/* * Copyright (C) 2019 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef GLTFIO_ANIMATOR_H #define GLTFIO_ANIMATOR_H #include #include namespace filament::gltfio { struct FFilamentAsset; struct FFilamentInstance; struct AnimatorImpl; /** * \class Animator Animator.h gltfio/Animator.h * \brief Updates matrices according to glTF \c animation and \c skin definitions. * * Animator can be used for two things: * - Updating matrices in filament::TransformManager components according to glTF \c animation definitions. * - Updating bone matrices in filament::RenderableManager components according to glTF \c skin definitions. * * For a usage example, see the documentation for AssetLoader. */ class UTILS_PUBLIC Animator { public: /** * Applies rotation, translation, and scale to entities that have been targeted by the given * animation definition. Uses filament::TransformManager. * * @param animationIndex Zero-based index for the \c animation of interest. * @param time Elapsed time of interest in seconds. */ void applyAnimation(size_t animationIndex, float time) const; /** * Computes root-to-node transforms for all bone nodes, then passes * the results into filament::RenderableManager::setBones. * Uses filament::TransformManager and filament::RenderableManager. * * NOTE: this operation is independent of \c animation. */ void updateBoneMatrices(); /** * Applies a blended transform to the union of nodes affected by two animations. * Used for cross-fading from a previous skinning-based animation or rigid body animation. * * First, this stashes the current transform hierarchy into a transient memory buffer. * * Next, this applies previousAnimIndex / previousAnimTime to the actual asset by internally * calling applyAnimation(). * * Finally, the stashed local transforms are lerped (via the scale / translation / rotation * components) with their live counterparts, and the results are pushed to the asset. * * To achieve a cross fade effect with skinned models, clients will typically call animator * methods in this order: (1) applyAnimation (2) applyCrossFade (3) updateBoneMatrices. The * animation that clients pass to applyAnimation is the "current" animation corresponding to * alpha=1, while the "previous" animation passed to applyCrossFade corresponds to alpha=0. */ void applyCrossFade(size_t previousAnimIndex, float previousAnimTime, float alpha); /** * Pass the identity matrix into all bone nodes, useful for returning to the T pose. * * NOTE: this operation is independent of \c animation. */ void resetBoneMatrices(); /** Returns the number of \c animation definitions in the glTF asset. */ size_t getAnimationCount() const; /** Returns the duration of the specified glTF \c animation in seconds. */ float getAnimationDuration(size_t animationIndex) const; /** * Returns a weak reference to the string name of the specified \c animation, or an * empty string if none was specified. */ const char* getAnimationName(size_t animationIndex) const; // For internal use only. void addInstance(FFilamentInstance* instance); private: /*! \cond PRIVATE */ friend struct FFilamentAsset; friend struct FFilamentInstance; /*! \endcond */ // If "instance" is null, then this is the primary animator. Animator(FFilamentAsset const* asset, FFilamentInstance* instance); ~Animator(); Animator(const Animator& animator) = delete; Animator(Animator&& animator) = delete; Animator& operator=(const Animator&) = delete; AnimatorImpl* mImpl; }; } // namespace filament::gltfio #endif // GLTFIO_ANIMATOR_H