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#pragma once
#include "Runtime/mecanim/defs.h"
#include "Runtime/mecanim/memory.h"
#include "Runtime/mecanim/types.h"
#include "Runtime/mecanim/bitset.h"
#include "Runtime/Math/Simd/xform.h"
#include "Runtime/mecanim/math/axes.h"
#include "Runtime/mecanim/math/collider.h"
#include "Runtime/mecanim/human/handle.h"
#include "Runtime/mecanim/human/hand.h"
#include "Runtime/Serialize/Blobification/offsetptr.h"
#include "Runtime/Serialize/TransferFunctions/SerializeTransfer.h"
#include "Runtime/Animation/MecanimArraySerialization.h"
namespace mecanim
{
namespace skeleton { struct Skeleton; struct SkeletonPose; }
namespace human
{
enum Bones
{
kHips = 0,
kLeftUpperLeg,
kRightUpperLeg,
kLeftLowerLeg,
kRightLowerLeg,
kLeftFoot,
kRightFoot,
kSpine,
kChest,
kNeck,
kHead,
kLeftShoulder,
kRightShoulder,
kLeftUpperArm,
kRightUpperArm,
kLeftLowerArm,
kRightLowerArm,
kLeftHand,
kRightHand,
kLeftToes,
kRightToes,
kLeftEye,
kRightEye,
kJaw,
kLastBone
};
enum BodyDoF
{
kSpineFrontBack = 0,
kSpineLeftRight,
kSpineRollLeftRight,
kChestFrontBack,
kChestLeftRight,
kChestRollLeftRight,
kLastBodyDoF
};
enum HeadDoF
{
kNeckFrontBack = 0,
kNeckLeftRight,
kNeckRollLeftRight,
kHeadFrontBack,
kHeadLeftRight,
kHeadRollLeftRight,
kLeftEyeDownUp,
kLeftEyeLeftRight,
kRightEyeDownUp,
kRightEyeLeftRight,
kJawDownUp,
kJawLeftRight,
kLastHeadDoF
};
enum LegDoF
{
kUpperLegFrontBack = 0,
kUpperLegInOut,
kUpperLegRollInOut,
kLegCloseOpen,
kLegRollInOut,
kFootCloseOpen,
kFootInOut,
kToesUpDown,
kLastLegDoF
};
enum ArmDoF
{
kShoulderDownUp = 0,
kShoulderFrontBack,
kArmDownUp,
kArmFrontBack,
kArmRollInOut,
kForeArmCloseOpen,
kForeArmRollInOut,
kHandDownUp,
kHandInOut,
kLastArmDoF
};
enum DoF
{
kBodyDoFStart = 0,
kHeadDoFStart = kBodyDoFStart + kLastBodyDoF,
kLeftLegDoFStart = kHeadDoFStart + kLastHeadDoF,
kRightLegDoFStart = kLeftLegDoFStart + kLastLegDoF,
kLeftArmDoFStart = kRightLegDoFStart + kLastLegDoF,
kRightArmDoFStart = kLeftArmDoFStart + kLastArmDoF,
kLastDoF = kRightArmDoFStart + kLastArmDoF
};
enum Goal
{
kLeftFootGoal,
kRightFootGoal,
kLeftHandGoal,
kRightHandGoal,
kLastGoal
};
struct GoalInfo
{
int32_t m_Index;
int32_t m_TopIndex;
int32_t m_MidIndex;
int32_t m_EndIndex;
};
const static GoalInfo s_HumanGoalInfo[kLastGoal] =
{
{ kLeftFoot, kLeftUpperLeg, kLeftLowerLeg, kLeftFoot },
{ kRightFoot, kRightUpperLeg, kRightLowerLeg, kRightFoot },
{ kLeftHand, kLeftUpperArm, kLeftLowerArm, kLeftHand },
{ kRightHand, kRightUpperArm, kRightLowerArm, kRightHand }
};
enum HumanPoseMaskInfo
{
kMaskRootIndex = 0,
kMaskDoFStartIndex = kMaskRootIndex + 1,
kMaskGoalStartIndex = kMaskDoFStartIndex + kLastDoF,
kMaskLeftHand = kMaskGoalStartIndex + kLastGoal,
kMaskRightHand = kMaskLeftHand + 1,
kLastMaskIndex = kMaskRightHand +1
};
typedef mecanim::bitset<kLastMaskIndex> HumanPoseMask;
bool MaskHasLegs(const HumanPoseMask& mask);
HumanPoseMask FullBodyMask();
struct Human
{
DEFINE_GET_TYPESTRING(Human)
Human();
math::xform m_RootX;
