AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/offline/raw_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_OFFLINE_RAW_SKELETON_H_
#define OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_
#include "ozz/base/containers/string.h"
#include "ozz/base/containers/vector.h"
#include "ozz/base/io/archive_traits.h"
#include "ozz/base/maths/transform.h"
namespace ozz {
namespace animation {
namespace offline {
// Off-line skeleton type.
// This skeleton type is not intended to be used in run time. It is used to
// define the offline skeleton object that can be converted to the runtime
// skeleton using the SkeletonBuilder. This skeleton structure exposes joints'
// hierarchy. A joint is defined with a name, a transformation (its bind pose),
// and its children. Children are exposed as a public std::vector of joints.
// This same type is used for skeleton roots, also exposed from the public API.
// The public API exposed through std:vector's of joints can be used freely with
// the only restriction that the total number of joints does not exceed
// Skeleton::kMaxJoints.
struct RawSkeleton {
// Construct an empty skeleton.
RawSkeleton();
// The destructor is responsible for deleting the roots and their hierarchy.
~RawSkeleton();
// Offline skeleton joint type.
struct Joint {
// Type of the list of children joints.
typedef ozz::vector<Joint> Children;
// Children joints.
Children children;
// The name of the joint.
ozz::string name;
// Joint bind pose transformation in local space.
math::Transform transform;
};
// Tests for *this validity.
// Returns true on success or false on failure if the number of joints exceeds
// ozz::Skeleton::kMaxJoints.
bool Validate() const;
// Returns the number of joints of *this animation.
// This function is not constant time as it iterates the hierarchy of joints
// and counts them.
int num_joints() const;
// Declares the skeleton's roots. Can be empty if the skeleton has no joint.
Joint::Children roots;
};
namespace {
// Internal function used to iterate through joint hierarchy depth-first.
template <typename _Fct>
inline void _IterHierarchyRecurseDF(
const RawSkeleton::Joint::Children& _children,
const RawSkeleton::Joint* _parent, _Fct& _fct) {
for (size_t i = 0; i < _children.size(); ++i) {
const RawSkeleton::Joint& current = _children[i];
_fct(current, _parent);
_IterHierarchyRecurseDF(current.children, &current, _fct);
}
}
// Internal function used to iterate through joint hierarchy breadth-first.
template <typename _Fct>
inline void _IterHierarchyRecurseBF(
const RawSkeleton::Joint::Children& _children,
const RawSkeleton::Joint* _parent, _Fct& _fct) {
for (size_t i = 0; i < _children.size(); ++i) {
const RawSkeleton::Joint& current = _children[i];
_fct(current, _parent);
}
for (size_t i = 0; i < _children.size(); ++i) {
const RawSkeleton::Joint& current = _children[i];
_IterHierarchyRecurseBF(current.children, &current, _fct);
}
}
} // namespace
// Applies a specified functor to each joint in a depth-first order.
// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
// first argument is the child of the second argument. _parent is null if the
// _current joint is the root.
template <typename _Fct>
inline _Fct IterateJointsDF(const RawSkeleton& _skeleton, _Fct _fct) {
_IterHierarchyRecurseDF(_skeleton.roots, nullptr, _fct);
return _fct;
}
// Applies a specified functor to each joint in a breadth-first order.
// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
// first argument is the child of the second argument. _parent is null if the
// _current joint is the root.
template <typename _Fct>
inline _Fct IterateJointsBF(const RawSkeleton& _skeleton, _Fct _fct) {
_IterHierarchyRecurseBF(_skeleton.roots, nullptr, _fct);
return _fct;
}
} // namespace offline
} // namespace animation
namespace io {
OZZ_IO_TYPE_VERSION(1, animation::offline::RawSkeleton)
OZZ_IO_TYPE_TAG("ozz-raw_skeleton", animation::offline::RawSkeleton)
// Should not be called directly but through io::Archive << and >> operators.
template <>
struct Extern<animation::offline::RawSkeleton> {
static void Save(OArchive& _archive,
const animation::offline::RawSkeleton* _skeletons,
size_t _count);
static void Load(IArchive& _archive,
animation::offline::RawSkeleton* _skeletons, size_t _count,
uint32_t _version);
};
} // namespace io
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_