150 lines
6.1 KiB
C++
150 lines
6.1 KiB
C++
//----------------------------------------------------------------------------//
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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_OZZ_ANIMATION_RUNTIME_SKELETON_H_
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#define OZZ_OZZ_ANIMATION_RUNTIME_SKELETON_H_
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#include "ozz/animation/runtime/export.h"
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#include "ozz/base/io/archive_traits.h"
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#include "ozz/base/platform.h"
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#include "ozz/base/span.h"
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namespace ozz {
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namespace io {
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class IArchive;
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class OArchive;
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} // namespace io
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namespace math {
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struct SoaTransform;
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}
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namespace animation {
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// Forward declaration of SkeletonBuilder, used to instantiate a skeleton.
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namespace offline {
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class SkeletonBuilder;
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}
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// This runtime skeleton data structure provides a const-only access to joint
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// hierarchy, joint names and rest-pose. This structure is filled by the
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// SkeletonBuilder and can be serialize/deserialized.
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// Joint names, rest-poses and hierarchy information are all stored in separate
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// arrays of data (as opposed to joint structures for the RawSkeleton), in order
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// to closely match with the way runtime algorithms use them. Joint hierarchy is
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// packed as an array of parent jont indices (16 bits), stored in depth-first
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// order. This is enough to traverse the whole joint hierarchy. See
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// IterateJointsDF() from skeleton_utils.h that implements a depth-first
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// traversal utility.
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class OZZ_ANIMATION_DLL Skeleton {
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public:
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// Defines Skeleton constant values.
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enum Constants {
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// Defines the maximum number of joints.
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// This is limited in order to control the number of bits required to store
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// a joint index. Limiting the number of joints also helps handling worst
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// size cases, like when it is required to allocate an array of joints on
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// the stack.
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kMaxJoints = 1024,
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// Defines the maximum number of SoA elements required to store the maximum
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// number of joints.
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kMaxSoAJoints = (kMaxJoints + 3) / 4,
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// Defines the index of the parent of the root joint (which has no parent in
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// fact).
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kNoParent = -1,
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};
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// Builds a default skeleton.
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Skeleton();
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// Allow move.
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Skeleton(Skeleton&&);
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Skeleton& operator=(Skeleton&&);
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// Disables copy and assignation.
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Skeleton(Skeleton const&) = delete;
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Skeleton& operator=(Skeleton const&) = delete;
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// Declares the public non-virtual destructor.
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~Skeleton();
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// Returns the number of joints of *this skeleton.
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int num_joints() const { return static_cast<int>(joint_parents_.size()); }
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// Returns the number of soa elements matching the number of joints of *this
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// skeleton. This value is useful to allocate SoA runtime data structures.
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int num_soa_joints() const { return (num_joints() + 3) / 4; }
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// Returns joint's rest poses. Rest poses are stored in soa format.
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span<const math::SoaTransform> joint_rest_poses() const {
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return joint_rest_poses_;
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}
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// Returns joint's parent indices range.
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span<const int16_t> joint_parents() const { return joint_parents_; }
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// Returns joint's name collection.
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span<const char* const> joint_names() const {
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return span<const char* const>(joint_names_.begin(), joint_names_.end());
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}
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// Serialization functions.
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// Should not be called directly but through io::Archive << and >> operators.
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void Save(ozz::io::OArchive& _archive) const;
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void Load(ozz::io::IArchive& _archive, uint32_t _version);
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private:
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// Internal allocation/deallocation function.
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// Allocate returns the beginning of the contiguous buffer of names.
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char* Allocate(size_t _char_count, size_t _num_joints);
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void Deallocate();
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// SkeletonBuilder class is allowed to instantiate an Skeleton.
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friend class offline::SkeletonBuilder;
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// Buffers below store joint informations in joing depth first order. Their
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// size is equal to the number of joints of the skeleton.
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// Rest pose of every joint in local space.
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span<math::SoaTransform> joint_rest_poses_;
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// Array of joint parent indexes.
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span<int16_t> joint_parents_;
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// Stores the name of every joint in an array of c-strings.
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span<char*> joint_names_;
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};
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} // namespace animation
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namespace io {
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OZZ_IO_TYPE_VERSION(2, animation::Skeleton)
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OZZ_IO_TYPE_TAG("ozz-skeleton", animation::Skeleton)
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} // namespace io
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_RUNTIME_SKELETON_H_
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