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114 lines
3.5 KiB
C++
114 lines
3.5 KiB
C++
//
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// AnimNode.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_AnimNode_h
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#define hifi_AnimNode_h
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#include <string>
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#include <vector>
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#include <memory>
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#include <cassert>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include "AnimSkeleton.h"
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#include "AnimVariant.h"
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class QJsonObject;
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// Base class for all elements in the animation blend tree.
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// It provides the following categories of functions:
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//
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// * id getter, id is used to identify a node, useful for debugging and node searching.
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// * type getter, helpful for determining the derived type of this node.
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// * hierarchy accessors, for adding, removing and iterating over child AnimNodes
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// * skeleton accessors, the skeleton is from the model whose bones we are going to manipulate
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// * evaluate method, perform actual joint manipulations here and return result by reference.
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// Also, append any triggers that are detected during evaluation.
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class AnimNode {
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public:
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enum class Type {
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Clip = 0,
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BlendLinear,
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Overlay,
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StateMachine,
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NumTypes
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};
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using Pointer = std::shared_ptr<AnimNode>;
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using Triggers = std::vector<std::string>;
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friend class AnimDebugDraw;
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friend void buildChildMap(std::map<std::string, Pointer>& map, Pointer node);
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friend class AnimStateMachine;
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AnimNode(Type type, const std::string& id) : _type(type), _id(id) {}
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virtual ~AnimNode() {}
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const std::string& getID() const { return _id; }
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Type getType() const { return _type; }
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// hierarchy accessors
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void addChild(Pointer child) { _children.push_back(child); }
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void removeChild(Pointer child) {
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auto iter = std::find(_children.begin(), _children.end(), child);
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if (iter != _children.end()) {
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_children.erase(iter);
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}
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}
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Pointer getChild(int i) const {
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assert(i >= 0 && i < (int)_children.size());
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return _children[i];
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}
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int getChildCount() const { return (int)_children.size(); }
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// pair this AnimNode graph with a skeleton.
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void setSkeleton(const AnimSkeleton::Pointer skeleton) {
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setSkeletonInternal(skeleton);
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for (auto&& child : _children) {
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child->setSkeleton(skeleton);
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}
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}
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AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
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virtual const AnimPoseVec& evaluate(const AnimVariantMap& animVars, float dt, Triggers& triggersOut) = 0;
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virtual const AnimPoseVec& overlay(const AnimVariantMap& animVars, float dt, Triggers& triggersOut, const AnimPoseVec& underPoses) {
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return evaluate(animVars, dt, triggersOut);
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}
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protected:
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void setCurrentFrame(float frame) {
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setCurrentFrameInternal(frame);
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for (auto&& child : _children) {
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child->setCurrentFrameInternal(frame);
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}
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}
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virtual void setCurrentFrameInternal(float frame) {}
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virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
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_skeleton = skeleton;
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}
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// for AnimDebugDraw rendering
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virtual const AnimPoseVec& getPosesInternal() const = 0;
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Type _type;
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std::string _id;
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std::vector<AnimNode::Pointer> _children;
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AnimSkeleton::ConstPointer _skeleton;
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// no copies
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AnimNode(const AnimNode&) = delete;
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AnimNode& operator=(const AnimNode&) = delete;
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};
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#endif // hifi_AnimNode_h
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