AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/offline/animation_optimizer.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_ANIMATION_OPTIMIZER_H_
#define OZZ_OZZ_ANIMATION_OFFLINE_ANIMATION_OPTIMIZER_H_
#include "ozz/base/containers/map.h"
namespace ozz {
namespace animation {
// Forward declare runtime skeleton type.
class Skeleton;
namespace offline {
// Forward declare offline animation type.
struct RawAnimation;
// Defines the class responsible of optimizing an offline raw animation
// instance. Optimization is performed using a key frame reduction technique. It
// deciamtes redundant / interpolable key frames, within error tolerances given
// as input. The optimizer takes into account for each joint the error
// generated on its whole child hierarchy. This allows for example to take into
// consideration the error generated on a finger when optimizing the shoulder. A
// small error on the shoulder can be magnified when propagated to the finger
// indeed.
// It's possible to override optimization settings for a joint. This implicitely
// have an effect on the whole chain, up to that joint. This allows for example
// to have aggressive optimization for a whole skeleton, except for the chain
// that leads to the hand if user wants it to be precise. Default optimization
// tolerances are set in order to favor quality over runtime performances and
// memory footprint.
class AnimationOptimizer {
public:
// Initializes the optimizer with default tolerances (favoring quality).
AnimationOptimizer();
// Optimizes _input using *this parameters. _skeleton is required to evaluate
// optimization error along joint hierarchy (see hierarchical_tolerance).
// Returns true on success and fills _output animation with the optimized
// version of _input animation.
// *_output must be a valid RawAnimation instance.
// Returns false on failure and resets _output to an empty animation.
// See RawAnimation::Validate() for more details about failure reasons.
bool operator()(const RawAnimation& _input, const Skeleton& _skeleton,
RawAnimation* _output) const;
// Optimization settings.
struct Setting {
// Default settings
Setting()
: tolerance(1e-3f), // 1mm
distance(1e-1f) // 10cm
{}
Setting(float _tolerance, float _distance)
: tolerance(_tolerance), distance(_distance) {}
// The maximum error that an optimization is allowed to generate on a whole
// joint hierarchy.
float tolerance;
// The distance (from the joint) at which error is measured (if bigger that
// joint hierarchy). This allows to emulate effect on skinning.
float distance;
};
// Golbal optimization settings. These settings apply to all joints of the
// hierarchy, unless overriden by joint specific settings.
Setting setting;
// Per joint override of optimization settings.
typedef ozz::map<int, Setting> JointsSetting;
JointsSetting joints_setting_override;
};
} // namespace offline
} // namespace animation
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_OFFLINE_ANIMATION_OPTIMIZER_H_