97 lines
4.6 KiB
C++
97 lines
4.6 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_OFFLINE_RAW_ANIMATION_UTILS_H_
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#define OZZ_OZZ_ANIMATION_OFFLINE_RAW_ANIMATION_UTILS_H_
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#include "ozz/animation/offline/export.h"
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#include "ozz/animation/offline/raw_animation.h"
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#include "ozz/base/maths/transform.h"
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#include "ozz/base/span.h"
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namespace ozz {
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namespace animation {
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namespace offline {
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// Translation interpolation method.
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OZZ_ANIMOFFLINE_DLL math::Float3 LerpTranslation(const math::Float3& _a,
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const math::Float3& _b,
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float _alpha);
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// Rotation interpolation method.
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OZZ_ANIMOFFLINE_DLL math::Quaternion LerpRotation(const math::Quaternion& _a,
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const math::Quaternion& _b, float _alpha);
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// Scale interpolation method.
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OZZ_ANIMOFFLINE_DLL math::Float3 LerpScale(const math::Float3& _a,
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const math::Float3& _b,
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float _alpha);
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// Samples a RawAnimation track. This function shall be used for offline
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// purpose. Use ozz::animation::Animation and ozz::animation::SamplingJob for
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// runtime purpose.
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// Returns false if track is invalid.
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OZZ_ANIMOFFLINE_DLL bool SampleTrack(const RawAnimation::JointTrack& _track,
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float _time,
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ozz::math::Transform* _transform);
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// Samples a RawAnimation. This function shall be used for offline
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// purpose. Use ozz::animation::Animation and ozz::animation::SamplingJob for
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// runtime purpose.
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// _animation must be valid.
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// Returns false output range is too small or animation is invalid.
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OZZ_ANIMOFFLINE_DLL bool SampleAnimation(
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const RawAnimation& _animation, float _time,
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const span<ozz::math::Transform>& _transforms);
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// Implement fixed rate keyframe time iteration. This utility purpose is to
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// ensure that sampling goes strictly from 0 to duration, and that period
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// between consecutive time samples have a fixed period.
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// This sounds trivial, but floating point error could occur if keyframe time
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// was accumulated for a long duration.
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class OZZ_ANIMOFFLINE_DLL FixedRateSamplingTime {
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public:
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FixedRateSamplingTime(float _duration, float _frequency);
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float time(size_t _key) const {
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assert(_key < num_keys_);
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return ozz::math::Min(_key * period_, duration_);
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}
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size_t num_keys() const { return num_keys_; }
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private:
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float duration_;
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float period_;
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size_t num_keys_;
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};
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} // namespace offline
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} // namespace animation
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_OFFLINE_RAW_ANIMATION_UTILS_H_
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