AnimTestbed/3rdparty/ozz-animation/include/ozz/animation/runtime/local_to_model_job.h

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//----------------------------------------------------------------------------//
// //
// 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 //
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// DEALINGS IN THE SOFTWARE. //
// //
//----------------------------------------------------------------------------//
#ifndef OZZ_OZZ_ANIMATION_RUNTIME_LOCAL_TO_MODEL_JOB_H_
#define OZZ_OZZ_ANIMATION_RUNTIME_LOCAL_TO_MODEL_JOB_H_
#include "ozz/base/platform.h"
#include "ozz/base/span.h"
namespace ozz {
// Forward declaration math structures.
namespace math {
struct SoaTransform;
}
namespace math {
struct Float4x4;
}
namespace animation {
// Forward declares the Skeleton object used to describe joint hierarchy.
class Skeleton;
// Computes model-space joint matrices from local-space SoaTransform.
// This job uses the skeleton to define joints parent-child hierarchy. The job
// iterates through all joints to compute their transform relatively to the
// skeleton root.
// Job inputs is an array of SoaTransform objects (in local-space), ordered like
// skeleton's joints. Job output is an array of matrices (in model-space),
// ordered like skeleton's joints. Output are matrices, because the combination
// of affine transformations can contain shearing or complex transformation
// that cannot be represented as Transform object.
struct LocalToModelJob {
// Default constructor, initializes default values.
LocalToModelJob();
// Validates job parameters. Returns true for a valid job, or false otherwise:
// -if any input pointer, including ranges, is nullptr.
// -if the size of the input is smaller than the skeleton's number of joints.
// Note that this input has a SoA format.
// -if the size of of the output is smaller than the skeleton's number of
// joints.
bool Validate() const;
// Runs job's local-to-model task.
// The job is validated before any operation is performed, see Validate() for
// more details.
// Returns false if job is not valid. See Validate() function.
bool Run() const;
// Job input.
// The Skeleton object describing the joint hierarchy used for local to
// model space conversion.
const Skeleton* skeleton;
// The root matrix will multiply to every model space matrices, default nullptr
// means an identity matrix. This can be used to directly compute world-space
// transforms for example.
const ozz::math::Float4x4* root;
// Defines "from" which joint the local-to-model conversion should start.
// Default value is ozz::Skeleton::kNoParent, meaning the whole hierarchy is
// updated. This parameter can be used to optimize update by limiting
// conversion to part of the joint hierarchy. Note that "from" parent should
// be a valid matrix, as it is going to be used as part of "from" joint
// hierarchy update.
int from;
// Defines "to" which joint the local-to-model conversion should go, "to"
// included. Update will end before "to" joint is reached if "to" is not part
// of the hierarchy starting from "from". Default value is
// ozz::animation::Skeleton::kMaxJoints, meaning the hierarchy (starting from
// "from") is updated to the last joint.
int to;
// If true, "from" joint is not updated during job execution. Update starts
// with all children of "from". This can be used to update a model-space
// transform independently from the local-space one. To do so: set "from"
// joint model-space transform matrix, and run this Job with "from_excluded"
// to update all "from" children.
// Default value is false.
bool from_excluded;
// The input range that store local transforms.
span<const ozz::math::SoaTransform> input;
// Job output.
// The output range to be filled with model-space matrices.
span<ozz::math::Float4x4> output;
};
} // namespace animation
} // namespace ozz
#endif // OZZ_OZZ_ANIMATION_RUNTIME_LOCAL_TO_MODEL_JOB_H_