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 fbxcontrolset.h |
13 | #ifndef _FBXSDK_SCENE_CONSTRAINT_CONTROL_SET_H_ |
14 | #define _FBXSDK_SCENE_CONSTRAINT_CONTROL_SET_H_ |
15 | |
16 | #include <fbxsdk/fbxsdk_def.h> |
17 | |
18 | #include <fbxsdk/scene/constraint/fbxcharacter.h> |
19 | |
20 | #include <fbxsdk/fbxsdk_nsbegin.h> |
21 | |
22 | class FbxControlSetPlug; |
23 | |
24 | /** \class FbxControlSetLink |
25 | * |
26 | * \brief This class represents a link between a given character's FK node and the associated node in the character hierarchy. |
27 | * |
28 | */ |
29 | class FBXSDK_DLL FbxControlSetLink |
30 | { |
31 | public: |
32 | //! Default constructor. |
33 | FbxControlSetLink(); |
34 | |
35 | /** Copy constructor. |
36 | * \param pControlSetLink Given object. |
37 | */ |
38 | FbxControlSetLink(const FbxControlSetLink& pControlSetLink); |
39 | |
40 | /** Assignment operator. |
41 | * \param pControlSetLink Another FbxControlSetLink object assigned to this one. |
42 | */ |
43 | FbxControlSetLink& operator=(const FbxControlSetLink& pControlSetLink); |
44 | |
45 | /** Reset to default values. |
46 | * |
47 | * Member mNode is set to \c NULL and member mTemplateName is cleared. |
48 | */ |
49 | void Reset(); |
50 | |
51 | //! The character's node in a hierarchy linked to this control set link. |
52 | FbxNode* mNode; |
53 | |
54 | //! A template name is a naming convention that is used to automatically map |
55 | //! the nodes of other skeletons that use the same naming convention for automatic characterization. |
56 | FbxString mTemplateName; |
57 | }; |
58 | |
59 | /** |
60 | * An effector wraps a character node (FbxNode) used to animate its control rig (FbxControlSet) via inverse kinematics. |
61 | */ |
62 | class FBXSDK_DLL FbxEffector |
63 | { |
64 | public: |
65 | enum ESetId |
66 | { |
67 | eDefaultSet, |
68 | eAux1Set, |
69 | eAux2Set, |
70 | eAux3Set, |
71 | eAux4Set, |
72 | eAux5Set, |
73 | eAux6Set, |
74 | eAux7Set, |
75 | eAux8Set, |
76 | eAux9Set, |
77 | eAux10Set, |
78 | eAux11Set, |
79 | eAux12Set, |
80 | eAux13Set, |
81 | eAux14Set, |
82 | eSetIdCount |
83 | }; |
84 | |
85 | enum ENodeId |
86 | { |
87 | eHips, |
88 | eLeftAnkle, |
89 | eRightAnkle, |
90 | eLeftWrist, |
91 | eRightWrist, |
92 | eLeftKnee, |
93 | eRightKnee, |
94 | eLeftElbow, |
95 | eRightElbow, |
96 | eChestOrigin, |
97 | eChestEnd, |
98 | , |
99 | , |
100 | eLeftShoulder, |
101 | eRightShoulder, |
102 | eHead, |
103 | eLeftHip, |
104 | eRightHip, |
105 | eLeftHand, |
106 | eRightHand, |
107 | eLeftHandThumb, |
108 | eLeftHandIndex, |
109 | eLeftHandMiddle, |
110 | eLeftHandRing, |
111 | eLeftHandPinky, |
112 | eLeftHandExtraFinger, |
113 | eRightHandThumb, |
114 | eRightHandIndex, |
115 | eRightHandMiddle, |
116 | eRightHandRing, |
117 | eRightHandPinky, |
118 | eRightHandExtraFinger, |
119 | , |
120 | , |
121 | , |
122 | , |
123 | , |
124 | , |
125 | , |
126 | , |
127 | , |
128 | , |
129 | , |
130 | , |
131 | eNodeIdCount, |
132 | eNodeIdInvalid=-1 |
133 | }; |
134 | |
135 | //! Default constructor with uninitialized character node. |
136 | FbxEffector(); |
137 | |
138 | /** Assignment operator. |
139 | * \param pEffector Another FbxEffector assigned to this one. |
140 | */ |
141 | FbxEffector& operator=(const FbxEffector& pEffector); |
142 | |
143 | /** Reset to default values. |
144 | * - mNode is set to NULL. |
145 | * - mShow is set to true. |
146 | */ |
147 | void Reset(); |
148 | |
149 | //! The character's node in a hierarchy linked to this effector. |
150 | FbxNode* mNode; |
151 | |
152 | //! \c true if the effector is visible, \c false if hidden |
153 | bool mShow; |
154 | |
155 | /***************************************************************************************************************************** |
156 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
157 | *****************************************************************************************************************************/ |
158 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
159 | //These members are for backward compatibility and should not be used. |
160 | //These properties are now published through class FbxControlSetPlug. |
161 | bool mTActive; |
162 | bool mRActive; |
163 | bool mCandidateTActive; |
164 | bool mCandidateRActive; |
165 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
166 | }; |
167 | |
168 | /** \class FbxControlSet |
169 | * |
