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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_GEOMETRY_RUNTIME_SKINNING_JOB_H_
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#define OZZ_OZZ_GEOMETRY_RUNTIME_SKINNING_JOB_H_
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#include "ozz/base/platform.h"
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#include "ozz/base/span.h"
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#include "ozz/geometry/runtime/export.h"
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namespace ozz {
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namespace math {
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struct Float4x4;
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}
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namespace geometry {
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// Provides per-vertex matrix palette skinning job implementation.
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// Skinning is the process of creating the association of skeleton joints with
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// some vertices of a mesh. Portions of the mesh's skin can normally be
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// associated with multiple joints, each one having a weight. The sum of the
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// weights for a vertex is equal to 1. To calculate the final position of the
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// vertex, each joint transformation is applied to the vertex position, scaled
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// by its corresponding weight. This algorithm is called matrix palette skinning
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// because of the set of joint transformations (stored as transform matrices)
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// form a palette for the skin vertex to choose from.
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//
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// This job iterates and transforms vertices (points and vectors) provided as
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// input using the matrix palette skinning algorithm. The implementation
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// supports any number of joints influences per vertex, and can transform one
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// point (vertex position) and two vectors (vertex normal and tangent) per loop
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// (aka vertex). It assumes bi-normals aren't needed as they can be rebuilt
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// from the normal and tangent with a lower cost than skinning (a single cross
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// product).
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// Input and output buffers must be provided with a stride value (aka the
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// number of bytes from a vertex to the next). This allows the job to support
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// vertices packed as array-of-structs (array of vertices with positions,
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// normals...) or struct-of-arrays (buffers of points, buffer of normals...).
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// The skinning job optimizes every code path at maximum. The loop is indeed not
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// the same depending on the number of joints influencing a vertex (or if there
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// are normals to transform). To maximize performances, application should
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// partition its vertices based on their number of joints influences, and call
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// a different job for every vertices set.
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// Joint matrices are accessed using the per-vertex joints indices provided as
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// input. These matrices must be pre-multiplied with the inverse of the skeleton
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// bind-pose matrices. This allows to transform vertices to joints local space.
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// In case of non-uniform-scale matrices, the job proposes to transform vectors
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// using an optional set of matrices, whose are usually inverse transpose of
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// joints matrices (see http://www.glprogramming.com/red/appendixf.html). This
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// code path is less efficient than the one without this matrices set, and
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// should only be used when input matrices have non uniform scaling or shearing.
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// The job does not owned the buffers (in/output) and will thus not delete them
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// during job's destruction.
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struct OZZ_GEOMETRY_DLL SkinningJob {
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// Default constructor, initializes default values.
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SkinningJob();
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// Validates job parameters.
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// Returns true for a valid job, false otherwise:
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// - if any range is invalid. See each range description.
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// - if normals are provided but positions aren't.
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// - if tangents are provided but normals aren't.
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// - if no output is provided while an input is. For example, if input normals
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// are provided, then output normals must also.
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bool Validate() const;
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// Runs job's skinning task.
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// The job is validated before any operation is performed, see Validate() for
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// more details.
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// Returns false if *this job is not valid.
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bool Run() const;
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// Number of vertices to transform. All input and output arrays must store at
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// least this number of vertices.
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int vertex_count;
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// Maximum number of joints influencing each vertex. Must be greater than 0.
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// The number of influences drives how joint_indices and joint_weights are
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// sampled:
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// - influences_count joint indices are red from joint_indices for each
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// vertex.
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// - influences_count - 1 joint weights are red from joint_weightrs for each
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// vertex. The weight of the last joint is restored (weights are normalized).
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int influences_count;
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// Array of matrices for each joint. Joint are indexed through indices array.
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span<const math::Float4x4> joint_matrices;
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// Optional array of inverse transposed matrices for each joint. If provided,
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// this array is used to transform vectors (normals and tangents), otherwise
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// joint_matrices array is used.
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// As explained here (http://www.glprogramming.com/red/appendixf.html) in the,
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// red book, transforming normals requires a special attention when the
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// transformation matrix has scaling or shearing. In this case the right
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// transformation is done by the inverse transpose of the transformation that
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// transforms points. Any rotation matrix is good though.
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// These matrices are optional as they might by costly to compute, and also
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// fall into a more costly code path in the skinning algorithm.
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span<const math::Float4x4> joint_inverse_transpose_matrices;
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// Array of joints indices. This array is used to indexes matrices in joints
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// array.
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// Each vertex has influences_max number of indices, meaning that the size of
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// this array must be at least influences_max * vertex_count.
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span<const uint16_t> joint_indices;
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size_t joint_indices_stride;
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// Array of joints weights. This array is used to associate a weight to every
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// joint that influences a vertex. The number of weights required per vertex
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// is "influences_max - 1". The weight for the last joint (for each vertex) is
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// restored at runtime thanks to the fact that the sum of the weights for each
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// vertex is 1.
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// Each vertex has (influences_max - 1) number of weights, meaning that the
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// size of this array must be at least (influences_max - 1)* vertex_count.
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span<const float> joint_weights;
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size_t joint_weights_stride;
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// Input vertex positions array (3 float values per vertex) and stride (number
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// of bytes between each position).
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// Array length must be at least vertex_count * in_positions_stride.
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span<const float> in_positions;
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size_t in_positions_stride;
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// Input vertex normals (3 float values per vertex) array and stride (number
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// of bytes between each normal).
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// Array length must be at least vertex_count * in_normals_stride.
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span<const float> in_normals;
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size_t in_normals_stride;
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// Input vertex tangents (3 float values per vertex) array and stride (number
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// of bytes between each tangent).
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// Array length must be at least vertex_count * in_tangents_stride.
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span<const float> in_tangents;
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size_t in_tangents_stride;
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// Output vertex positions (3 float values per vertex) array and stride
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// (number of bytes between each position).
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// Array length must be at least vertex_count * out_positions_stride.
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span<float> out_positions;
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size_t out_positions_stride;
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// Output vertex normals (3 float values per vertex) array and stride (number
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// of bytes between each normal).
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// Note that output normals are not normalized by the skinning job. This task
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// should be handled by the application, who knows if transform matrices have
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// uniform scale, and if normals are re-normalized later in the rendering
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// pipeline (shader vertex transformation stage).
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// Array length must be at least vertex_count * out_normals_stride.
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span<float> out_normals;
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size_t out_normals_stride;
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// Output vertex positions (3 float values per vertex) array and stride
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// (number of bytes between each tangent).
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// Like normals, Note that output tangents are not normalized by the skinning
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// job.
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// Array length must be at least vertex_count * out_tangents_stride.
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span<float> out_tangents;
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size_t out_tangents_stride;
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};
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} // namespace geometry
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} // namespace ozz
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#endif // OZZ_OZZ_GEOMETRY_RUNTIME_SKINNING_JOB_H_
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