AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/runtime/skeleton.h

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//----------------------------------------------------------------------------//
// //
// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
// and distributed under the MIT License (MIT). //
// //
// Copyright (c) Guillaume Blanc //
// //
// Permission is hereby granted, free of charge, to any person obtaining a //
// copy of this software and associated documentation files (the "Software"), //
// to deal in the Software without restriction, including without limitation //
// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
// and/or sell copies of the Software, and to permit persons to whom the //
// Software is furnished to do so, subject to the following conditions: //
// //
// The above copyright notice and this permission notice shall be included in //
// all copies or substantial portions of the Software. //
// //
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#ifndef OZZ_OZZ_ANIMATION_RUNTIME_SKELETON_H_
#define OZZ_OZZ_ANIMATION_RUNTIME_SKELETON_H_
#include "ozz/animation/runtime/export.h"
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#include "ozz/base/io/archive_traits.h"
#include "ozz/base/platform.h"
#include "ozz/base/span.h"
namespace ozz {
namespace io {
class IArchive;
class OArchive;
} // namespace io
namespace math {
struct SoaTransform;
}
namespace animation {
// Forward declaration of SkeletonBuilder, used to instantiate a skeleton.
namespace offline {
class SkeletonBuilder;
}
// This runtime skeleton data structure provides a const-only access to joint
// hierarchy, joint names and rest-pose. This structure is filled by the
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// SkeletonBuilder and can be serialize/deserialized.
// Joint names, rest-poses and hierarchy information are all stored in separate
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// arrays of data (as opposed to joint structures for the RawSkeleton), in order
// to closely match with the way runtime algorithms use them. Joint hierarchy is
// packed as an array of parent jont indices (16 bits), stored in depth-first
// order. This is enough to traverse the whole joint hierarchy. See
// IterateJointsDF() from skeleton_utils.h that implements a depth-first
// traversal utility.
class OZZ_ANIMATION_DLL Skeleton {
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public:
// Defines Skeleton constant values.
enum Constants {
// Defines the maximum number of joints.
// This is limited in order to control the number of bits required to store
// a joint index. Limiting the number of joints also helps handling worst
// size cases, like when it is required to allocate an array of joints on
// the stack.
kMaxJoints = 1024,
// Defines the maximum number of SoA elements required to store the maximum
// number of joints.
kMaxSoAJoints = (kMaxJoints + 3) / 4,
// Defines the index of the parent of the root joint (which has no parent in
// fact).
kNoParent = -1,
};
// Builds a default skeleton.
Skeleton();
// Allow move.
Skeleton(Skeleton&&);
Skeleton& operator=(Skeleton&&);
// Disables copy and assignation.
Skeleton(Skeleton const&) = delete;
Skeleton& operator=(Skeleton const&) = delete;
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// Declares the public non-virtual destructor.
~Skeleton();
// Returns the number of joints of *this skeleton.
int num_joints() const { return static_cast<int>(joint_parents_.size()); }
// Returns the number of soa elements matching the number of joints of *this
// skeleton. This value is useful to allocate SoA runtime data structures.
int num_soa_joints() const { return (num_joints() + 3) / 4; }
// Returns joint's rest poses. Rest poses are stored in soa format.
span<const math::SoaTransform> joint_rest_poses() const {
return joint_rest_poses_;
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}
// Returns joint's parent indices range.
span<const int16_t> joint_parents() const { return joint_parents_; }
// Returns joint's name collection.
span<const char* const> joint_names() const {
return span<const char* const>(joint_names_.begin(), joint_names_.end());
}
// Serialization functions.
// Should not be called directly but through io::Archive << and >> operators.
void Save(ozz::io::OArchive& _archive) const;
void Load(ozz::io::IArchive& _archive, uint32_t _version);
private:
// Internal allocation/deallocation function.
// Allocate returns the beginning of the contiguous buffer of names.
char* Allocate(size_t _char_count, size_t _num_joints);
void Deallocate();
// SkeletonBuilder class is allowed to instantiate an Skeleton.
friend class offline::SkeletonBuilder;
// Buffers below store joint informations in joing depth first order. Their
// size is equal to the number of joints of the skeleton.
// Rest pose of every joint in local space.
span<math::SoaTransform> joint_rest_poses_;
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// Array of joint parent indexes.
span<int16_t> joint_parents_;
// Stores the name of every joint in an array of c-strings.
span<char*> joint_names_;
};
} // namespace animation
namespace io {
OZZ_IO_TYPE_VERSION(2, animation::Skeleton)
OZZ_IO_TYPE_TAG("ozz-skeleton", animation::Skeleton)
} // namespace io
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_RUNTIME_SKELETON_H_