154 lines
6.6 KiB
C++
154 lines
6.6 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_SKELETON_H_
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#define OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_
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#include "ozz/animation/offline/export.h"
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#include "ozz/base/containers/string.h"
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#include "ozz/base/containers/vector.h"
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#include "ozz/base/io/archive_traits.h"
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#include "ozz/base/maths/transform.h"
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namespace ozz {
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namespace animation {
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namespace offline {
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// Off-line skeleton type.
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// This skeleton type is not intended to be used in run time. It is used to
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// define the offline skeleton object that can be converted to the runtime
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// skeleton using the SkeletonBuilder. This skeleton structure exposes joints'
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// hierarchy. A joint is defined with a name, a transformation (its rest_pose
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// pose), and its children. Children are exposed as a public std::vector of
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// joints. This same type is used for skeleton roots, also exposed from the
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// public API. The public API exposed through std:vector's of joints can be used
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// freely with the only restriction that the total number of joints does not
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// exceed Skeleton::kMaxJoints.
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struct OZZ_ANIMOFFLINE_DLL RawSkeleton {
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// Construct an empty skeleton.
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RawSkeleton();
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// The destructor is responsible for deleting the roots and their hierarchy.
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~RawSkeleton();
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// Offline skeleton joint type.
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struct Joint {
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// Type of the list of children joints.
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typedef ozz::vector<Joint> Children;
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// Children joints.
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Children children;
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// The name of the joint.
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ozz::string name;
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// Joint rest pose transformation in local space.
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math::Transform transform;
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};
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// Tests for *this validity.
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// Returns true on success or false on failure if the number of joints exceeds
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// ozz::Skeleton::kMaxJoints.
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bool Validate() const;
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// Returns the number of joints of *this animation.
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// This function is not constant time as it iterates the hierarchy of joints
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// and counts them.
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int num_joints() const;
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// Declares the skeleton's roots. Can be empty if the skeleton has no joint.
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Joint::Children roots;
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};
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namespace {
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// Internal function used to iterate through joint hierarchy depth-first.
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template <typename _Fct>
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inline void _IterHierarchyRecurseDF(
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const RawSkeleton::Joint::Children& _children,
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const RawSkeleton::Joint* _parent, _Fct& _fct) {
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for (size_t i = 0; i < _children.size(); ++i) {
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const RawSkeleton::Joint& current = _children[i];
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_fct(current, _parent);
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_IterHierarchyRecurseDF(current.children, ¤t, _fct);
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}
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}
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// Internal function used to iterate through joint hierarchy breadth-first.
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template <typename _Fct>
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inline void _IterHierarchyRecurseBF(
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const RawSkeleton::Joint::Children& _children,
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const RawSkeleton::Joint* _parent, _Fct& _fct) {
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for (size_t i = 0; i < _children.size(); ++i) {
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const RawSkeleton::Joint& current = _children[i];
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_fct(current, _parent);
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}
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for (size_t i = 0; i < _children.size(); ++i) {
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const RawSkeleton::Joint& current = _children[i];
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_IterHierarchyRecurseBF(current.children, ¤t, _fct);
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}
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}
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} // namespace
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// Applies a specified functor to each joint in a depth-first order.
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// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
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// first argument is the child of the second argument. _parent is null if the
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// _current joint is the root.
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template <typename _Fct>
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inline _Fct IterateJointsDF(const RawSkeleton& _skeleton, _Fct _fct) {
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_IterHierarchyRecurseDF(_skeleton.roots, nullptr, _fct);
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return _fct;
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}
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// Applies a specified functor to each joint in a breadth-first order.
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// _Fct is of type void(const Joint& _current, const Joint* _parent) where the
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// first argument is the child of the second argument. _parent is null if the
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// _current joint is the root.
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template <typename _Fct>
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inline _Fct IterateJointsBF(const RawSkeleton& _skeleton, _Fct _fct) {
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_IterHierarchyRecurseBF(_skeleton.roots, nullptr, _fct);
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return _fct;
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}
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} // namespace offline
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} // namespace animation
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namespace io {
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OZZ_IO_TYPE_VERSION(1, animation::offline::RawSkeleton)
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OZZ_IO_TYPE_TAG("ozz-raw_skeleton", animation::offline::RawSkeleton)
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// Should not be called directly but through io::Archive << and >> operators.
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template <>
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struct OZZ_ANIMOFFLINE_DLL Extern<animation::offline::RawSkeleton> {
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static void Save(OArchive& _archive,
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const animation::offline::RawSkeleton* _skeletons,
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size_t _count);
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static void Load(IArchive& _archive,
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animation::offline::RawSkeleton* _skeletons, size_t _count,
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uint32_t _version);
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};
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} // namespace io
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} // namespace ozz
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#endif // OZZ_OZZ_ANIMATION_OFFLINE_RAW_SKELETON_H_
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