerrainPatch.java * Update TerrainPatch.java * Update TerrainPatch.java * Update TerrainPatch.java * Update TerrainPatch.java * Cleanup NativeLibraryLoader & fix wrong library path (jMonkeyEngine#1967) * Cleanup NativeLibraryLoader * Fix wrong library path * solve issue jMonkeyEngine#1969: missing check in GLRenderer.clearVertexAttribs() (jMonkeyEngine#1970) * solve issue jMonkeyEngine#1975: TestAttachDriver doesn't reset properly (jMonkeyEngine#1976) * Improve NativeLibraryLoader (jMonkeyEngine#1973) * Improve NativeLibraryLoader. * Add javadoc. * Moved library extraction requirement check into a separate method. * Fix javadoc. * Refactor library extraction check method. * Extract natives to system temp directory retrieved by System.getProperty("java.io.tmpdir") instead of working directory. * Renamed enum "Openal" to "OpenAL" and added javadoc on NativeLibraries. * Update comments. * Deploy master branch commits as snapshot (jMonkeyEngine#1983) * Deploy main branch commits as snapshot * Snapshot builds don't have a Release artifact * restrict snapshot to actual commits on master branch * Deploy steps don't actually use test-run maven artifacts * Partial Revert. We need that artifact * Fix sonatype snapshots repo url as mentioned in https://central.sonatype.org/publish/publish-guide/ * Allow use of Emissive color as a multiplier with EmissiveMap in PBRLighting (jMonkeyEngine#1979) * Add support for NormalScale in PBRLighting & GltfLoader (jMonkeyEngine#1980) * Added NormalScale factor in PBRLighting. The scalar parameter applied to each normal vector of the normal map. This value scales the normal vector in X and Y directions using the formula: `scaledNormal = normalize((<sampled normal texture value> * 2.0 - 1.0) * vec3(<normal scale>, <normal scale>, 1.0))`. * Add support for reading NormalScale in GltfLoader. * Add support for AoStrength in PBRLighting & GltfLoader (jMonkeyEngine#1981) * Added AoStrength factor in PBRLighting. A scalar multiplier controlling the amount of occlusion applied. * Add support for reading AoStrength in GltfLoader. * Fix ao calculation to follow gltf specs. * Update comment on AoStrength mentioning the min and max values. * Clamp ao to 0 for negative values that might cause by applying AoStrength > 1. * Use glsl clamp instead of max. * update Groovy to v3.0.16 * Some javadoc cleanup (jMonkeyEngine#1986) * Fix some invalid HTML tags * Correct deprecation annotations * Doc-comments cleanup - Corrected some typos, grammar, etc. - reflowed egregiously long comment lines to comply with column limits * README.md: latest stable version of Engine * LwjglContext: re-initialize renderer on context restart (lwjgl 2) (jMonkeyEngine#1988) * LwjglContext: initialize renderer on context restart (lwjgl 2). * Reset GL objects in renderer when context restart. * README.md: add Mravelous Marbles to the list of JME-powered games * update the LWJGL3 libraries from v3.3.1 to v3.3.2 * update Groovy to v3.0.17 * correctly handle negative IDs in getUniqueId() methods (jMonkeyEngine#1991) * NativeLibraryLoader: more detailed exception in computeNativesHash() (jMonkeyEngine#2001) * README.md: add "Boxer" to the project list * solve issue jMonkeyEngine#2003 (ParticleDepositionHeightMap.load return value) (jMonkeyEngine#2005) * solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles) (jMonkeyEngine#2006) * solve issue jMonkeyEngine#2002 (TerrainGridTileLoaderTest fails to load tiles) * TerrainGridTileLoaderTest: add a clarifying comment * solve issue jMonkeyEngine#2011 (app crashes when using OpenGL version 3.0 and 3.1 with LWJGL 3) (jMonkeyEngine#2009) * fix system crush issue when set desktop AppSetting.setRenderer below 3.2 * Revert "fix system crush issue when set desktop AppSetting.setRenderer below 3.2" This reverts commit 11b7c9e. * fix system crush issue when set desktop AppSetting.setRenderer below 3.2. This fix is reedited by instruction of ali_rs --------- Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com> * solve issue jMonkeyEngine#2007 (instanced objects are culled when using WaterFilter) (jMonkeyEngine#2008) * Fix issue with InstancedGeometry that uses the wrong camera for "instance culling" check. * Minor javadoc update. * Variables should start with lower-case. (jMonkeyEngine#2013) New PullRequest as suggested in jMonkeyEngine#2012 Co-authored-by: Starcommander <starcommander@gmx.at> * solve issue jMonkeyEngine#1992: better messages in spatial assertions (jMonkeyEngine#1993) * jMonkeyEngine#1992 Improve the messages being reported from spatial assertions * jMonkeyEngine#1992 Make clear what name is in the assertion messages * jMonkeyEngine#1992 Whitespace correction * solve issue jMonkeyEngine#2015 (Picture class lacks 2 getters) * CloneableSmartAsset: clarify the setKey() javadoc (jMonkeyEngine#2018) * update Gradle to v7.6.1 --------- Signed-off-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com> Co-authored-by: Scrappers Team <60224159+Scrappers-glitch@users.noreply.github.com> Co-authored-by: Github Actions <actions@users.noreply.github.com> Co-authored-by: Riccardo Balbo <riccardo0blb@gmail.com> Co-authored-by: Scrappers <scrappers.tm@gmail.com> Co-authored-by: Stephen Gold <sgold@sonic.net> Co-authored-by: Florian Frankenberger <f.frankenberger@mobiuscode.de> Co-authored-by: Wyatt Gillette <jefferydeaver2010@gmail.com> Co-authored-by: Lukas-Habring <102620478+Lukas-Habring@users.noreply.github.com> Co-authored-by: Lukas Habring <lukas@Lukas-PC> Co-authored-by: JosiahGoeman <31492985+JosiahGoeman@users.noreply.github.com> Co-authored-by: Paul Speed <pspeed42@users.noreply.github.com> Co-authored-by: Ali-RS <ali_codmw@yahoo.com> Co-authored-by: Toni Helenius <helenius.toni@gmail.com> Co-authored-by: Jan Schäfer <j@nschaefer.net> Co-authored-by: Kasper Aaquist Johansen <kasperaaquist@gmail.com> Co-authored-by: Michael Zuegg <zzuegg@users.noreply.github.com> Co-authored-by: manuelrmo <118840772+manuelrmo@users.noreply.github.com> Co-authored-by: Manuel <Manuel@DESKTOP-6RJH3UF> Co-authored-by: Noeri Huisman <8823461+mrxz@users.noreply.github.com> Co-authored-by: richardTingle <6330028+richardTingle@users.noreply.github.com> Co-authored-by: Ryan McDonough <peanut64646@gmail.com> Co-authored-by: Sailsman63 <lukejsails@gmail.com> Co-authored-by: Raymond Young <gongxi83@163.com> Co-authored-by: ray <raymond.yang@cottonwoodanalytics.com> Co-authored-by: Paul Kashofer <soundmodul@gmx.at> Co-authored-by: Starcommander <starcommander@gmx.at>
This resolves slow-motion side effects caused by BlendAction stretching any animation that doesn't have the same length. It generates speed factors for each child animation that are dynamically interpolated and applied to base speed based on the blend weight taken from blend space.
This is a breaking change, as the speed returned by
BlendAction.getSpeed()
used to be a static value but now it returns a dynamic value that is changed as blend weight is changed. UnlessspeedFactors
is cleared out or factors are equal. (i.e. clips have the same length).