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