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

64 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/Math/Vector3.h>
#include <AzCore/Math/Color.h>
#include <AzFramework/Entity/EntityDebugDisplayBus.h>
#include <EMotionFX/Source/Pose.h>
#include <EMotionFX/Source/KeyTrackLinearDynamic.h>
namespace EMotionFX::MotionMatching
{
//! Used to store the trajectory history for the root motion (motion extraction node).
//! The trajectory history is independent of the trajectory feature and captures a sample with every engine tick.
//! The recorded history needs to record and track at least the time the trajectory feature/query requires.
class EMFX_API TrajectoryHistory
{
public:
void Init(const Pose& pose, size_t jointIndex, const AZ::Vector3& facingAxisDir, float numSecondsToTrack);
void Clear();
void Update(float timeDelta);
void AddSample(const Pose& pose);
struct EMFX_API Sample
{
AZ::Vector3 m_position = AZ::Vector3::CreateZero();
AZ::Vector3 m_facingDirection = AZ::Vector3::CreateZero();
};
//! time in range [0, m_numSecondsToTrack]
Sample Evaluate(float time) const;
//! time in range [0, 1] where 0 is the current character position and 1 the oldest keyframe in the trajectory history
Sample EvaluateNormalized(float normalizedTime) const;
float GetNumSecondsToTrack() const { return m_numSecondsToTrack; }
float GetCurrentTime() const { return m_currentTime; }
size_t GetJointIndex() const { return m_jointIndex; }
void DebugDraw(AzFramework::DebugDisplayRequests& debugDisplay, const AZ::Color& color, float timeStart = 0.0f) const;
void DebugDrawSampled(AzFramework::DebugDisplayRequests& debugDisplay, size_t numSamples, const AZ::Color& color) const;
private:
void PrefillSamples(const Pose& pose, float timeDelta);
KeyTrackLinearDynamic<Sample> m_keytrack;
float m_numSecondsToTrack = 0.0f;
size_t m_jointIndex = 0;
float m_currentTime = 0.0f;
AZ::Vector3 m_facingAxisDir; //! Facing direction of the character asset. (e.g. 0,1,0 when it is looking towards Y-axis)
static constexpr float m_debugMarkerSize = 0.02f;
};
} // namespace EMotionFX::MotionMatching