170 | * This class contains all methods to either set-up an exported control rig or query information on an imported control rig. |
171 | * A Control rig is a character manipulation tool that lets you change the position and orientation |
172 | * of a character to create or alter animation. |
173 | * |
174 | * This class also contains some methods to manipulate the FbxEffector and FbxControlSetLink. |
175 | * |
176 | * The FbxControlSet class contains FK rig (Forward Kinematics) and IK rig (Inverse Kinematics) animation. The FK rig is represented |
177 | * by a list of nodes while the IK rig is represented by a list of effectors. |
178 | * |
179 | * You can access the FK rig with the FbxControlSetLink class, using the functions FbxControlSet::SetControlSetLink() and FbxControlSet::GetControlSetLink(). |
180 | * |
181 | * You can access the IK rig with the FbxEffector class, using the functions FbxControlSet::SetEffector() and FbxControlSet::GetEffector(). |
182 | * |
183 | * \see FbxEffector, FbxControlSetLink |
184 | */ |
185 | class FBXSDK_DLL FbxControlSet |
186 | { |
187 | public: |
188 | /** Reset to default values. |
189 | * Reset all effector and control set links. |
190 | */ |
191 | void Reset(); |
192 | |
193 | /** \enum EType Control rig type. |
194 | * - \e eNone No Control rig. |
195 | * - \e eFkIk Both an FK rig and IK rig. |
196 | * - \e eIkOnly Only an IK rig. |
197 | */ |
198 | enum EType |
199 | { |
200 | eNone, |
201 | eFkIk, |
202 | eIkOnly |
203 | }; |
204 | |
205 | /** Set type as given. |
206 | * \param pType The given type. |
207 | */ |
208 | void SetType(EType pType); |
209 | |
210 | /** Get type. |
211 | * \return The gotten type. |
212 | */ |
213 | EType GetType() const; |
214 | |
215 | /** Set use axis flag as given. |
216 | * \param pUseAxis The given use axis flag. |
217 | */ |
218 | void SetUseAxis(bool pUseAxis); |
219 | |
220 | /** Get use axis flag. |
221 | * \return The gotten use axis flag. |
222 | */ |
223 | bool GetUseAxis() const; |
224 | |
225 | /** Set lock transform flag as given. |
226 | * \param pLockTransform The given lock transform flag. |
227 | */ |
228 | void SetLockTransform(bool pLockTransform); |
229 | |
230 | /** Get lock transform flag. |
231 | * \return The gotten lock transform flag. |
232 | */ |
233 | bool GetLockTransform()const; |
234 | |
235 | /** Set lock 3D pick flag as given. |
236 | * \param pLock3DPick The given lock 3D pick flag. |
237 | */ |
238 | void SetLock3DPick(bool pLock3DPick); |
239 | |
240 | /** Get lock 3D pick flag. |
241 | * \return The gotten lock 3D pick flag. |
242 | */ |
243 | bool GetLock3DPick() const; |
244 | |
245 | /** Set a control set link for a character node ID. |
246 | * \param pCharacterNodeId Character node ID. |
247 | * \param pControlSetLink Control set link to be associated with the Character node ID. |
248 | * \return \c true if successful, \c false otherwise. |
249 | * \remarks You should avoid setting a control set link for |
250 | * eCharacterLeftFloor, eCharacterRightFloor, eCharacterLeftHandFloor, eCharacterRightHandFloor, |
251 | * eCharacterProps0, eCharacterProps1, eCharacterProps2, eCharacterProps3 or eCharacterProps4. |
252 | * None of these nodes are part of a control set. |
253 | */ |
254 | bool SetControlSetLink(FbxCharacter::ENodeId pCharacterNodeId, const FbxControlSetLink& pControlSetLink); |
255 | |
256 | /** Get the control set link associated with a character node ID. |
257 | * \param pCharacterNodeId Requested character node ID. |
258 | * \param pControlSetLink Optional pointer that returns the control set link if the function succeeds. |
259 | * \return \c true if successful, \c false otherwise. |
260 | * \remarks You should avoid getting a control set link for |
261 | * eCharacterLeftFloor, eCharacterRightFloor, eCharacterLeftHandFloor, eCharacterRightHandFloor, |
262 | * eCharacterProps0, eCharacterProps1, eCharacterProps2, eCharacterProps3 or eCharacterProps4. |
263 | * None of these nodes are part of a control set. |
264 | */ |
265 | bool GetControlSetLink(FbxCharacter::ENodeId pCharacterNodeId, FbxControlSetLink* pControlSetLink = NULL) const; |
266 | |
267 | /** Set an effector node for an effector node ID. |
268 | * \param pEffectorNodeId Effector node ID. |
269 | * \param pEffector Effector to be associated with the effector node ID. |
270 | * \return \c true if successful, \c false otherwise. |
271 | */ |
