/* * Copyright (c) Contributors to the Open 3D Engine Project. * For complete copyright and license terms please see the LICENSE at the root of this distribution. * * SPDX-License-Identifier: Apache-2.0 OR MIT * */ #pragma once #include #include #include #include namespace EMotionFX { class Motion; namespace MotionMatching { //! A motion matching frame. //! This holds information required in order to extract a given pose in a given motion. class EMFX_API Frame { public: AZ_RTTI(Frame, "{985BD732-D80E-4898-AB6C-CAB22D88AACD}") AZ_CLASS_ALLOCATOR_DECL Frame(); Frame(size_t frameIndex, Motion* sourceMotion, float sampleTime, bool mirrored); ~Frame() = default; //! Sample the pose for the given frame. //! @param[in] outputPose The pose used to store the sampled result. //! @param[in] timeOffset Frames in the frame database are samples with a given sample rate (default = 30 fps). //! For calculating velocities for example, it is needed to sample a pose close to a frame but not exactly at the frame position. //! The timeOffset parameter can be used for that and represents the offset in time from the frame sample time in seconds. //! In case the time offset is 0.0, the pose exactly at the frame position will be sampled. void SamplePose(Pose* outputPose, float timeOffset = 0.0f) const; Motion* GetSourceMotion() const; float GetSampleTime() const; size_t GetFrameIndex() const { return m_frameIndex; } bool GetMirrored() const { return m_mirrored; } void SetSourceMotion(Motion* sourceMotion); void SetSampleTime(float sampleTime); void SetFrameIndex(size_t frameIndex); void SetMirrored(bool enabled); private: size_t m_frameIndex = 0; //< The motion frame index inside the data object. float m_sampleTime = 0.0f; //< The time offset in the original motion. Motion* m_sourceMotion = nullptr; //< The original motion that we sample from to restore the pose. bool m_mirrored = false; //< Is this frame mirrored? }; } // namespace MotionMatching } // namespace EMotionFX