| 1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
| 2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
| 3 | #pragma once |
| 4 | |
| 5 | #include "BsCorePrerequisites.h" |
| 6 | #include "Reflection/BsIReflectable.h" |
| 7 | #include "Math/BsMatrix4.h" |
| 8 | #include "Math/BsVector3.h" |
| 9 | #include "Math/BsQuaternion.h" |
| 10 | #include "Animation/BsCurveCache.h" |
| 11 | #include "Scene/BsTransform.h" |
| 12 | |
| 13 | namespace bs |
| 14 | { |
| 15 | class SkeletonMask; |
| 16 | |
| 17 | /** @addtogroup Animation-Internal |
| 18 | * @{ |
| 19 | */ |
| 20 | |
| 21 | /** |
| 22 | * Contains indices for position/rotation/scale animation curves. Used for quick mapping of bones in a skeleton to |
| 23 | * relevant animation curves. |
| 24 | */ |
| 25 | struct AnimationCurveMapping |
| 26 | { |
| 27 | UINT32 position; |
| 28 | UINT32 rotation; |
| 29 | UINT32 scale; |
| 30 | }; |
| 31 | |
| 32 | /** Information about a single bone used for constructing a skeleton. */ |
| 33 | struct BONE_DESC |
| 34 | { |
| 35 | String name; /**< Unique name of the bone. */ |
| 36 | UINT32 parent; /**< Index of the parent bone, if any. -1 if root bone. */ |
| 37 | |
| 38 | Transform localTfrm; /**< Local transform of the bone, relative to other bones in the hierarchy. */ |
| 39 | Matrix4 invBindPose; /**< Inverse bind pose which transforms vertices from their bind pose into local space. */ |
| 40 | }; |
| 41 | |
| 42 | /** Contains information about a single playing animation clip. */ |
| 43 | struct AnimationState |
| 44 | { |
| 45 | SPtr<AnimationCurves> curves; /**< All curves in the animation clip. */ |
| 46 | AnimationCurveMapping* boneToCurveMapping; /**< Mapping of bone indices to curve indices for quick lookup .*/ |
| 47 | AnimationCurveMapping* soToCurveMapping; /**< Mapping of scene object indices to curve indices for quick lookup. */ |
| 48 | |
| 49 | TCurveCache<Vector3>* positionCaches; /**< Cache used for evaluating position curves. */ |
| 50 | TCurveCache<Quaternion>* rotationCaches; /**< Cache used for evaluating rotation curves. */ |
| 51 | TCurveCache<Vector3>* scaleCaches; /**< Cache used for evaluating scale curves. */ |
| 52 | TCurveCache<float>* genericCaches; /**< Cache used for evaluating generic curves. */ |
| 53 | |
| 54 | float time; /**< Time to evaluate the curve at. */ |
| 55 | float weight; /**< Determines how much of an influence will this clip have in regard to others in the same layer. */ |
| 56 | bool loop; /**< Determines should the animation loop (wrap) once ending or beginning frames are passed. */ |
| 57 | bool disabled; /**< If true the clip state will not be evaluated. */ |
| 58 | }; |
| 59 | |
| 60 | /** Contains animation states for a single animation layer. */ |
| 61 | struct AnimationStateLayer |
| 62 | { |
| 63 | AnimationState* states; /**< Array of animation states in the layer. */ |
| 64 | UINT32 numStates; /**< Number of states in @p states. */ |
| 65 | |
| 66 | UINT8 index; /**< Unique index of the animation layer. */ |
| 67 | |
| 68 | /** |
| 69 | * If true animations from this layer will be added on top of other layers using the per-state weights. If false |
| 70 | * the weights will be normalized, animations will be blended with each other according to the normalized weights |
| 71 | * and then added on top of other layers. |
| 72 | */ |
| 73 | bool additive; |
| 74 | }; |
| 75 | |
| 76 | /** |
| 77 | * Contains local translation, rotation and scale values for each bone in a skeleton, after being evaluated at a |
| 78 | * specific time of an animation. All values are stored in the same order as the bones in the skeleton they were |
| 79 | * created by. |
| 80 | */ |
| 81 | struct LocalSkeletonPose |
| 82 | { |
| 83 | LocalSkeletonPose() = default; |
| 84 | LocalSkeletonPose(UINT32 numBones, bool individualOverride = false); |
| 85 | LocalSkeletonPose(UINT32 numPos, UINT32 numRot, UINT32 numScale); |
| 86 | LocalSkeletonPose(const LocalSkeletonPose& other) = delete; |
| 87 | LocalSkeletonPose(LocalSkeletonPose&& other); |
| 88 | ~LocalSkeletonPose(); |
| 89 | |
| 90 | LocalSkeletonPose& operator=(const LocalSkeletonPose& other) = delete; |
| 91 | LocalSkeletonPose& operator=(LocalSkeletonPose&& other); |
| 92 | |
| 93 | Vector3* positions = nullptr; /**< Local bone positions at specific animation time. */ |
| 94 | Quaternion* rotations = nullptr; /**< Local bone rotations at specific animation time. */ |
| 95 | Vector3* scales = nullptr; /**< Local bone scales at specific animation time. */ |
| 96 | bool* hasOverride = nullptr; /**< True if the bone transform was overriden externally (local pose was ignored). */ |
| 97 | UINT32 numBones = 0; /**< Number of bones in the pose. */ |
| 98 | }; |
| 99 | |
| 100 | /** Contains internal information about a single bone in a Skeleton. */ |
| 101 | struct SkeletonBoneInfo |
| 102 | { |
| 103 | String name; /**< Unique name of the bone. */ |
| 104 | UINT32 parent; /**< Index of the bone parent, or -1 if root (no parent). */ |
| 105 | }; |
| 106 | |
| 107 | /** |
| 108 | * @native |
| 109 | * Contains information about bones required for skeletal animation. Allows caller to evaluate a set of animation |
| 110 | * clips at a specific time and output the relevant skeleton pose. |
| 111 | * @endnative |
| 112 | * @script |
| 113 | * Contains information about bones required for skeletal animation. |
| 114 | * @endscript |
| 115 | */ |
| 116 | class BS_CORE_EXPORT BS_SCRIPT_EXPORT(m:Animation) Skeleton : public IReflectable // Note: Must be immutable in order to be usable on multiple threads |
| 117 | { |
| 118 | public: |
| 119 | ~Skeleton(); |
| 120 | |
| 121 | /** |
| 122 | * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by |
| 123 | * the provided animation clip evaluated at the specified time. |
| 124 | * |
| 125 | * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space |
| 126 | * to hold all the bone matrices of this skeleton. |
| 127 | * @param[in] mask Mask that filters which skeleton bones are enabled or disabled. |
| 128 | * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space |
| 129 | * to hold all the bone data of this skeleton. |
| 130 | * @param[in] clip Clip to evaluate. |
| 131 | * @param[in] time Time to evaluate the clip with. |
| 132 | * @param[in] loop Determines should the time be looped (wrapped) if it goes past the clip start/end. |
| 133 | * |
| 134 | * @note It is more efficient to use the other getPose overload as sequential calls can benefit from animation |
| 135 | * evaluator cache. |
| 136 | */ |
| 137 | void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const SkeletonMask& mask, const AnimationClip& clip, |
| 138 | float time, bool loop = true); |
| 139 | |
| 140 | /** |
| 141 | * Outputs a skeleton pose containing required transforms for transforming the skeleton to the values specified by |
| 142 | * the provided set of animation curves. |
| 143 | * |
| 144 | * @param[out] pose Output pose containing the requested transforms. Must be pre-allocated with enough space |
| 145 | * to hold all the bone matrices of this skeleton. |
| 146 | * @param[in] mask Mask that filters which skeleton bones are enabled or disabled. |
| 147 | * @param[out] localPose Output pose containing the local transforms. Must be pre-allocated with enough space |
| 148 | * to hold all the bone data of this skeleton. |
| 149 | * @param[in] layers One or multiple layers, containing one or multiple animation states to evaluate. |
| 150 | * @param[in] numLayers Number of layers in the @p layers array. |
| 151 | */ |
| 152 | void getPose(Matrix4* pose, LocalSkeletonPose& localPose, const SkeletonMask& mask, |
| 153 | const AnimationStateLayer* layers, UINT32 numLayers); |
| 154 | |
| 155 | /** Returns the total number of bones in the skeleton. */ |
| 156 | BS_SCRIPT_EXPORT(pr:getter,n:NumBones) |
| 157 | UINT32 getNumBones() const { return mNumBones; } |
| 158 | |
| 159 | /** Returns information about a bone at the provided index. */ |
| 160 | const SkeletonBoneInfo& getBoneInfo(UINT32 idx) const { return mBoneInfo[idx]; } |
| 161 | |
| 162 | /** Searches all bones to find a root bone. Returns -1 if no root can be found. */ |
| 163 | UINT32 getRootBoneIndex() const; |
| 164 | |
| 165 | /** Returns the inverse bind pose for the bone at the provided index. */ |
| 166 | const Matrix4& getInvBindPose(UINT32 idx) const { return mInvBindPoses[idx]; } |
| 167 | |
| 168 | /** Calculates the bind-pose transform of the bone at the specified index. */ |
| 169 | Transform calcBoneTransform(UINT32 idx) const; |
| 170 | |
| 171 | /** |
| 172 | * Creates a new Skeleton. |
| 173 | * |
| 174 | * @param[in] bones An array of bones to initialize the skeleton with. Data will be copied. |
| 175 | * @param[in] numBones Number of bones in the @p bones array. |
| 176 | */ |
| 177 | static SPtr<Skeleton> create(BONE_DESC* bones, UINT32 numBones); |
| 178 | |
| 179 | private: |
| 180 | Skeleton() = default; |
| 181 | Skeleton(BONE_DESC* bones, UINT32 numBones); |
| 182 | |
| 183 | UINT32 mNumBones = 0; |
| 184 | Transform* mBoneTransforms = nullptr; |
| 185 | Matrix4* mInvBindPoses = nullptr; |
| 186 | SkeletonBoneInfo* mBoneInfo = nullptr; |
| 187 | |
| 188 | /************************************************************************/ |
| 189 | /* SERIALIZATION */ |
| 190 | /************************************************************************/ |
| 191 | public: |
| 192 | friend class SkeletonRTTI; |
| 193 | static RTTITypeBase* getRTTIStatic(); |
| 194 | RTTITypeBase* getRTTI() const override; |
| 195 | |
| 196 | /** |
| 197 | * Creates a Skeleton with no data. You must populate its data manually. |
| 198 | * |
| 199 | * @note For serialization use only. |
| 200 | */ |
| 201 | static SPtr<Skeleton> createEmpty(); |
| 202 | }; |
| 203 | |
| 204 | /** @} */ |
| 205 | } |