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animation.h
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//----------------------------------------------------------------------------//
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// //
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// ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation //
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// and distributed under the MIT License (MIT). //
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// //
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// Copyright (c) Guillaume Blanc //
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// //
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// Permission is hereby granted, free of charge, to any person obtaining a //
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// copy of this software and associated documentation files (the "Software"), //
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// to deal in the Software without restriction, including without limitation //
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// the rights to use, copy, modify, merge, publish, distribute, sublicense, //
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// and/or sell copies of the Software, and to permit persons to whom the //
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// Software is furnished to do so, subject to the following conditions: //
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// //
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// The above copyright notice and this permission notice shall be included in //
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// all copies or substantial portions of the Software. //
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// //
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR //
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, //
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL //
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// THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER //
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING //
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER //
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// DEALINGS IN THE SOFTWARE. //
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// //
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//----------------------------------------------------------------------------//
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#ifndef OZZ_OZZ_ANIMATION_RUNTIME_ANIMATION_H_
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#define OZZ_OZZ_ANIMATION_RUNTIME_ANIMATION_H_
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#include "ozz/animation/runtime/export.h"
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#include "ozz/base/io/archive_traits.h"
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#include "ozz/base/platform.h"
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#include "ozz/base/span.h"
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namespace
ozz {
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namespace
io {
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class
IArchive;
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class
OArchive;
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}
// namespace io
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namespace
animation {
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// Forward declares the AnimationBuilder, used to instantiate an Animation.
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namespace
offline {
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class
AnimationBuilder;
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}
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// Forward declaration of key frame's type.
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struct
Float3Key;
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struct
QuaternionKey;
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// Defines a runtime skeletal animation clip.
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// The runtime animation data structure stores animation keyframes, for all the
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// joints of a skeleton. This structure is usually filled by the
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// AnimationBuilder and deserialized/loaded at runtime.
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// For each transformation type (translation, rotation and scale), Animation
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// structure stores a single array of keyframes that contains all the tracks
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// required to animate all the joints of a skeleton, matching breadth-first
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// joints order of the runtime skeleton structure. In order to optimize cache
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// coherency when sampling the animation, Keyframes in this array are sorted by
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// time, then by track number.
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class
OZZ_ANIMATION_DLL
Animation
{
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public
:
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// Builds a default animation.
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Animation
();
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// Allow moves.
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Animation
(
Animation
&&);
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Animation
& operator=(
Animation
&&);
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// Delete copies.
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Animation
(
Animation
const
&) =
delete
;
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Animation
& operator=(
Animation
const
&) =
delete
;
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// Declares the public non-virtual destructor.
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~Animation
();
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// Gets the animation clip duration.
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float
duration()
const
{
return
duration_; }
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// Gets the number of animated tracks.
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int
num_tracks()
const
{
return
num_tracks_; }
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// Returns the number of SoA elements matching the number of tracks of *this
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// animation. This value is useful to allocate SoA runtime data structures.
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int
num_soa_tracks()
const
{
return
(num_tracks_ + 3) / 4; }
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// Gets animation name.
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const
char
* name()
const
{
return
name_ ? name_ :
""
; }
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// Gets the buffer of translations keys.
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span<const Float3Key>
translations()
const
{
return
translations_; }
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// Gets the buffer of rotation keys.
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span<const QuaternionKey>
rotations()
const
{
return
rotations_; }
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// Gets the buffer of scale keys.
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span<const Float3Key>
scales()
const
{
return
scales_; }
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// Get the estimated animation's size in bytes.
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size_t
size()
const
;
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// Serialization functions.
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// Should not be called directly but through io::Archive << and >> operators.
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void
Save(
ozz::io::OArchive
& _archive)
const
;
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void
Load(
ozz::io::IArchive
& _archive, uint32_t _version);
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private
:
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// AnimationBuilder class is allowed to instantiate an Animation.
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friend
class
offline::AnimationBuilder
;
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// Internal destruction function.
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void
Allocate(
size_t
_name_len,
size_t
_translation_count,
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size_t
_rotation_count,
size_t
_scale_count);
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void
Deallocate();
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// Duration of the animation clip.
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float
duration_;
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// The number of joint tracks. Can differ from the data stored in translation/
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// rotation/scale buffers because of SoA requirements.
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int
num_tracks_;
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// Animation name.
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char
* name_;
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// Stores all translation/rotation/scale keys begin and end of buffers.
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span<Float3Key>
translations_;
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span<QuaternionKey>
rotations_;
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span<Float3Key>
scales_;
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};
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}
// namespace animation
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namespace
io {
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OZZ_IO_TYPE_VERSION(6,
animation::Animation
)
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OZZ_IO_TYPE_TAG(
"ozz-animation"
,
animation::Animation
)
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}
// namespace io
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}
// namespace ozz
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#endif
// OZZ_OZZ_ANIMATION_RUNTIME_ANIMATION_H_
ozz::animation::Animation
Definition
animation.h:62
ozz::animation::offline::AnimationBuilder
Definition
animation_builder.h:48
ozz::io::IArchive
Definition
archive.h:174
ozz::io::OArchive
Definition
archive.h:105
ozz::span
Definition
span.h:37
RavEngine
deps
ozz-animation
include
ozz
animation
runtime
animation.h
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