| 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 fbxcharacterpose.h |
| 13 | #ifndef _FBXSDK_SCENE_CONSTRAINT_CHARACTER_POSE_H_ |
| 14 | #define _FBXSDK_SCENE_CONSTRAINT_CHARACTER_POSE_H_ |
| 15 | |
| 16 | #include <fbxsdk/fbxsdk_def.h> |
| 17 | |
| 18 | #include <fbxsdk/core/fbxobject.h> |
| 19 | #include <fbxsdk/scene/constraint/fbxcharacter.h> |
| 20 | #include <fbxsdk/scene/geometry/fbxnode.h> |
| 21 | |
| 22 | #include <fbxsdk/fbxsdk_nsbegin.h> |
| 23 | |
| 24 | /** \class FbxCharacterPose |
| 25 | * \nosubgrouping |
| 26 | * \brief A character pose is a character and an associated hierarchy of nodes. |
| 27 | * |
| 28 | * Only the default position of the nodes is considered, the animation data is ignored. |
| 29 | * |
| 30 | * You can access the content of a character pose, using the functions FbxCharacterPose::GetOffset(), |
| 31 | * FbxCharacterPose::GetLocalPosition(), and FbxCharacterPose::GetGlobalPosition(). |
| 32 | * Their source code is provided inline as examples on how to access the character pose data. |
| 33 | * |
| 34 | * To create a character pose, You must first create a hierarchy of nodes under the root |
| 35 | * node provided by function FbxCharacterPose::GetRootNode(). Then, feed this hierarchy |
| 36 | * of nodes into the character returned by function FbxCharacterPose::GetCharacter(). |
| 37 | * Offsets are set in the character links. Local positions are set using |
| 38 | * FbxNode::SetDefaultT(), FbxNode::SetDefaultR(), and FbxNode::SetDefaultS(). |
| 39 | * |
| 40 | * To set local positions from global positions: |
| 41 | * -# Declare lCharacterPose as a valid pointer to a FbxCharacterPose; |
| 42 | * -# Call lCharacterPose->GetRootNode()->SetLocalStateId(0, true); |
| 43 | * -# Call lCharacterPose->GetRootNode()->SetGlobalStateId(1, true); |
| 44 | * -# Call FbxNode::SetGlobalState() for all nodes found in the hierarchy under lCharacterPose->GetRootNode(); |
| 45 | * -# Call lCharacterPose->GetRootNode()->ComputeLocalState(1, true); |
| 46 | * -# Call lCharacterPose->GetRootNode()->SetCurrentTakeFromLocalState(FBXSDK_TIME_ZERO, true). |
| 47 | */ |
| 48 | class FBXSDK_DLL FbxCharacterPose : public FbxObject |
| 49 | { |
| 50 | FBXSDK_OBJECT_DECLARE(FbxCharacterPose,FbxObject); |
| 51 | |
| 52 | public: |
| 53 | //! Reset to an empty character pose. |
| 54 | void Reset(); |
| 55 | |
| 56 | /** Get the root node. |
| 57 | * \return Pointer to the root node. |
| 58 | */ |
| 59 | FbxNode* GetRootNode() const; |
| 60 | |
| 61 | /** Get the character. |
| 62 | * \return Pointer to the character. |
| 63 | */ |
| 64 | FbxCharacter* GetCharacter() const; |
| 65 | |
| 66 | /** Get offset matrix for a given character node. |
| 67 | * \param pCharacterNodeId Character Node ID. |
| 68 | * \param pOffset Receives offset matrix. |
| 69 | * \return \c true if successful, \c false otherwise. |
| 70 | */ |
| 71 | bool GetOffset(FbxCharacter::ENodeId pCharacterNodeId, FbxAMatrix& pOffset) const; |
| 72 | |
| 73 | /** Get local position for a given character node. |
| 74 | * \param pCharacterNodeId Character Node ID. |
| 75 | * \param pLocalT Receives local translation vector. |
| 76 | * \param pLocalR Receives local rotation vector. |
| 77 | * \param pLocalS Receives local scaling vector. |
| 78 | * \return \c true if successful, \c false otherwise. |
| 79 | */ |
| 80 | bool GetLocalPosition(FbxCharacter::ENodeId pCharacterNodeId, FbxVector4& pLocalT, FbxVector4& pLocalR, FbxVector4& pLocalS) const; |
| 81 | |
| 82 | /** Get global position for a given character node. |
| 83 | * \param pCharacterNodeId Character Node ID. |
| 84 | * \param pGlobalPosition Receives global position. |
| 85 | * \return \c true if successful, \c false otherwise. |
| 86 | */ |
| 87 | bool GetGlobalPosition(FbxCharacter::ENodeId pCharacterNodeId, FbxAMatrix& pGlobalPosition) const; |
| 88 | |
| 89 | /** Retrieve the pose scene used by this character pose |
| 90 | * \return The pose's scene (this is a different scene than the scene the character pose is in). */ |
| 91 | FbxScene* GetPoseScene() const; |
| 92 | |
| 93 | /***************************************************************************************************************************** |
| 94 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
| 95 | *****************************************************************************************************************************/ |
| 96 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
| 97 | virtual FbxObject& Copy(const FbxObject& pObject); |
| 98 | virtual FbxObject* Clone( FbxObject::ECloneType pCloneType=eDeepClone, FbxObject* pContainer=NULL, void* pSet = NULL) const; |
| 99 | void Clone(FbxScene* pPoseScene, FbxObject::ECloneType pCloneType=eDeepClone, FbxObject* pContainer=NULL, void* pSet = NULL); |
| 100 | |
| 101 | protected: |
| 102 | virtual void Construct(const FbxObject* pFrom); |
| 103 | virtual void Destruct(bool pRecursive); |
| 104 | |
| 105 | private: |
| 106 | FbxScene* mPoseScene; |
| 107 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
| 108 | }; |
| 109 | |
| 110 | #include <fbxsdk/fbxsdk_nsend.h> |
| 111 | |
| 112 | #endif /* _FBXSDK_SCENE_CONSTRAINT_CHARACTER_POSE_H_ */ |
| 113 | |