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o3de/Gems/MotionMatching/Code/Source/Frame.h

61 lines
2.4 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <AzCore/Memory/Memory.h>
#include <AzCore/RTTI/RTTI.h>
#include <EMotionFX/Source/EMotionFXConfig.h>
#include <EMotionFX/Source/Pose.h>
namespace EMotionFX
{
class Motion;
namespace MotionMatching
{
//! A motion matching frame.
//! This holds information required in order to extract a given pose in a given motion.
class EMFX_API Frame
{
public:
AZ_RTTI(Frame, "{985BD732-D80E-4898-AB6C-CAB22D88AACD}")
AZ_CLASS_ALLOCATOR_DECL
Frame();
Frame(size_t frameIndex, Motion* sourceMotion, float sampleTime, bool mirrored);
~Frame() = default;
//! Sample the pose for the given frame.
//! @param[in] outputPose The pose used to store the sampled result.
//! @param[in] timeOffset Frames in the frame database are samples with a given sample rate (default = 30 fps).
//! For calculating velocities for example, it is needed to sample a pose close to a frame but not exactly at the frame position.
//! The timeOffset parameter can be used for that and represents the offset in time from the frame sample time in seconds.
//! In case the time offset is 0.0, the pose exactly at the frame position will be sampled.
void SamplePose(Pose* outputPose, float timeOffset = 0.0f) const;
Motion* GetSourceMotion() const;
float GetSampleTime() const;
size_t GetFrameIndex() const { return m_frameIndex; }
bool GetMirrored() const { return m_mirrored; }
void SetSourceMotion(Motion* sourceMotion);
void SetSampleTime(float sampleTime);
void SetFrameIndex(size_t frameIndex);
void SetMirrored(bool enabled);
private:
size_t m_frameIndex = 0; //< The motion frame index inside the data object.
float m_sampleTime = 0.0f; //< The time offset in the original motion.
Motion* m_sourceMotion = nullptr; //< The original motion that we sample from to restore the pose.
bool m_mirrored = false; //< Is this frame mirrored?
};
} // namespace MotionMatching
} // namespace EMotionFX