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- // SPDX-FileCopyrightText: 2022 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #pragma once
- #include <Jolt/Core/Reference.h>
- #include <Jolt/Skeleton/Skeleton.h>
- JPH_NAMESPACE_BEGIN
- /// Class that is able to map a low detail (ragdoll) skeleton to a high detail (animation) skeleton and vice versa
- class SkeletonMapper : public RefTarget<SkeletonMapper>
- {
- public:
- /// A joint that maps 1-on-1 to a joint in the other skeleton
- class Mapping
- {
- public:
- Mapping() = default;
- Mapping(int inJointIdx1, int inJointIdx2, Mat44Arg inJoint1To2) : mJointIdx1(inJointIdx1), mJointIdx2(inJointIdx2), mJoint1To2(inJoint1To2), mJoint2To1(inJoint1To2.Inversed()) { }
- int mJointIdx1; ///< Index of joint from skeleton 1
- int mJointIdx2; ///< Corresponding index of joint from skeleton 2
- Mat44 mJoint1To2; ///< Transforms this joint from skeleton 1 to 2
- Mat44 mJoint2To1; ///< Inverse of the transform above
- };
- /// A joint chain that starts with a 1-on-1 mapped joint and ends with a 1-on-1 mapped joint with intermediate joints that cannot be mapped
- class Chain
- {
- public:
- Chain() = default;
- Chain(Array<int> &&inJointIndices1, Array<int> &&inJointIndices2) : mJointIndices1(std::move(inJointIndices1)), mJointIndices2(std::move(inJointIndices2)) { }
- Array<int> mJointIndices1; ///< Joint chain from skeleton 1
- Array<int> mJointIndices2; ///< Corresponding joint chain from skeleton 2
- };
- /// Joints that could not be mapped from skeleton 1 to 2
- class Unmapped
- {
- public:
- Unmapped() = default;
- Unmapped(int inJointIdx, int inParentJointIdx) : mJointIdx(inJointIdx), mParentJointIdx(inParentJointIdx) { }
- int mJointIdx; ///< Joint index of unmappable joint
- int mParentJointIdx; ///< Parent joint index of unmappable joint
- };
- /// Joints that should have their translation locked (fixed)
- class Locked
- {
- public:
- int mJointIdx; ///< Joint index of joint with locked translation
- int mParentJointIdx; ///< Parent joint index of joint with locked translation
- Vec3 mTranslation; ///< Translation of neutral pose
- };
- /// A function that is called to determine if a joint can be mapped from source to target skeleton
- using CanMapJoint = function<bool (const Skeleton *, int, const Skeleton *, int)>;
- /// Default function that checks if the names of the joints are equal
- static bool sDefaultCanMapJoint(const Skeleton *inSkeleton1, int inIndex1, const Skeleton *inSkeleton2, int inIndex2)
- {
- return inSkeleton1->GetJoint(inIndex1).mName == inSkeleton2->GetJoint(inIndex2).mName;
- }
- /// Initialize the skeleton mapper. Skeleton 1 should be the (low detail) ragdoll skeleton and skeleton 2 the (high detail) animation skeleton.
- /// We assume that each joint in skeleton 1 can be mapped to a joint in skeleton 2 (if not mapping from animation skeleton to ragdoll skeleton will be undefined).
- /// Skeleton 2 should have the same hierarchy as skeleton 1 but can contain extra joints between those in skeleton 1 and it can have extra joints at the root and leaves of the skeleton.
- /// @param inSkeleton1 Source skeleton to map from.
- /// @param inNeutralPose1 Neutral pose of the source skeleton (model space)
- /// @param inSkeleton2 Target skeleton to map to.
- /// @param inNeutralPose2 Neutral pose of the target skeleton (model space), inNeutralPose1 and inNeutralPose2 must match as closely as possible, preferably the position of the mappable joints should be identical.
