Implemented tweening for smoother animation
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@ -12,18 +12,20 @@ using std::vector;
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using boost::optional;
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using boost::optional;
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using std::chrono::duration_cast;
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using std::chrono::duration_cast;
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using boost::algorithm::clamp;
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using boost::algorithm::clamp;
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using std::pair;
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using std::tuple;
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constexpr Shape A = Shape::A;
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constexpr Shape B = Shape::B;
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constexpr Shape C = Shape::C;
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constexpr Shape D = Shape::D;
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constexpr Shape E = Shape::E;
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constexpr Shape F = Shape::F;
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constexpr Shape G = Shape::G;
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constexpr Shape H = Shape::H;
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constexpr Shape X = Shape::X;
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Timeline<Viseme> animate(optional<Phone> phone, centiseconds duration, centiseconds previousPhoneDuration) {
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Timeline<Viseme> animate(optional<Phone> phone, centiseconds duration, centiseconds previousPhoneDuration) {
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constexpr Shape A = Shape::A;
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constexpr Shape B = Shape::B;
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constexpr Shape C = Shape::C;
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constexpr Shape D = Shape::D;
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constexpr Shape E = Shape::E;
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constexpr Shape F = Shape::F;
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constexpr Shape G = Shape::G;
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constexpr Shape H = Shape::H;
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constexpr Shape X = Shape::X;
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auto single = [&](Viseme viseme) {
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auto single = [&](Viseme viseme) {
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return Timeline<Viseme>{
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return Timeline<Viseme>{
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{ 0cs, duration, viseme }
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{ 0cs, duration, viseme }
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@ -94,6 +96,26 @@ Timeline<Viseme> animate(optional<Phone> phone, centiseconds duration, centiseco
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}
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}
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}
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}
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enum class TweenTiming {
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Early,
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Centered,
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Late
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};
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optional<pair<Shape, TweenTiming>> getTween(Shape first, Shape second) {
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static const map<pair<Shape, Shape>, pair<Shape, TweenTiming>> lookup {
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{ { A, D }, { C, TweenTiming::Late } }, { { D, A },{ C, TweenTiming::Early } },
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{ { B, D }, { C, TweenTiming::Centered } }, { { D, B },{ C, TweenTiming::Centered } },
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{ { G, D }, { C, TweenTiming::Late } }, { { D, G },{ C, TweenTiming::Early } },
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{ { X, D }, { C, TweenTiming::Early } }, { { D, X },{ C, TweenTiming::Late } },
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{ { C, F }, { E, TweenTiming::Centered } }, { { F, C },{ E, TweenTiming::Centered } },
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{ { D, F }, { E, TweenTiming::Centered } }, { { F, D },{ E, TweenTiming::Centered } },
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{ { H, F }, { E, TweenTiming::Late } }, { { F, H },{ E, TweenTiming::Early } },
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};
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auto it = lookup.find({ first, second });
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return it != lookup.end() ? it->second : optional<pair<Shape, TweenTiming>>();
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}
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ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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// Convert phones to continuous timeline so that silences aren't skipped when iterating
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// Convert phones to continuous timeline so that silences aren't skipped when iterating
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ContinuousTimeline<optional<Phone>> continuousPhones(phones.getRange(), boost::none);
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ContinuousTimeline<optional<Phone>> continuousPhones(phones.getRange(), boost::none);
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@ -102,7 +124,7 @@ ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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}
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}
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// Create timeline of visemes
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// Create timeline of visemes
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ContinuousTimeline<Viseme> visemes(phones.getRange(), { Shape::X });
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ContinuousTimeline<Viseme> visemes(phones.getRange(), { X });
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centiseconds previousPhoneDuration = 0cs;
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centiseconds previousPhoneDuration = 0cs;
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for (const auto& timedPhone : continuousPhones) {
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for (const auto& timedPhone : continuousPhones) {
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// Animate one phone
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// Animate one phone
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@ -123,8 +145,8 @@ ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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// Create timeline of shapes.
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// Create timeline of shapes.
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// Iterate visemes in *reverse* order so we always know what shape will follow.
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// Iterate visemes in *reverse* order so we always know what shape will follow.
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ContinuousTimeline<Shape> shapes(phones.getRange(), Shape::X);
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ContinuousTimeline<Shape> shapes(phones.getRange(), X);
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Shape lastShape = Shape::X;
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Shape lastShape = X;
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for (auto it = visemes.rbegin(); it != visemes.rend(); ++it) {
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for (auto it = visemes.rbegin(); it != visemes.rend(); ++it) {
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Viseme viseme = it->getValue();
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Viseme viseme = it->getValue();
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@ -134,6 +156,50 @@ ContinuousTimeline<Shape> animate(const BoundedTimeline<Phone> &phones) {
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shapes.set(it->getTimeRange(), shape);
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shapes.set(it->getTimeRange(), shape);
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}
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}
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// Create inbetweens for smoother animation
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centiseconds minTweenDuration = 4cs;
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centiseconds maxTweenDuration = 10cs;
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Timeline<Shape> tweens;
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for (auto first = shapes.begin(), second = std::next(shapes.begin());
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first != shapes.end() && second != shapes.end();
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++first, ++second)
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{
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auto pair = getTween(first->getValue(), second->getValue());
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if (!pair) continue;
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Shape tweenShape;
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TweenTiming tweenTiming;
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std::tie(tweenShape, tweenTiming) = *pair;
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TimeRange firstTimeRange = first->getTimeRange();
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TimeRange secondTimeRange = second->getTimeRange();
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centiseconds tweenStart, tweenDuration;
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switch (tweenTiming) {
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case TweenTiming::Early: {
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tweenDuration = std::min(firstTimeRange.getLength() / 3, maxTweenDuration);
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tweenStart = firstTimeRange.getEnd() - tweenDuration;
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break;
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}
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case TweenTiming::Centered: {
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tweenDuration = std::min({ firstTimeRange.getLength() / 3, secondTimeRange.getLength() / 3, maxTweenDuration });
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tweenStart = firstTimeRange.getEnd() - tweenDuration / 2;
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break;
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}
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case TweenTiming::Late: {
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tweenDuration = std::min(secondTimeRange.getLength() / 3, maxTweenDuration);
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tweenStart = secondTimeRange.getStart();
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break;
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}
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}
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if (tweenDuration < minTweenDuration) continue;
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tweens.set(tweenStart, tweenStart + tweenDuration, tweenShape);
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}
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for (const auto& tween : tweens) {
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shapes.set(tween);
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}
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for (const auto& timedShape : shapes) {
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for (const auto& timedShape : shapes) {
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logging::logTimedEvent("shape", timedShape);
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logging::logTimedEvent("shape", timedShape);
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}
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}
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