AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/offline/raw_animation_utils.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_OFFLINE_RAW_ANIMATION_UTILS_H_
#define OZZ_OZZ_ANIMATION_OFFLINE_RAW_ANIMATION_UTILS_H_
#include "ozz/animation/offline/export.h"
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#include "ozz/animation/offline/raw_animation.h"
#include "ozz/base/maths/transform.h"
#include "ozz/base/span.h"
namespace ozz {
namespace animation {
namespace offline {
// Translation interpolation method.
OZZ_ANIMOFFLINE_DLL math::Float3 LerpTranslation(const math::Float3& _a,
const math::Float3& _b,
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float _alpha);
// Rotation interpolation method.
OZZ_ANIMOFFLINE_DLL math::Quaternion LerpRotation(const math::Quaternion& _a,
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const math::Quaternion& _b, float _alpha);
// Scale interpolation method.
OZZ_ANIMOFFLINE_DLL math::Float3 LerpScale(const math::Float3& _a,
const math::Float3& _b,
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float _alpha);
// Samples a RawAnimation track. This function shall be used for offline
// purpose. Use ozz::animation::Animation and ozz::animation::SamplingJob for
// runtime purpose.
// Returns false if track is invalid.
OZZ_ANIMOFFLINE_DLL bool SampleTrack(const RawAnimation::JointTrack& _track,
float _time,
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ozz::math::Transform* _transform);
// Samples a RawAnimation. This function shall be used for offline
// purpose. Use ozz::animation::Animation and ozz::animation::SamplingJob for
// runtime purpose.
// _animation must be valid.
// Returns false output range is too small or animation is invalid.
OZZ_ANIMOFFLINE_DLL bool SampleAnimation(
const RawAnimation& _animation, float _time,
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const span<ozz::math::Transform>& _transforms);
// Implement fixed rate keyframe time iteration. This utility purpose is to
// ensure that sampling goes strictly from 0 to duration, and that period
// between consecutive time samples have a fixed period.
// This sounds trivial, but floating point error could occur if keyframe time
// was accumulated for a long duration.
class OZZ_ANIMOFFLINE_DLL FixedRateSamplingTime {
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public:
FixedRateSamplingTime(float _duration, float _frequency);
float time(size_t _key) const {
assert(_key < num_keys_);
return ozz::math::Min(_key * period_, duration_);
}
size_t num_keys() const { return num_keys_; }
private:
float duration_;
float period_;
size_t num_keys_;
};
} // namespace offline
} // namespace animation
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_OFFLINE_RAW_ANIMATION_UTILS_H_