1 | /**************************************************************************************** |
2 | |
3 | Copyright (C) 2015 Autodesk, Inc. |
4 | All rights reserved. |
5 | |
6 | Use of this software is subject to the terms of the Autodesk license agreement |
7 | provided at the time of installation or download, or which otherwise accompanies |
8 | this software in either electronic or hard copy form. |
9 | |
10 | ****************************************************************************************/ |
11 | |
12 | //! \file fbxanimevalstate.h |
13 | #ifndef _FBXSDK_SCENE_ANIMATION_EVALUATION_STATE_H_ |
14 | #define _FBXSDK_SCENE_ANIMATION_EVALUATION_STATE_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #include <fbxsdk/core/base/fbxtime.h> |
19 | #include <fbxsdk/core/fbxpropertydef.h> |
20 | #include <fbxsdk/scene/geometry/fbxnode.h> |
21 | |
22 | #include <fbxsdk/fbxsdk_nsbegin.h> |
23 | |
24 | class FbxTransform; |
25 | class FbxNodeEvalState; |
26 | class FbxPropertyEvalState; |
27 | |
28 | typedef FbxMap<FbxNode*, FbxNodeEvalState*> FbxNodeEvalStateMap; |
29 | typedef FbxMap<FbxProperty, FbxPropertyEvalState*> FbxPropertyEvalStateMap; |
30 | typedef FbxMap<FbxAnimLayer*, FbxAnimCurveNode*> FbxAnimLayerCurveNodeMap; |
31 | typedef FbxMap<FbxProperty, FbxAnimLayerCurveNodeMap*> FbxPropertyCurveNodeMap; |
32 | |
33 | /** This class hold results from animation evaluations. To clear an evaluation state for re-use, it is possible to invalidate |
34 | * or to reset it. For the same scene with the same objects, invalidating an evaluation state is the quickest way to clear |
35 | * an evaluation state object for re-use because it only zeroes all the entries. A reset will delete all the entries. |
36 | * Unless the scene changes, for performance purposes it is recommended to invalidate evaluation states instead of resetting them. |
37 | * |
38 | * \internal |
39 | * \see FbxAnimEvaluator |
40 | */ |
41 | class FBXSDK_DLL FbxAnimEvalState |
42 | { |
43 | public: |
44 | /** Get the time associated with this evaluation state. |
45 | * \return The time associated with this evaluation state. */ |
46 | FbxTime GetTime() const; |
47 | |
48 | /** Reset an evaluation state by deleting the cache it contains. This will remove all entries in the cache. */ |
49 | void Reset(); |
50 | |
51 | /** Start a new evaluation state frame by zeroing the cache it contains, and changing its associated time. All |
52 | * node and property entries will remain in the list, but their evaluation state will not be up-to-date. |
53 | * \param pTime The time at which the evaluation state should be set after the invalidation. */ |
54 | void Begin(const FbxTime& pTime); |
55 | |
56 | /** Invalidate a node evaluation state to force update on next evaluation. |
57 | * \param pNode The node that needs to be updated on next evaluation. */ |
58 | void Flush(FbxNode* pNode); |
59 | |
60 | /** Invalidate a property evaluation state to force update on next evaluation. |
61 | * \param pProperty The property that needs to be updated on next evaluation. */ |
62 | void Flush(FbxProperty& pProperty); |
63 | |
64 | /** Get node transform evaluation result from the evaluation state. |
65 | * \param pNode The node for which the value was stored. |
66 | * \return The global or local matrix transform for the specified node. */ |
67 | FbxNodeEvalState* GetNodeEvalState(FbxNode* pNode); |
68 | |
69 | /** Get a property evaluation result from the evaluation state. |
70 | * \param pProperty The property for which the value was stored. |
71 | * \return The result value that was stored. */ |
72 | FbxPropertyEvalState* GetPropertyEvalState(FbxProperty& pProperty); |
73 | |
74 | /** Get a property curve node from the evaluation state for quick access. |
75 | * \param pProperty The property to search for its animation curve node. |
76 | * \param pAnimLayer The animation layer on which the animation curve node must be searched. |
77 | * \remark This function uses a map to store animation curve node search results. If animation curve nodes are replaced, the evaluation state must be reset. */ |
78 | FbxAnimCurveNode* GetPropertyCurveNode(FbxProperty& pProperty, FbxAnimLayer* pAnimLayer); |
79 | |
80 | /***************************************************************************************************************************** |
81 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
82 | *****************************************************************************************************************************/ |
83 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
84 | FbxAnimEvalState(); |
85 | virtual ~FbxAnimEvalState(); |
86 | |
87 | private: |
88 | FbxTime mTime; |
89 | FbxNodeEvalStateMap mNodeMap; |
90 | FbxPropertyEvalStateMap mPropertyMap; |
91 | FbxPropertyCurveNodeMap mPropertyCurveNodeMap; |
92 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
93 | }; |
94 | |
95 | //! This class serves as the base class for an evaluation state element. |
96 | class FBXSDK_DLL FbxEvalState |
97 | { |
98 | public: |
99 | FbxEvalState() : mUpToDate(false){} |
100 | bool mUpToDate; //!< If \c true, the evaluation state element is up-to-date for the current evaluation time. |
101 | }; |
102 | |
103 | //! This class hold results for node evaluation. |
104 | class FBXSDK_DLL FbxNodeEvalState : public FbxEvalState |
105 | { |
106 | public: |
107 | FbxNodeEvalState(FbxNode* pNode); |
108 | |
109 | FbxVector4 mLT; //!< Used to hold result value of LclTranslation property from node evaluation. |
110 | FbxVector4 mLR; //!< Used to hold result value of LclRotation property from node evaluation. |
111 | FbxVector4 mLS; //!< Used to hold result value of LclScaling property from node evaluation. |
112 | FbxAMatrix mLX; //!< Used to hold result local transform matrix from node evaluation. Pivots, offsets, pre/post rotation and all other transforms are taken into consideration. |
113 | FbxAMatrix mGX; //!< Used to hold result global transform matrix from node evaluation. Pivots, offsets, pre/post rotation and all other transforms are taken into consideration. |
114 | |
115 | /** mTransform is used to hold the corresponding FbxTransform of the node. |
116 | * This FbxTransform takes all transform-related info, including pivots, offsets, pre/post rotation, rotation order, limits, etc. |
117 | * The evaluation is actually done through the utility functions of FbxTransform. */ |
118 | FbxTransform* mTransform; |
119 | }; |
120 | |
121 | //! This class hold results for property evaluation. |
122 | class FBXSDK_DLL FbxPropertyEvalState : public FbxEvalState |
123 | { |
124 | public: |
125 | FbxPropertyEvalState(FbxProperty& pProperty); |
126 | virtual ~FbxPropertyEvalState(); |
127 | |
128 | template <class T> inline T Get() const { T lValue; mValue->Get(&lValue, FbxTypeOf(lValue)); return lValue; } |
129 | template <class T> inline bool Set(const T& pValue){ return mValue->Set(&pValue, FbxTypeOf(pValue)); } |
130 | |
131 | FbxPropertyValue* mValue; |
132 | }; |
133 | |
134 | #include <fbxsdk/fbxsdk_nsend.h> |
135 | |
136 | #endif /* _FBXSDK_SCENE_ANIMATION_EVALUATION_STATE_H_ */ |
137 | |