OffsetPtr<skeleton::Skeleton> m_Skeleton;
OffsetPtr<skeleton::SkeletonPose> m_SkeletonPose;
OffsetPtr<hand::Hand> m_LeftHand;
OffsetPtr<hand::Hand> m_RightHand;
uint32_t m_HandlesCount;
OffsetPtr<human::Handle> m_Handles;
uint32_t m_ColliderCount;
OffsetPtr<math::Collider> m_ColliderArray;
int32_t m_HumanBoneIndex[kLastBone];
float m_HumanBoneMass[kLastBone];
int32_t m_ColliderIndex[kLastBone];
float m_Scale;
float m_ArmTwist;
float m_ForeArmTwist;
float m_UpperLegTwist;
float m_LegTwist;
float m_ArmStretch;
float m_LegStretch;
float m_FeetSpacing;
bool m_HasLeftHand;
bool m_HasRightHand;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_RootX);
TRANSFER(m_Skeleton);
TRANSFER(m_SkeletonPose);
TRANSFER(m_LeftHand);
TRANSFER(m_RightHand);
TRANSFER_BLOB_ONLY(m_HandlesCount);
MANUAL_ARRAY_TRANSFER2(Handle, m_Handles, m_HandlesCount);
TRANSFER_BLOB_ONLY(m_ColliderCount);
MANUAL_ARRAY_TRANSFER2(math::Collider, m_ColliderArray, m_ColliderCount);
STATIC_ARRAY_TRANSFER(mecanim::int32_t, m_HumanBoneIndex, kLastBone);
STATIC_ARRAY_TRANSFER(float, m_HumanBoneMass, kLastBone);
STATIC_ARRAY_TRANSFER(mecanim::int32_t, m_ColliderIndex, kLastBone);
TRANSFER(m_Scale);
TRANSFER(m_ArmTwist);
TRANSFER(m_ForeArmTwist);
TRANSFER(m_UpperLegTwist);
TRANSFER(m_LegTwist);
TRANSFER(m_ArmStretch);
TRANSFER(m_LegStretch);
TRANSFER(m_FeetSpacing);
TRANSFER(m_HasLeftHand);
TRANSFER(m_HasRightHand);
transfer.Align();
}
};
struct HumanGoal
{
DEFINE_GET_TYPESTRING(HumanGoal)
HumanGoal() : m_WeightT(0.0f), m_WeightR(0.0f) {};
math::xform m_X;
float m_WeightT;
float m_WeightR;
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_X);
TRANSFER(m_WeightT);
TRANSFER(m_WeightR);
}
};
struct HumanPose
{
DEFINE_GET_TYPESTRING(HumanPose)
HumanPose();
math::xform m_RootX;
math::float4 m_LookAtPosition;
math::float4 m_LookAtWeight;
HumanGoal m_GoalArray[kLastGoal];
hand::HandPose m_LeftHandPose;
hand::HandPose m_RightHandPose;
float m_DoFArray[kLastDoF];
template<class TransferFunction>
inline void Transfer (TransferFunction& transfer)
{
TRANSFER(m_RootX);
TRANSFER(m_LookAtPosition);
TRANSFER(m_LookAtWeight);
STATIC_ARRAY_TRANSFER(HumanGoal, m_GoalArray, kLastGoal);
TRANSFER(m_LeftHandPose);
TRANSFER(m_RightHandPose);
STATIC_ARRAY_TRANSFER(float, m_DoFArray, kLastDoF);
}
};
int32_t MuscleFromBone(int32_t boneIndex, int32_t doFIndex);
int32_t BoneFromMuscle(int32_t doFIndex);
bool RequiredBone(uint32_t boneIndex);
const char* BoneName(uint32_t boneIndex);
const char* MuscleName(uint32_t boneIndex);
Human* CreateHuman(skeleton::Skeleton *skeleton,skeleton::SkeletonPose *skeletonPose, uint32_t handlesCount, uint32_t colliderCount, memory::Allocator& alloc);
void DestroyHuman(Human *human, memory::Allocator& alloc);
void HumanAdjustMass(Human *human);
void HumanSetupAxes(Human *human, skeleton::SkeletonPose const *skeletonPoseGlobal);
void HumanSetupCollider(Human *human, skeleton::SkeletonPose const *skeletonPoseGlobal);
void HumanCopyAxes(Human const *srcHuman, Human *human);
