BsSkeleton.h 8.2 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 "Reflection/BsIReflectable.h"
  6. #include "Math/BsMatrix4.h"
  7. #include "Math/BsVector3.h"
  8. #include "Math/BsQuaternion.h"
  9. #include "Animation/BsCurveCache.h"
  10. namespace bs
  11. {
  12. class SkeletonMask;
  13. /** @addtogroup Animation-Internal
  14. * @{
  15. */
  16. /**
  17. * Contains indices for position/rotation/scale animation curves. Used for quick mapping of bones in a skeleton to
  18. * relevant animation curves.
  19. */
  20. struct AnimationCurveMapping
  21. {
  22. UINT32 position;
  23. UINT32 rotation;
  24. UINT32 scale;
  25. };
  26. /** Information about a single bone used for constructing a skeleton. */
  27. struct BONE_DESC
  28. {
  29. String name; /**< Unique name of the bone. */
  30. UINT32 parent; /**< Index of the parent bone, if any. -1 if root bone. */
  31. Matrix4 localTfrm; /**< Local transform of the bone, relative to other bones in the hierarchy. */
  32. Matrix4 invBindPose; /**< Inverse bind pose which transforms vertices from their bind pose into local space. */
  33. };
  34. /** Contains information about a single playing animation clip. */
  35. struct AnimationState
  36. {
  37. SPtr<AnimationCurves> curves; /**< All curves in the animation clip. */
  38. AnimationCurveMapping* boneToCurveMapping; /**< Mapping of bone indices to curve indices for quick lookup .*/
  39. AnimationCurveMapping* soToCurveMapping; /**< Mapping of scene object indices to curve indices for quick lookup. */
  40. TCurveCache<Vector3>* positionCaches; /**< Cache used for evaluating position curves. */
  41. TCurveCache<Quaternion>* rotationCaches; /**< Cache used for evaluating rotation curves. */
  42. TCurveCache<Vector3>* scaleCaches; /**< Cache used for evaluating scale curves. */
  43. TCurveCache<float>* genericCaches; /**< Cache used for evaluating generic curves. */
  44. float time; /**< Time to evaluate the curve at. */
  45. float weight; /**< Determines how much of an influence will this clip have in regard to others in the same layer. */
  46. bool loop; /**< Determines should the animation loop (wrap) once ending or beginning frames are passed. */
  47. bool disabled; /**< If true the clip state will not be evaluated. */
  48. };
  49. /** Contains animation states for a single animation layer. */
  50. struct AnimationStateLayer
  51. {
  52. AnimationState* states; /**< Array of animation states in the layer. */
  53. UINT32 numStates; /**< Number of states in @p states. */
  54. UINT8 index; /**< Unique index of the animation layer. */
  55. /**
  56. * If true animations from this layer will be added on top of other layers using the per-state weights. If false
  57. * the weights will be normalized, animations will be blended with each other according to the normalized weights
  58. * and then added on top of other layers.
  59. */
  60. bool additive;
  61. };
  62. /**
  63. * Contains local translation, rotation and scale values for each bone in a skeleton, after being evaluated at a
  64. * specific time of an animation. All values are stored in the same order as the bones in the skeleton they were
  65. * created by.
  66. */
  67. struct LocalSkeletonPose
  68. {
  69. LocalSkeletonPose();
  70. LocalSkeletonPose(UINT32 numBones);
  71. LocalSkeletonPose(UINT32 numPos, UINT32 numRot, UINT32 numScale);
  72. LocalSkeletonPose(const LocalSkeletonPose& other) = delete;
  73. LocalSkeletonPose(LocalSkeletonPose&& other);
  74. ~LocalSkeletonPose();
  75. LocalSkeletonPose& operator=(const LocalSkeletonPose& other) = delete;
  76. LocalSkeletonPose& operator=(LocalSkeletonPose&& other);
  77. Vector3* positions; /**< Local bone positions at specific animation time. */
  78. Quaternion* rotations; /**< Local bone rotations at specific animation time. */
  79. Vector3* scales; /**< Local bone scales at specific animation time. */
  80. bool* hasOverride; /**< True if the bone transform was overriden externally (local pose was ignored). */
  81. UINT32 numBones; /**< Number of bones in the pose. */
  82. };
  83. /** Contains internal information about a single bone in a Skeleton. */
  84. struct SkeletonBoneInfo
  85. {
  86. String name; /**< Unique name of the bone. */
  87. UINT32 parent; /**< Index of the bone parent, or -1 if root (no parent). */
  88. };
  89. /**
  90. * @native
  91. * Contains information about bones required for skeletal animation. Allows caller to evaluate a set of animation
  92. * clips at a specific time and output the relevant skeleton pose.
  93. * @endnative
  94. * @script
  95. * Contains information about bones required for skeletal animation.
  96. * @endscript
  97. */
  98. class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Animation) Skeleton : public IReflectable // Note: Must be immutable in order to be usable on multiple threads
  99. {
  100. public:
  101. ~Skeleton();
  102. /**
  103. * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by
  104. * the provided animation clip evaluated at the specified time.
  105. *
  106. * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space
  107. * to hold all the bone matrices of this skeleton.
  108. * @param[in] mask Mask that filters which skeleton bones are enabled or disabled.
  109. * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space
  110. * to hold all the bone data of this skeleton.
  111. * @param[in] clip Clip to evaluate.
  112. * @param[in] time Time to evaluate the clip with.
  113. * @param[in] loop Determines should the time be looped (wrapped) if it goes past the clip start/end.
  114. *
  115. * @note It is more efficient to use the other getPose overload as sequential calls can benefit from animation
  116. * evaluator cache.
  117. */
  118. void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const SkeletonMask& mask, const AnimationClip& clip,
  119. float time, bool loop = true);
  120. /**
  121. * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by
  122. * the provided set of animation curves.
  123. *
  124. * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space
  125. * to hold all the bone matrices of this skeleton.
  126. * @param[in] mask Mask that filters which skeleton bones are enabled or disabled.
  127. * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space
  128. * to hold all the bone data of this skeleton.
  129. * @param[in] layers One or multiple layers, containing one or multiple animation states to evaluate.
  130. * @param[in] numLayers Number of layers in the @p layers array.
  131. */
  132. void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const SkeletonMask& mask,
  133. const AnimationStateLayer* layers, UINT32 numLayers);
  134. /** Returns the total number of bones in the skeleton. */
  135. BS_SCRIPT_EXPORT(pr:getter,n:NumBones)
  136. UINT32 getNumBones() const { return mNumBones; }
  137. /** Returns information about a bone at the provided index. */
  138. const SkeletonBoneInfo& getBoneInfo(UINT32 idx) const { return mBoneInfo[idx]; }
  139. /** Searches all bones to find a root bone. Returns -1 if no root can be found. */
  140. UINT32 getRootBoneIndex() const;
  141. /** Returns the inverse bind pose for the bone at the provided index. */
  142. const Matrix4& getInvBindPose(UINT32 idx) const { return mInvBindPoses[idx]; }
  143. /**
  144. * Creates a new Skeleton.
  145. *
  146. * @param[in] bones An array of bones to initialize the skeleton with. Data will be copied.
  147. * @param[in] numBones Number of bones in the @p bones array.
  148. */
  149. static SPtr<Skeleton> create(BONE_DESC* bones, UINT32 numBones);
  150. private:
  151. Skeleton();
  152. Skeleton(BONE_DESC* bones, UINT32 numBones);
  153. UINT32 mNumBones = 0;
  154. Matrix4* mBoneTransforms = nullptr;
  155. Matrix4* mInvBindPoses = nullptr;
  156. SkeletonBoneInfo* mBoneInfo = nullptr;
  157. /************************************************************************/
  158. /* SERIALIZATION */
  159. /************************************************************************/
  160. public:
  161. friend class SkeletonRTTI;
  162. static RTTITypeBase* getRTTIStatic();
  163. RTTITypeBase* getRTTI() const override;
  164. /**
  165. * Creates a Skeleton with no data. You must populate its data manually.
  166. *
  167. * @note For serialization use only.
  168. */
  169. static SPtr<Skeleton> createEmpty();
  170. };
  171. /** @} */
  172. }