//----------------------------------------------------------------------------// // // // 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. // // // //----------------------------------------------------------------------------// #include "ozz/animation/runtime/skeleton_utils.h" #include "ozz/base/maths/soa_transform.h" #include namespace ozz { namespace animation { // Unpacks skeleton bind pose stored in soa format by the skeleton. ozz::math::Transform GetJointLocalBindPose(const Skeleton& _skeleton, int _joint) { assert(_joint >= 0 && _joint < _skeleton.num_joints() && "Joint index out of range."); const ozz::math::SoaTransform& soa_transform = _skeleton.joint_bind_poses()[_joint / 4]; // Transpose SoA data to AoS. ozz::math::SimdFloat4 translations[4]; ozz::math::Transpose3x4(&soa_transform.translation.x, translations); ozz::math::SimdFloat4 rotations[4]; ozz::math::Transpose4x4(&soa_transform.rotation.x, rotations); ozz::math::SimdFloat4 scales[4]; ozz::math::Transpose3x4(&soa_transform.scale.x, scales); // Stores to the Transform object. math::Transform bind_pose; const int offset = _joint % 4; ozz::math::Store3PtrU(translations[offset], &bind_pose.translation.x); ozz::math::StorePtrU(rotations[offset], &bind_pose.rotation.x); ozz::math::Store3PtrU(scales[offset], &bind_pose.scale.x); return bind_pose; } } // namespace animation } // namespace ozz