aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/shared/external/include/SkeletalAnim.h
blob: 0820e2fee28153ce4980271fb5268246c329ee82 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
/*
 * Copyright (c) 2008-2017, NVIDIA CORPORATION.  All rights reserved.
 *
 * NVIDIA CORPORATION and its licensors retain all intellectual property
 * and proprietary rights in and to this software, related documentation
 * and any modifications thereto.  Any use, reproduction, disclosure or
 * distribution of this software and related documentation without an express
 * license agreement from NVIDIA CORPORATION is strictly prohibited.
 */

#ifndef SKELETAL_ANIM
#define SKELETAL_ANIM

#include <PsFastXml.h>
#include <vector>
#include "TriangleMesh.h"

#include "ApexDefs.h"

namespace MESHIMPORT
{
};

namespace nvidia
{
namespace apex
{
class RenderDebugInterface;
class RenderMeshAssetAuthoring;
}
}

namespace mimp
{
	class MeshSystemContainer;
};

namespace Samples
{

class TriangleMesh;

// ---------------------------------------------------------------------------
struct SkeletalBone
{
	void clear();

	std::string name;
	int id;
	physx::PxTransform pose;
	physx::PxVec3 scale;
	int parent;
	int firstChild;
	int numChildren;
	int firstVertex;

	physx::PxMat44 bindWorldPose;
	physx::PxMat44 invBindWorldPose;
	physx::PxMat44 currentWorldPose;
	int boneOption;
	float inflateConvex;
	float minimalBoneWeight;
	int numShapes;
	bool selected;
	bool isRoot; // this is used for localspace sim
	bool isRootLock; // this is used to lock the translation of the rootbone
	bool allowPrimitives;
	bool dirtyParams;
	bool manualShapes;
};

struct BoneKeyFrame
{
	void clear();
	physx::PxTransform relPose;
	float time;
	physx::PxVec3 scale;
};

struct BoneTrack
{
	void clear();
	int firstFrame;
	int numFrames;
};

struct SkeletalAnimation
{
	void clear();
	std::string name;
	std::vector<BoneTrack> mBoneTracks;
	float minTime;
	float maxTime;
};

// ---------------------------------------------------------------------------
class SkeletalAnim : public physx::shdfnd::FastXml::Callback
{
public:
	SkeletalAnim();
	virtual ~SkeletalAnim();

	void clear();
	void copyFrom(const SkeletalAnim& anim);

	bool loadFromXML(const std::string& xmlFile, std::string& error);
	bool saveToXML(const std::string& xmlFile) const;
	bool loadFromParent(const SkeletalAnim* parent);
	bool loadFromMeshImport(mimp::MeshSystemContainer* msc, std::string& error, bool onlyAddAnimation);
	bool saveToMeshImport(mimp::MeshSystemContainer* msc);
	bool initFrom(nvidia::apex::RenderMeshAssetAuthoring& rma);

	void setBindPose();
	void setAnimPose(int animNr, float time, bool lockRootbone = false);
	const std::vector<SkeletalBone> &getBones() const
	{
		return mBones;
	}
	void setBoneCollision(uint32_t boneNr, int option);
	void setBoneSelected(uint32_t boneNr, bool selected)
	{
		mBones[boneNr].selected = selected;
	}
	void setBoneRoot(uint32_t boneNr, bool isRoot)
	{
		mBones[boneNr].isRoot = isRoot;
	}
	void setBoneAllowPrimitives(uint32_t boneNr, bool on)
	{
		mBones[boneNr].dirtyParams |= mBones[boneNr].allowPrimitives != on;
		mBones[boneNr].allowPrimitives = on;
	}
	void setBoneInflation(uint32_t boneNr, float value)
	{
		mBones[boneNr].inflateConvex = value;
	}
	void setBoneMinimalWeight(uint32_t boneNr, float value)
	{
		mBones[boneNr].dirtyParams |= mBones[boneNr].minimalBoneWeight != value;
		mBones[boneNr].minimalBoneWeight = value;
	}
	void setBoneDirty(uint32_t boneNr, bool on)
	{
		mBones[boneNr].dirtyParams = on;
	}
	void setBoneManualShapes(uint32_t boneNr, bool on)
	{
		mBones[boneNr].manualShapes = on;
	}
	const std::vector<int> &getChildren() const
	{
		return mChildren;
	}
	const std::vector<physx::PxMat44>& getSkinningMatrices() const
	{
		return mSkinningMatrices;
	}
	const std::vector<physx::PxMat44>& getSkinningMatricesWorld() const
	{
		return mSkinningMatricesWorld;
	}
	const std::vector<SkeletalAnimation*> &getAnimations() const
	{
		if (mParent != NULL)
		{
			return mParent->getAnimations();
		}
		return mAnimations;
	}

	void draw(nvidia::RenderDebugInterface* batcher);

	void clearShapeCount(int boneIndex = -1);
	void incShapeCount(int boneIndex);
	void decShapeCount(int boneIndex);

	void setRagdoll(bool on);

	virtual bool processElement(const char* elementName, const char* elementData, const physx::shdfnd::FastXml::AttributePairs& attr, int lineno);
	virtual bool processComment(const char* comment) // encountered a comment in the XML
	{
		PX_UNUSED(comment);
		return true;
	}

	virtual bool processClose(const char* element, uint32_t depth, bool& isError)	 // process the 'close' indicator for a previously encountered element
	{
		PX_UNUSED(element);
		PX_UNUSED(depth);
		isError = false;
		return true;
	}

	virtual void*   fastxml_malloc(uint32_t size)
	{
		return ::malloc(size);
	}
	virtual void	fastxml_free(void* mem)
	{
		::free(mem);
	}

private:
	void init(bool firstTime);
	void initBindPoses(int boneNr, const physx::PxVec3& scale);
	void setAnimPoseRec(int animNr, int boneNr, float time, bool lockBoneTranslation);

	void interpolateBonePose(int animNr, int boneNr, float time, physx::PxTransform& pose, physx::PxVec3& scale);
	int  findBone(const std::string& name);
	void setupConnectivity();

	// skeleton
	std::vector<SkeletalBone> mBones;
	std::vector<physx::PxMat44> mSkinningMatrices;
	std::vector<physx::PxMat44> mSkinningMatricesWorld;
	std::vector<int> mChildren;

	// animation
	std::vector<SkeletalAnimation*> mAnimations;
	std::vector<BoneKeyFrame> mKeyFrames;

	const SkeletalAnim* mParent;

	bool ragdollMode;
};

} // namespace Samples

#endif