- /// @param inCanMapJoint Function that checks if joints in skeleton 1 and skeleton 2 are equal.
- void Initialize(const Skeleton *inSkeleton1, const Mat44 *inNeutralPose1, const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2, const CanMapJoint &inCanMapJoint = sDefaultCanMapJoint);
- /// This can be called so lock the translation of a specified set of joints in skeleton 2.
- /// Because constraints are never 100% rigid, there's always a little bit of stretch in the ragdoll when the ragdoll is under stress.
- /// Locking the translations of the pose will remove the visual stretch from the ragdoll but will introduce a difference between the
- /// physical simulation and the visual representation.
- /// @param inSkeleton2 Target skeleton to map to.
- /// @param inLockedTranslations An array of bools the size of inSkeleton2->GetJointCount(), for each joint indicating if the joint is locked.
- /// @param inNeutralPose2 Neutral pose to take reference translations from
- void LockTranslations(const Skeleton *inSkeleton2, const bool *inLockedTranslations, const Mat44 *inNeutralPose2);
- /// After Initialize(), this can be called to lock the translation of all joints in skeleton 2 below the first mapped joint to those of the neutral pose.
- /// Because constraints are never 100% rigid, there's always a little bit of stretch in the ragdoll when the ragdoll is under stress.
- /// Locking the translations of the pose will remove the visual stretch from the ragdoll but will introduce a difference between the
- /// physical simulation and the visual representation.
- /// @param inSkeleton2 Target skeleton to map to.
- /// @param inNeutralPose2 Neutral pose to take reference translations from
- void LockAllTranslations(const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2);
- /// Map a pose. Joints that were directly mappable will be copied in model space from pose 1 to pose 2. Any joints that are only present in skeleton 2
- /// will get their model space transform calculated through the local space transforms of pose 2. Joints that are part of a joint chain between two
- /// mapped joints will be reoriented towards the next joint in skeleton 1. This means that it is possible for unmapped joints to have some animation,
- /// but very extreme animation poses will show artifacts.
- /// @param inPose1ModelSpace Pose on skeleton 1 in model space
- /// @param inPose2LocalSpace Pose on skeleton 2 in local space (used for the joints that cannot be mapped)
- /// @param outPose2ModelSpace Model space pose on skeleton 2 (the output of the mapping)
- void Map(const Mat44 *inPose1ModelSpace, const Mat44 *inPose2LocalSpace, Mat44 *outPose2ModelSpace) const;
- /// Reverse map a pose, this will only use the mappings and not the chains (it assumes that all joints in skeleton 1 are mapped)
- /// @param inPose2ModelSpace Model space pose on skeleton 2
- /// @param outPose1ModelSpace When the function returns this will contain the model space pose for skeleton 1
- void MapReverse(const Mat44 *inPose2ModelSpace, Mat44 *outPose1ModelSpace) const;
- using MappingVector = Array<Mapping>;
- using ChainVector = Array<Chain>;
- using UnmappedVector = Array<Unmapped>;
- using LockedVector = Array<Locked>;
- ///@name Access to the mapped joints
- ///@{
- const MappingVector & GetMappings() const { return mMappings; }
- MappingVector & GetMappings() { return mMappings; }
- const ChainVector & GetChains() const { return mChains; }
- ChainVector & GetChains() { return mChains; }
- const UnmappedVector & GetUnmapped() const { return mUnmapped; }
- UnmappedVector & GetUnmapped() { return mUnmapped; }
- const LockedVector & GetLockedTranslations() const { return mLockedTranslations; }
- LockedVector & GetLockedTranslations() { return mLockedTranslations; }
- ///@}
- private:
- /// Joint mappings
- MappingVector mMappings;
- ChainVector mChains;
- UnmappedVector mUnmapped; ///< Joint indices that could not be mapped from 1 to 2 (these are indices in 2)
- LockedVector mLockedTranslations;
- };
- JPH_NAMESPACE_END
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