BsSkeleton.h 7.2 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #pragma once
  4. #include "BsCorePrerequisites.h"
  5. #include "BsIReflectable.h"
  6. #include "BsMatrix4.h"
  7. #include "BsVector3.h"
  8. #include "BsQuaternion.h"
  9. #include "BsCurveCache.h"
  10. namespace BansheeEngine
  11. {
  12. /** @addtogroup Animation-Internal
  13. * @{
  14. */
  15. /**
  16. * Contains indices for position/rotation/scale animation curves. Used for quick mapping of bones in a skeleton to
  17. * relevant animation curves.
  18. */
  19. struct AnimationCurveMapping
  20. {
  21. UINT32 position;
  22. UINT32 rotation;
  23. UINT32 scale;
  24. };
  25. /** Information about a single bone used for constructing a skeleton. */
  26. struct BONE_DESC
  27. {
  28. String name; /**< Unique name of the bone. */
  29. UINT32 parent; /**< Index of the parent bone, if any. -1 if root bone. */
  30. Matrix4 invBindPose; /**< Inverse bind pose which transforms vertices from their bind pose into local space. */
  31. };
  32. /** Contains information about a single playing animation clip. */
  33. struct AnimationState
  34. {
  35. SPtr<AnimationCurves> curves; /**< All curves in the animation clip. */
  36. AnimationCurveMapping* boneToCurveMapping; /**< Mapping of bone indices to curve indices for quick lookup .*/
  37. TCurveCache<Vector3>* positionCaches; /**< Cache used for evaluating position curves. */
  38. TCurveCache<Quaternion>* rotationCaches; /**< Cache used for evaluating rotation curves. */
  39. TCurveCache<Vector3>* scaleCaches; /**< Cache used for evaluating scale curves. */
  40. TCurveCache<float>* genericCaches; /**< Cache used for evaluating generic curves. */
  41. float time; /**< Time to evaluate the curve at. */
  42. float weight; /**< Determines how much of an influence will this clip have in regard to others in the same layer. */
  43. bool loop; /**< Determines should the animation loop (wrap) once ending or beginning frames are passed. */
  44. };
  45. /** Contains animation states for a single animation layer. */
  46. struct AnimationStateLayer
  47. {
  48. AnimationState* states; /**< Array of animation states in the layer. */
  49. UINT32 numStates; /**< Number of states in @p states. */
  50. UINT8 index; /**< Unique index of the animation layer. */
  51. /**
  52. * If true animations from this layer will be added on top of other layers using the per-state weights. If false
  53. * the weights will be normalized, animations will be blended with each other according to the normalized weights
  54. * and then added on top of other layers.
  55. */
  56. bool additive;
  57. };
  58. /**
  59. * Contains local translation, rotation and scale values for each bone in a skeleton, after being evaluated at a
  60. * specific time of an animation. All values are stored in the same order as the bones in the skeleton they were
  61. * created by.
  62. */
  63. struct LocalSkeletonPose
  64. {
  65. LocalSkeletonPose();
  66. LocalSkeletonPose(UINT32 numBones);
  67. LocalSkeletonPose(UINT32 numPos, UINT32 numRot, UINT32 numScale);
  68. LocalSkeletonPose(const LocalSkeletonPose& other) = delete;
  69. LocalSkeletonPose(LocalSkeletonPose&& other);
  70. ~LocalSkeletonPose();
  71. LocalSkeletonPose& operator=(const LocalSkeletonPose& other) = delete;
  72. LocalSkeletonPose& operator=(LocalSkeletonPose&& other);
  73. Vector3* positions; /**< Local bone positions at specific animation time. */
  74. Quaternion* rotations; /**< Local bone rotations at specific animation time. */
  75. Vector3* scales; /**< Local bone scales at specific animation time. */
  76. UINT32 numBones; /**< Number of bones in the pose. */
  77. };
  78. /** Contains internal information about a single bone in a Skeleton. */
  79. struct SkeletonBoneInfo
  80. {
  81. String name; /**< Unique name of the bone. */
  82. UINT32 parent; /**< Index of the bone parent, or -1 if root (no parent). */
  83. };
  84. /**
  85. * Contains information about bones required for skeletal animation. Allows caller to evaluate a set of animation
  86. * clips at a specific time and output the relevant skeleton pose.
  87. */
  88. class BS_CORE_EXPORT Skeleton : public IReflectable // Note: Must be immutable in order to be usable on multiple threads
  89. {
  90. public:
  91. ~Skeleton();
  92. /**
  93. * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by
  94. * the provided animation clip evaluated at the specified time.
  95. *
  96. * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space
  97. * to hold all the bone matrices of this skeleton.
  98. * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space
  99. * to hold all the bone data of this skeleton.
  100. * @param[in] clip Clip to evaluate.
  101. * @param[in] time Time to evaluate the clip with.
  102. * @param[in] loop Determines should the time be looped (wrapped) if it goes past the clip start/end.
  103. *
  104. * @note It is more efficient to use the other getPose overload as sequential calls can benefit from animation
  105. * evaluator cache.
  106. */
  107. void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const AnimationClip& clip, float time, bool loop = true);
  108. /**
  109. * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by
  110. * the provided set of animation curves.
  111. *
  112. * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space
  113. * to hold all the bone matrices of this skeleton.
  114. * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space
  115. * to hold all the bone data of this skeleton.
  116. * @param[in] layers One or multiple layers, containing one or multiple animation states to evaluate.
  117. * @param[in] numLayers Number of layers in the @p layers array.
  118. */
  119. void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const AnimationStateLayer* layers, UINT32 numLayers);
  120. /** Returns the total number of bones in the skeleton. */
  121. UINT32 getNumBones() const { return mNumBones; }
  122. /** Returns information about a bone at the provided index. */
  123. const SkeletonBoneInfo& getBoneInfo(UINT32 idx) const { return mBoneInfo[idx]; }
  124. /** Returns the inverse bind pose for the bone at the provided index. */
  125. const Matrix4& getInvBindPose(UINT32 idx) const { return mInvBindPoses[idx]; }
  126. /**
  127. * Creates a new Skeleton.
  128. *
  129. * @param[in] bones An array of bones to initialize the skeleton with. Data will be copied.
  130. * @param[in] numBones Number of bones in the @p bones array.
  131. */
  132. static SPtr<Skeleton> create(BONE_DESC* bones, UINT32 numBones);
  133. private:
  134. Skeleton();
  135. Skeleton(BONE_DESC* bones, UINT32 numBones);
  136. UINT32 mNumBones;
  137. Matrix4* mInvBindPoses;
  138. SkeletonBoneInfo* mBoneInfo;
  139. /************************************************************************/
  140. /* SERIALIZATION */
  141. /************************************************************************/
  142. public:
  143. friend class SkeletonRTTI;
  144. static RTTITypeBase* getRTTIStatic();
  145. RTTITypeBase* getRTTI() const override;
  146. /**
  147. * Creates a Skeleton with no data. You must populate its data manually.
  148. *
  149. * @note For serialization use only.
  150. */
  151. static SPtr<Skeleton> createEmpty();
  152. };
  153. /** @} */
  154. }