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78 lines
2.5 KiB
C++
78 lines
2.5 KiB
C++
//
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// AnimSkeleton.h
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//
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// Created by Anthony J. Thibault on 9/2/15.
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// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AnimSkeleton
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#define hifi_AnimSkeleton
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#include <vector>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <FBXReader.h>
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#include "AnimPose.h"
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class AnimSkeleton {
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public:
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using Pointer = std::shared_ptr<AnimSkeleton>;
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using ConstPointer = std::shared_ptr<const AnimSkeleton>;
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AnimSkeleton(const FBXGeometry& fbxGeometry);
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AnimSkeleton(const std::vector<FBXJoint>& joints);
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int nameToJointIndex(const QString& jointName) const;
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const QString& getJointName(int jointIndex) const;
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int getNumJoints() const;
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// absolute pose, not relative to parent
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const AnimPose& getAbsoluteBindPose(int jointIndex) const;
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// relative to parent pose
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const AnimPose& getRelativeBindPose(int jointIndex) const;
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const AnimPoseVec& getRelativeBindPoses() const { return _relativeBindPoses; }
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// the default poses are the orientations of the joints on frame 0.
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const AnimPose& getRelativeDefaultPose(int jointIndex) const;
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const AnimPoseVec& getRelativeDefaultPoses() const { return _relativeDefaultPoses; }
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const AnimPose& getAbsoluteDefaultPose(int jointIndex) const;
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const AnimPoseVec& getAbsoluteDefaultPoses() const { return _absoluteDefaultPoses; }
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// get pre transform which should include FBX pre potations
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const AnimPose& getPreRotationPose(int jointIndex) const;
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// get post transform which might include FBX offset transformations
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const AnimPose& getPostRotationPose(int jointIndex) const;
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int getParentIndex(int jointIndex) const;
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AnimPose getAbsolutePose(int jointIndex, const AnimPoseVec& poses) const;
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void convertRelativePosesToAbsolute(AnimPoseVec& poses) const;
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#ifndef NDEBUG
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void dump() const;
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void dump(const AnimPoseVec& poses) const;
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#endif
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protected:
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void buildSkeletonFromJoints(const std::vector<FBXJoint>& joints);
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std::vector<FBXJoint> _joints;
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AnimPoseVec _absoluteBindPoses;
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AnimPoseVec _relativeBindPoses;
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AnimPoseVec _relativeDefaultPoses;
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AnimPoseVec _absoluteDefaultPoses;
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AnimPoseVec _relativePreRotationPoses;
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AnimPoseVec _relativePostRotationPoses;
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// no copies
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AnimSkeleton(const AnimSkeleton&) = delete;
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AnimSkeleton& operator=(const AnimSkeleton&) = delete;
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};
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#endif
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