hkaSkeletonMapperUtils.h
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上传日期:2020-08-09
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其他游戏
开发平台:
Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_SKELETON_MAPPER_UTILS_H
- #define HK_SKELETON_MAPPER_UTILS_H
- class hkaSkeleton;
- #include <Animation/Animation/Rig/hkaSkeletonUtils.h>
- #include <Animation/Animation/Mapper/hkaSkeletonMapper.h>
- #include <Animation/Animation/Mapper/hkaSkeletonMapperData.h>
- #include <Common/Base/Container/Array/hkObjectArray.h>
- /// This utility class matches two skeletons (A and B) using their reference pose in world and the (filtered) names of their bones
- /// and, through the "createMapping" static method, creates the mapping data that can be used at run-time (by an hkaSkeletonMapper) to
- /// map poses from A into B, and vice-versa.
- /// One-to-one mappings and chains are autodetected, but can also be specified by the user
- class hkaSkeletonMapperUtils
- {
- public:
- /// A chain, specified by the names of the start and end bones - used in Params::m_userChains.
- /// These names will be matched with the bone names (after filtering the names) of both skeletons.
- struct UserChain
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaSkeletonMapperUtils::UserChain );
- /// Start name.
- const char* m_start;
- /// End name.
- const char* m_end;
- };
- /// A explicit mapping (one-way only) - used in Params::m_userMappingsAtoB and Params::m_userMappingsBtoA.
- /// The names will be matched with the bones names (after filtering the names) of the skeleton (A or B).
- struct UserMapping
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaSkeletonMapperUtils::UserMapping );
- /// Bone in name.
- const char* m_boneIn;
- /// Bone out name.
- const char* m_boneOut;
- };
- /// These struct contains all the information used by "createMapping" in order to construct mapping data
- struct Params
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaSkeletonMapperUtils::Params );
- /// The first of the two skeletons involved
- const hkaSkeleton* m_skeletonA;
- /// The second of the two skeletons involved
- const hkaSkeleton* m_skeletonB;
- /// These filters are used to match names of bones from each skeleton
- /// It will use case insensive compare if NULL and not using positional tolerance
- hkStringCompareFunc m_compareNames;
- /// If no string compare function is given and this tolerance is non zero,
- /// positions are used to to match the bones in model space (with this tol)
- hkReal m_positionMatchTolerance;
- /// Users can specify specific chains they want to enforce
- hkArray<UserChain> m_userChains;
- /// You can also force specific one-to-one mappings between bones.
- /// For example, you can map a "twist forearm" in A to a "forearm" in B.
- hkArray<UserMapping> m_userMappingsAtoB;
- /// You can also force specific one-to-one mappings between bones.
- /// For example, you can map a "twist forearm" in B to a "forearm" in A.
- hkArray<UserMapping> m_userMappingsBtoA;
- /// If true, the system will auto detect simple mappings
- /// This is normally desired unless you have completely specified
- /// your mapping using user maps.
- hkBool m_autodetectSimple;
- /// If true, the system will try to autodetect chains by looking at unmapped bones
- /// located in between mapped bones. The chain has to be of length >=3 in at least one of the skeletons.
- hkBool m_autodetectChains;
- /// Copy constructor
- Params ( const Params& other) :
- m_skeletonA(other.m_skeletonA), m_skeletonB(other.m_skeletonB),
- m_compareNames(other.m_compareNames),
- m_positionMatchTolerance (other.m_positionMatchTolerance),
- m_autodetectSimple (other.m_autodetectSimple), m_autodetectChains (other.m_autodetectChains)
- {
- m_userChains = other.m_userChains;
- m_userMappingsAtoB = other.m_userMappingsAtoB;
- m_userMappingsBtoA = other.m_userMappingsBtoA;
- }
- Params () :
- m_skeletonA(HK_NULL), m_skeletonB(HK_NULL), m_compareNames(HK_NULL),
- m_positionMatchTolerance(0.0f), m_autodetectSimple(true), m_autodetectChains(true)
- {}
- };
- /// Creates the mapping data (used by hkaSkeletonMapper) used to map poses from skeleton A to skeleton B
- /// and vice-versa.
- static void HK_CALL createMapping (const Params& params, hkaSkeletonMapperData& aToB, hkaSkeletonMapperData& bToA);
- /// Searches and returns a pointer to the simple mapping associated with the given bone (of skeleton A) inside
- /// the given mapping data.
- static const struct hkaSkeletonMapperData::SimpleMapping* HK_CALL findSimpleMapping(hkInt16 boneA, const hkaSkeletonMapperData& mapperdata );
- /// Given mapping data between two skeletons, it automatically locks translations on the appropiate bones of both skeletons.
- /// The bones at the top-most simple mapping (and their ancestors) are left unlocked - the rest of bones are locked.
- static hkResult HK_CALL lockTranslationsAutomatically (const hkaSkeletonMapperData& mapperData);
- /// Given a skeleton mapping, scales the translations of all transforms.
- /// Useful when scaling ragdolls or animations
- static void HK_CALL scaleMapping( hkaSkeletonMapper& mapper, hkReal scale );
- };
- #endif // HK_SKELETON_MAPPER_UTILS_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */