# Conflicts: # Content/Shaders/GI/DDGI.flax # Content/Shaders/GI/GlobalSurfaceAtlas.flax # Content/Shaders/TAA.flax # Content/Shaders/VolumetricFog.flax # Source/Editor/CustomEditors/Editors/ActorTagEditor.cs # Source/Engine/Core/Config/GraphicsSettings.cpp # Source/Engine/Engine/PostProcessEffect.cs # Source/Engine/Graphics/GPUResourcesCollection.cpp # Source/Engine/Graphics/GPUResourcesCollection.h # Source/Engine/Graphics/PostProcessBase.h # Source/FlaxEngine.Gen.cs
185 lines
5.5 KiB
C++
185 lines
5.5 KiB
C++
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Types/String.h"
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#include "Engine/Animations/Curve.h"
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#include "Engine/Core/Math/Transform.h"
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/// <summary>
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/// Single node animation data container.
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/// </summary>
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struct NodeAnimationData
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{
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public:
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/// <summary>
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/// The target node name.
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/// </summary>
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String NodeName;
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/// <summary>
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/// The position channel animation.
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/// </summary>
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LinearCurve<Float3> Position;
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/// <summary>
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/// The rotation channel animation.
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/// </summary>
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LinearCurve<Quaternion> Rotation;
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/// <summary>
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/// The scale channel animation.
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/// </summary>
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LinearCurve<Float3> Scale;
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public:
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/// <summary>
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/// Initializes a new instance of the <see cref="NodeAnimationData"/> class.
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/// </summary>
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NodeAnimationData()
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: Position(Float3::Zero)
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, Rotation(Quaternion::Identity)
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, Scale(Float3::One)
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{
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}
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public:
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/// <summary>
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/// Evaluates the animation transformation at the specified time (only for the curves with non-empty data).
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/// </summary>
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/// <param name="time">The time to evaluate the curves at.</param>
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/// <param name="result">The interpolated value from the curve at provided time.</param>
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/// <param name="loop">If true the curve will loop when it goes past the end or beginning. Otherwise the curve value will be clamped.</param>
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void Evaluate(float time, Transform* result, bool loop = true) const
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{
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if (Position.GetKeyframes().HasItems())
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{
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Float3 position;
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Position.Evaluate(position, time, loop);
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result->Translation = position;
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}
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if (Rotation.GetKeyframes().HasItems())
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Rotation.Evaluate(result->Orientation, time, loop);
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if (Scale.GetKeyframes().HasItems())
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Scale.Evaluate(result->Scale, time, loop);
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}
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/// <summary>
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/// Evaluates the animation transformation at the specified time.
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/// </summary>
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/// <param name="time">The time to evaluate the curves at.</param>
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/// <param name="result">The interpolated value from the curve at provided time.</param>
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/// <param name="loop">If true the curve will loop when it goes past the end or beginning. Otherwise the curve value will be clamped.</param>
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void EvaluateAll(float time, Transform* result, bool loop = true) const
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{
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Float3 position;
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Position.Evaluate(position, time, loop);
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result->Translation = position;
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Rotation.Evaluate(result->Orientation, time, loop);
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Scale.Evaluate(result->Scale, time, loop);
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}
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/// <summary>
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/// Gets the total amount of keyframes in the animation curves.
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/// </summary>
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int32 GetKeyframesCount() const
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{
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return Position.GetKeyframes().Count() + Rotation.GetKeyframes().Count() + Scale.GetKeyframes().Count();
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}
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uint64 GetMemoryUsage() const
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{
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return NodeName.Length() * sizeof(Char) + Position.GetMemoryUsage() + Rotation.GetMemoryUsage() + Scale.GetMemoryUsage();
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}
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};
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/// <summary>
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/// Skeleton nodes animation data container. Includes metadata about animation sampling, duration and node animations curves.
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/// </summary>
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struct AnimationData
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{
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public:
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/// <summary>
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/// The duration of the animation (in frames).
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/// </summary>
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double Duration = 0.0;
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/// <summary>
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/// The amount of the animation frames per second.
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/// </summary>
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double FramesPerSecond = 0.0;
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/// <summary>
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/// Enables root motion extraction support from this animation.
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/// </summary>
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bool EnableRootMotion = false;
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/// <summary>
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/// The custom node name to be used as a root motion source. If not specified the actual root node will be used.
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/// </summary>
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String RootNodeName;
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/// <summary>
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/// The per skeleton node animation channels.
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/// </summary>
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Array<NodeAnimationData> Channels;
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public:
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/// <summary>
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/// Gets the length of the animation (in seconds).
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/// </summary>
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FORCE_INLINE float GetLength() const
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{
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#if BUILD_DEBUG
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ASSERT(FramesPerSecond != 0);
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#endif
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return static_cast<float>(Duration / FramesPerSecond);
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}
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uint64 GetMemoryUsage() const
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{
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uint64 result = RootNodeName.Length() * sizeof(Char) + Channels.Capacity() * sizeof(NodeAnimationData);
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for (const auto& e : Channels)
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result += e.GetMemoryUsage();
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return result;
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}
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/// <summary>
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/// Gets the total amount of keyframes in the all animation channels.
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/// </summary>
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int32 GetKeyframesCount() const
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{
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int32 result = 0;
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for (int32 i = 0; i < Channels.Count(); i++)
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{
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result += Channels[i].GetKeyframesCount();
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}
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return result;
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}
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/// <summary>
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/// Swaps the contents of object with the other object without copy operation. Performs fast internal data exchange.
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/// </summary>
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/// <param name="other">The other object.</param>
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void Swap(AnimationData& other)
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{
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::Swap(Duration, other.Duration);
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::Swap(FramesPerSecond, other.FramesPerSecond);
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::Swap(EnableRootMotion, other.EnableRootMotion);
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::Swap(RootNodeName, other.RootNodeName);
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Channels.Swap(other.Channels);
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}
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/// <summary>
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/// Releases data.
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/// </summary>
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void Dispose()
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{
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Duration = 0.0;
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FramesPerSecond = 0.0;
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RootNodeName.Clear();
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EnableRootMotion = false;
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Channels.Resize(0);
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}
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};
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