//----------------------------------------------------------------------------// // // // 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 JointsSetting; JointsSetting joints_setting_override; }; } // namespace offline } // namespace animation } // namespace ozz #endif // OZZ_OZZ_ANIMATION_OFFLINE_ANIMATION_OPTIMIZER_H_