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