hkaAdditiveAnimationUtility.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_ADDITIVE_ANIMATION_UTILITY_H
- #define HK_ADDITIVE_ANIMATION_UTILITY_H
- /// This utility creates an additive animation for an input animation and a base animation
- /// The additive animation is created by 'subtracting' the base from the original to produce delta values.
- /// There are two common forms supplied. The first subtracts a single pose from the original data.
- /// The second subtracts an enitre animation.
- /// A third less common form is also supplied which allows an animation to be subtracted from the reference
- /// pose of a character.
- /// NOTE: When using the results you must still set the blend hint flag in the corresponding
- /// animation binding to hkaAnimationBinding::ADDITIVE.
- class hkaAdditiveAnimationUtility
- {
- public:
- /// Input structure
- struct Input
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaAdditiveAnimationUtility::Input );
- /// The number of tracks in the animation
- int m_numberOfTransformTracks;
- /// The number of poses (usually equates to number of frames)
- int m_numberOfPoses;
- /// The base data to remove.
- /// This data should be either m_numberOfTransformTracks or m_numberOfTransformTracks * m_numberOfAnimationPoses elements in length depending on which create call is used
- const hkQsTransform* m_baseData;
- /// The original data
- const hkQsTransform* m_originalData;
- };
- /// This creates an additive animation by subtracting the single pose stored in 'baseData'
- /// from each of the poses passed in the the original data
- /// The result is stored in 'deltaOut'.
- /// This function is alias safe so you can reuse the same buffer for input and output if desired
- static void HK_CALL createAdditiveFromPose( const Input& input, hkQsTransform* deltaOut);
- /// This creates an additive animation by subtracting the animation passed in 'baseData'
- /// from each of the poses passed in the original data.
- /// The result is stored in 'deltaOut'.
- /// This function is alias safe so you can reuse the same buffer for input and output if desired
- static void HK_CALL createAdditiveFromAnimation( const Input& input, hkQsTransform* deltaOut);
- /// Input structure
- struct ReferencePoseInput
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaAdditiveAnimationUtility::ReferencePoseInput );
- /// The number of tracks in the animation
- int m_numberOfTransformTracks;
- /// The number of poses (usually equates to number of frames)
- int m_numberOfPoses;
- /// The original data
- const hkQsTransform* m_originalData;
- /// The reference pose for the character
- hkQsTransform* m_referencePose;
- /// Size of m_referencePose array.
- int m_numReferencePose;
- /// A mapping from track numbers to bone indices
- hkInt16* m_transformTrackToBoneIndices;
- /// Size of m_transformTrackToBoneIndices array.
- hkInt32 m_numTransformTrackToBoneIndices;
- };
- /// This creates an additive animation by subtracting the animation passed in 'baseData'
- /// from each of the poses passed in the original data.
- /// The result is stored in 'deltaOut'.
- /// This function is alias safe so you can reuse the same buffer for input and output if desired
- static void HK_CALL createAdditiveFromReferencePose( const ReferencePoseInput& input, hkQsTransform* deltaOut);
- };
- #endif // HK_ADDITIVE_ANIMATION_UTILITY_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.
- *
- */