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 | } |