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#ifndef AVATARBUILDER_H
#define AVATARBUILDER_H
#include "Runtime/BaseClasses/NamedObject.h"
#include "Runtime/Math/Vector3.h"
#include "Runtime/Math/Quaternion.h"
#include "Runtime/mecanim/types.h"
#include "Runtime/Animation/MecanimUtility.h"
#include "Runtime/Serialize/SerializeTraits.h"
#include <vector>
namespace Unity { class GameObject; }
class Avatar;
class Transform;
namespace mecanim
{
namespace skeleton
{
struct SkeletonPose;
struct Skeleton;
}
namespace animation
{
struct AvatarConstant;
}
}
struct SkeletonBone
{
DEFINE_GET_TYPESTRING(SkeletonBone)
SkeletonBone()
:m_Position(Vector3f::zero),
m_Rotation(Quaternionf::identity()),
m_Scale(Vector3f::one),
m_TransformModified(false)
{
}
UnityStr m_Name;
Vector3f m_Position;
Quaternionf m_Rotation;
Vector3f m_Scale;
bool m_TransformModified;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_Name);
TRANSFER(m_Position);
TRANSFER(m_Rotation);
TRANSFER(m_Scale);
TRANSFER(m_TransformModified);
transfer.Align();
}
};
struct SkeletonBoneLimit
{
DEFINE_GET_TYPESTRING(SkeletonBoneLimit)
SkeletonBoneLimit()
:m_Min(Vector3f::zero),
m_Max(Vector3f::zero),
m_Value(Vector3f::zero),
m_Length(0.f),
m_Modified(false)
{
}
Vector3f m_Min;
Vector3f m_Max;
Vector3f m_Value;
float m_Length;
bool m_Modified;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_Min);
TRANSFER(m_Max);
TRANSFER(m_Value);
TRANSFER(m_Length);
TRANSFER(m_Modified);
transfer.Align();
}
};
struct HumanBone
{
DEFINE_GET_TYPESTRING(HumanBone)
HumanBone();
HumanBone(std::string const& humanName);
UnityStr m_BoneName;
UnityStr m_HumanName;
SkeletonBoneLimit m_Limit;
//Vector3f m_ColliderPosition;
//Quaternionf m_ColliderRotation;
//Vector3f m_ColliderScale;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_BoneName);
TRANSFER(m_HumanName);
TRANSFER(m_Limit);
//TRANSFER(m_ColliderPosition);
//TRANSFER(m_ColliderRotation);
//TRANSFER(m_ColliderScale);
}
};
class FindHumanBone
{
protected:
UnityStr mName;
public:
FindHumanBone(UnityStr const& name):mName(name){}
bool operator()(HumanBone const& bone){ return mName == bone.m_HumanName;}
};
class FindBoneName
{
protected:
UnityStr mName;
public:
FindBoneName(UnityStr const& name):mName(name){}
bool operator()(HumanBone const& bone){ return mName == bone.m_BoneName;}
};
typedef std::vector<HumanBone> HumanBoneList;
typedef std::vector<SkeletonBone> SkeletonBoneList;
struct HumanDescription
{
HumanBoneList m_Human;
SkeletonBoneList m_Skeleton;
float m_ArmTwist;
float m_ForeArmTwist;
float m_UpperLegTwist;
float m_LegTwist;
float m_ArmStretch;
float m_LegStretch;
float m_FeetSpacing;
UnityStr m_RootMotionBoneName;
void Reset()
{
m_Human.clear();
m_Skeleton.clear();
m_ArmTwist = 0.5f;
m_ForeArmTwist = 0.5f;
m_UpperLegTwist = 0.5f;
m_LegTwist = 0.5f;
m_ArmStretch = 0.05f;
m_LegStretch = 0.05f;
m_FeetSpacing = 0.0f;
m_RootMotionBoneName = "";
}
DEFINE_GET_TYPESTRING(HumanDescription)
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_Human);
TRANSFER(m_Skeleton);
TRANSFER(m_ArmTwist);
TRANSFER(m_ForeArmTwist);
TRANSFER(m_UpperLegTwist);
TRANSFER(m_LegTwist);
TRANSFER(m_ArmStretch);
TRANSFER(m_LegStretch);
TRANSFER(m_FeetSpacing);
TRANSFER(m_RootMotionBoneName);
}
};
// The type of Avatar to create
enum AvatarType
{
kGeneric = 2,
kHumanoid = 3
};
class AvatarBuilder
{
public:
struct Options
{
Options():avatarType(kGeneric), readTransform(false), useMask(false){}
AvatarType avatarType;
bool readTransform;
bool useMask;
};
struct NamedTransform
{
UnityStr name;
UnityStr path;
Transform* transform;
};
typedef std::vector<NamedTransform> NamedTransforms;
// readTransform is mainly used by importer. It does read the Default pose from the first frame pose found in the file.
// useMask is mainly used for API call, when suer want to select only a sub part of a hierarchy.
static std::string BuildAvatar(Avatar& avatar, const Unity::GameObject& go, bool doOptimizeTransformHierarchy, const HumanDescription& humanDescription, Options options = Options() );
static bool IsValidHuman(HumanDescription const& humanDescription, NamedTransforms const& namedTransform, std::string& error);
static bool IsValidHumanDescription(HumanDescription const& humanDescription, std::string& error);
static std::string GenerateAvatarMap(Unity::GameObject const& go, NamedTransforms& namedTransform, const HumanDescription& humanDescription, bool doOptimizeTransformHierarchy, AvatarType avatarType, bool useMask = false);
static void GetAllChildren(Transform& node, NamedTransforms& transforms, std::vector<UnityStr> const& mask = std::vector<UnityStr>() );
static void GetAllParent(Transform& node, NamedTransforms& transforms, std::vector<UnityStr> const& mask = std::vector<UnityStr>(), bool includeSelf = false );
static void ReadFromLocalTransformToSkeletonPose(mecanim::skeleton::SkeletonPose* pose, NamedTransforms const& namedTransform);
static bool TPoseMatch(mecanim::animation::AvatarConstant const& avatar, NamedTransforms const& namedTransform, std::string& warning);
protected:
static void GetAllChildren (Transform& node, UnityStr& path, NamedTransforms& transforms, std::vector<UnityStr> const& mask);
static void GetAllParent(Transform& root, Transform& node, NamedTransforms& transforms, std::vector<UnityStr> const& mask = std::vector<UnityStr>(), bool includeSelf = false );
static Transform* GetTransform(int id, HumanDescription const& humanDescription, NamedTransforms const& namedTransform, std::vector<string> const& boneName);
static Transform* GetHipsNode(const HumanDescription& humanDescription, NamedTransforms const& transforms);
static Transform* GetRootMotionNode(const HumanDescription& humanDescription, NamedTransforms const& transforms);
static bool RemoveAllNoneHumanLeaf(NamedTransforms& namedTransform, HumanDescription const& humanDescription);
};
#endif
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