81 lines
4.2 KiB
C
81 lines
4.2 KiB
C
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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_ANIMATION_RUNTIME_ANIMATION_KEYFRAME_H_
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#define OZZ_ANIMATION_RUNTIME_ANIMATION_KEYFRAME_H_
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#include "ozz/base/platform.h"
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#ifndef OZZ_INCLUDE_PRIVATE_HEADER
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#error "This header is private, it cannot be included from public headers."
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#endif // OZZ_INCLUDE_PRIVATE_HEADER
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namespace ozz {
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namespace animation {
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// Define animation key frame types (translation, rotation, scale). Every type
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// as the same base made of the key time ratio and it's track index. This is
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// required as key frames are not sorted per track, but sorted by ratio to favor
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// cache coherency. Key frame values are compressed, according on their type.
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// Decompression is efficient because it's done on SoA data and cached during
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// sampling.
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// Defines the float3 key frame type, used for translations and scales.
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// Translation values are stored as half precision floats with 16 bits per
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// component.
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struct Float3Key {
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float ratio;
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uint16_t track;
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uint16_t value[3];
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};
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// Defines the rotation key frame type.
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// Rotation value is a quaternion. Quaternion are normalized, which means each
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// component is in range [0:1]. This property allows to quantize the 3
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// components to 3 signed integer 16 bits values. The 4th component is restored
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// at runtime, using the knowledge that |w| = sqrt(1 - (a^2 + b^2 + c^2)).
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// The sign of this 4th component is stored using 1 bit taken from the track
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// member.
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//
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// In more details, compression algorithm stores the 3 smallest components of
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// the quaternion and restores the largest. The 3 smallest can be pre-multiplied
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// by sqrt(2) to gain some precision indeed.
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//
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// Quantization could be reduced to 11-11-10 bits as often used for animation
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// key frames, but in this case RotationKey structure would induce 16 bits of
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// padding.
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struct QuaternionKey {
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float ratio;
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uint16_t track : 13; // The track this key frame belongs to.
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uint16_t largest : 2; // The largest component of the quaternion.
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uint16_t sign : 1; // The sign of the largest component. 1 for negative.
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int16_t value[3]; // The quantized value of the 3 smallest components.
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};
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} // namespace animation
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} // namespace ozz
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#endif // OZZ_ANIMATION_RUNTIME_ANIMATION_KEYFRAME_H_
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