272 | bool SetEffector(FbxEffector::ENodeId pEffectorNodeId, FbxEffector pEffector); |
273 | |
274 | /** Get the effector associated with an effector node ID. |
275 | * \param pEffectorNodeId ID of requested effector node. |
276 | * \param pEffector Optional pointer that returns the effector if the function succeeds. |
277 | * \return \c true if successful, \c false otherwise. |
278 | */ |
279 | bool GetEffector(FbxEffector::ENodeId pEffectorNodeId, FbxEffector* pEffector = NULL); |
280 | |
281 | /** Set an auxiliary effector node for an effector node ID. |
282 | * \param pEffectorNodeId Effector node ID. |
283 | * \param pNode Auxiliary effector node to be associated with the effector node ID. |
284 | * \param pEffectorSetId Effector set ID. Set to FbxEffector::eAux1Set by default. |
285 | * \return \c true if successful, \c false otherwise. |
286 | */ |
287 | bool SetEffectorAux(FbxEffector::ENodeId pEffectorNodeId, FbxNode* pNode, FbxEffector::ESetId pEffectorSetId=FbxEffector::eAux1Set); |
288 | |
289 | /** Get the auxiliary effector associated with an effector node ID. |
290 | * \param pEffectorNodeId ID of requested auxiliary effector node. |
291 | * \param pNode Optional pointer that returns the auxiliary effector node if the function succeeds. |
292 | * \param pEffectorSetId Effector set ID. Set to FbxEffector::eAux1Set by default. |
293 | * \return \c true if successful, \c false otherwise. |
294 | */ |
295 | bool GetEffectorAux(FbxEffector::ENodeId pEffectorNodeId, FbxNode** pNode=NULL, FbxEffector::ESetId pEffectorSetId=FbxEffector::eAux1Set) const; |
296 | |
297 | /** Get the name associated with an effector node ID. |
298 | * \param pEffectorNodeId Effector node ID. |
299 | * \return Name associated with the effector node ID. |
300 | */ |
301 | static char* GetEffectorNodeName(FbxEffector::ENodeId pEffectorNodeId); |
302 | |
303 | /** Get ID associated with an effector node name. |
304 | * \param pEffectorNodeName Effector node name. |
305 | * \return Effector node ID associated with the given effector node name, or FbxEffector::eNodeIdInvalid (-1) if |
306 | * no effector node with pEffectorNodeName exists. |
307 | */ |
308 | static FbxEffector::ENodeId GetEffectorNodeId(char* pEffectorNodeName); |
309 | |
310 | /***************************************************************************************************************************** |
311 | ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! ** |
312 | *****************************************************************************************************************************/ |
313 | #ifndef DOXYGEN_SHOULD_SKIP_THIS |
314 | void FromPlug(FbxControlSetPlug *pPlug); |
315 | void ToPlug(FbxControlSetPlug *pPlug); |
316 | |
317 | private: |
318 | FbxControlSet(); |
319 | ~FbxControlSet(); |
320 | |
321 | FbxCharacter* mCharacter; |
322 | EType mType; |
323 | bool mUseAxis; |
324 | bool mLockTransform; |
325 | bool mLock3DPick; |
326 | FbxControlSetLink mControlSetLink[FbxCharacter::eNodeIdCount]; // Except floor node IDs! |
327 | FbxEffector mEffector[FbxEffector::eNodeIdCount]; |
328 | FbxNode* mEffectorAux[FbxEffector::eNodeIdCount][FbxEffector::eSetIdCount-1]; |
329 | |
330 | FBXSDK_FRIEND_NEW(); |
331 | friend class FbxCharacter; |
332 | friend class FbxNode; |
333 | #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/ |
334 | }; |
335 | |
336 | /** Plug class for control set. |
337 | * \nosubgrouping |
338 | */ |
339 | class FBXSDK_DLL FbxControlSetPlug : public FbxObject |
340 | { |
341 | FBXSDK_OBJECT_DECLARE(FbxControlSetPlug, FbxObject); |
342 | |
343 | public: |
344 | //! EType property of control set. |
345 | FbxPropertyT<FbxControlSet::EType> ControlSetType; |
346 | |
347 | //! Use axis flag. |
348 | FbxPropertyT<FbxBool> UseAxis; |
349 | |
350 | //! Reference character. |
351 | FbxPropertyT<FbxReference> Character; |
352 | |
353 | protected: |
354 | virtual void Construct(const FbxObject* pFrom); |
355 | virtual void ConstructProperties(bool pForceSet); |
356 | virtual FbxStringList GetTypeFlags() const; |
357 | |
358 | private: |
359 | FbxArray<FbxProperty> mFKBuf; |
360 | FbxArray<FbxProperty> mIKBuf; |
361 | |
362 | friend class FbxScene; |
363 | friend class FbxControlSet; |
364 | }; |
365 | |
366 | inline EFbxType FbxTypeOf(const FbxControlSet::EType&){ return eFbxEnum; } |
367 | |
368 | #include <fbxsdk/fbxsdk_nsend.h> |
369 | |
370 | #endif /* _FBXSDK_SCENE_CONSTRAINT_CONTROL_SET_H_ */ |
371 | |