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animator.h
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216 lines (195 loc) · 4.64 KB
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//--------------------------------------------------------------------------------
//
// animator.h
// Author : Xu Wenjie
// Date : 2017-09-15
//--------------------------------------------------------------------------------
#pragma once
//--------------------------------------------------------------------------------
// インクルードファイル
//--------------------------------------------------------------------------------
#include "main.h"
//--------------------------------------------------------------------------------
// 前方宣言
//--------------------------------------------------------------------------------
class CMyNode;
//--------------------------------------------------------------------------------
// 列挙型定義
//--------------------------------------------------------------------------------
enum eParameterType
{
eBool,
eFloat
};
enum eFloatOperator
{
fEqual,
fNotEqual,
fGreater,
fLess,
};
enum eIKParts
{
eHead,
eNeck,
eShoulderLeft,
eUpperArmLeft,
eLowerArmLeft,
eHandLeft,
eShoulderRight,
eUpperArmRight,
eLowerArmRight,
eHandRight,
eUpperLegLeft,
eLowerLegLeft,
eFootLeft,
eToesLeft,
eUpperLegRight,
eLowerLegRight,
eFootRight,
eToesRight,
eIKMax
};
//--------------------------------------------------------------------------------
// 構造体定義
//--------------------------------------------------------------------------------
struct BoneFrame
{
string Name;
CKFVec3 Translation;
CKFQuaternion Rotation;
CKFVec3 Scale;
template <class Archive>
void serialize(Archive & ar)
{
ar(make_nvp("Translation", Translation)
, make_nvp("Rotation", Rotation)
, make_nvp("Scale", Scale));
}
};
struct Frame
{
Frame() {}
~Frame() { BoneFrames.clear(); BoneFrames.shrink_to_fit(); }
vector<BoneFrame> BoneFrames;
template <class Archive>
void serialize(Archive & ar)
{
ar(make_nvp("BoneFrames", BoneFrames));
}
};
struct Condition
{
Condition() : ParameterType(eBool), BoolValue(true), FloatOperator(fEqual), FloatValue(0.0f) {}
eParameterType ParameterType;
string ParameterName;
bool BoolValue;
eFloatOperator FloatOperator;
float FloatValue;
};
struct StateTransition
{
StateTransition() : BlendFrame(10) {}
string NextMotion;
int BlendFrame;
list<Condition> Conditions;
};
struct Motion
{
Motion() : StartFrame(0), EndFrame(0)
, ChangeWhenOverExitFrame(0), ChangeWhenOverBlendFrame(10)
, IsLoop(true), ChangeWhenOver(true)
{
Name.clear();
Frames.clear();
}
string Name;
vector<Frame> Frames;
int StartFrame;
int EndFrame;
int ChangeWhenOverExitFrame;
int ChangeWhenOverBlendFrame;
string ChangeWhenOverNextMotion;
bool IsLoop;
bool ChangeWhenOver;
list<StateTransition> Transitions;
template <class Archive>
void serialize(Archive & ar)
{
ar(make_nvp("IsLoop", IsLoop), make_nvp("Frames", Frames));
}
};
struct Cluster
{
Cluster() : Node(nullptr) {}
string Name;
CMyNode* Node;
CKFMtx44 BindPoseInverse;
CKFMtx44 World;
template <class Archive>
void serialize(Archive & ar)
{
ar(make_nvp("Name", Name), make_nvp("BindPoseInverse", BindPoseInverse));
}
};
struct IKController
{
IKController() : index(0) {}
int index;
};
//--------------------------------------------------------------------------------
// クラス定義
//--------------------------------------------------------------------------------
class CAnimator
{
public:
CAnimator() {}
~CAnimator() {}
void Release(void)
{
for (auto& motion : Motions)
{
for (auto& frame : motion.Frames)
{
for (auto& boneFrame : frame.BoneFrames) { boneFrame.Name.clear(); }
frame.BoneFrames.clear();
}
motion.Frames.clear();
}
Motions.clear();
Clusters.clear();
ClusterNames.clear();
ZeroMemory(IKControllers, sizeof(int) * eIKMax);
}
vector<Motion> Motions;
vector<Cluster> Clusters;
vector<string> ClusterNames;
IKController IKControllers[eIKParts::eIKMax];
void UpdateBones(const Frame& current);
void UpdateClusterWorld(void);
void DeleteOutOfRangeFrames(const int motionNo);
void SaveAsJson(const string& fileName);
void SaveAsBinary(const string& fileName);
void SaveMotionTransitions(const int motionNo);
private:
void saveAsJson(const Motion& motion);
void saveAsBinary(const Motion& motion);
void saveMotionTransitionsHead(const int motionNo);
void saveMotionTransitionsCpp(const int motionNo);
string OperatorToString(const eFloatOperator& value)
{
switch (value)
{
case eFloatOperator::fEqual:
return " == ";
case eFloatOperator::fNotEqual:
return " != ";
case eFloatOperator::fGreater:
return " > ";
case eFloatOperator::fLess:
return " < ";
default:
return " == ";
}
}
};