math::Axes GetAxes(Human const *human, int32_t boneIndex);
void GetMuscleRange(Human const *apHuman, int32_t aDoFIndex, float &aMin, float &aMax);
math::float4 AddAxis(Human const *human, int32_t index, math::float4 const &q);
math::float4 RemoveAxis(Human const *human, int32_t index, const math::float4 &q);
math::xform NormalizedHandleX(Human const *human, int32_t handleIndex);
math::float4 HumanComputeBoneMassCenter(Human const *human, skeleton::SkeletonPose const *skeletonPoseGlobal, int32_t boneIndex);
math::float4 HumanComputeMassCenter(Human const *human, skeleton::SkeletonPose const *skeletonPoseGlobal);
float HumanComputeMomentumOfInertia(Human const *human, skeleton::SkeletonPose const *skeletonPoseGlobal);
math::float4 HumanComputeOrientation(Human const* human,skeleton::SkeletonPose const* apPoseGlobal);
math::xform HumanComputeRootXform(Human const* human,skeleton::SkeletonPose const* apPoseGlobal);
float HumanGetFootHeight(Human const* human, bool left);
math::float4 HumanGetFootBottom(Human const* human, bool left);
math::xform HumanGetColliderXform(Human const* human, math::xform const& x, int32_t boneIndex);
math::xform HumanSubColliderXform(Human const* human, math::xform const& x, int32_t boneIndex);
math::float4 HumanGetGoalOrientationOffset(Goal goalIndex);
void HumanPoseClear(HumanPose& pose);
void HumanPoseCopy(HumanPose &pose,HumanPose const &poseA, bool doFOnly = false);
void HumanPoseCopy(HumanPose &pose,HumanPose const &poseA, HumanPoseMask const &humanPoseMask);
void HumanPoseAdd(HumanPose &pose,HumanPose const &poseA,HumanPose const &poseB);
void HumanPoseSub(HumanPose &pose,HumanPose const &poseA,HumanPose const &poseB);
void HumanPoseWeight(HumanPose &pose,HumanPose const &poseA, float weight);
void HumanPoseMirror(HumanPose &pose,HumanPose const &poseA);
void HumanPoseBlend(HumanPose &pose, HumanPose **poseArray, float *weightArray, uint32_t count);
void HumanPoseAddOverrideLayer(HumanPose &poseBase,HumanPose const &pose, float weight, HumanPoseMask const &humanPoseMask);
void HumanPoseAddAdditiveLayer(HumanPose &poseBase,HumanPose const &pose, float weight, HumanPoseMask const &humanPoseMask);
void RetargetFrom( Human const *human,
skeleton::SkeletonPose const *skeletonPose,
HumanPose *humanPose,
skeleton::SkeletonPose *skeletonPoseWsRef,
skeleton::SkeletonPose *skeletonPoseWsGbl,
skeleton::SkeletonPose *skeletonPoseWsLcl,
skeleton::SkeletonPose *skeletonPoseWsWs,
int32_t maxFixIter = 5);
void RetargetTo( Human const *human,
HumanPose const *humanPoseBase,
HumanPose const *humanPose,
const math::xform &x,
HumanPose *humanPoseOut,
skeleton::SkeletonPose *skeletonPose,
skeleton::SkeletonPose *skeletonPoseWs);
// apSkeletonPoseWorkspace must be set to global pose before calling
void FullBodySolve(Human const *human, HumanPose const *humanPose, skeleton::SkeletonPose *skeletonPose, skeleton::SkeletonPose *skeletonPoseWorkspaceA, skeleton::SkeletonPose *skeletonPoseWorkspaceB);
void TwistSolve(Human const *human, skeleton::SkeletonPose *skeletonPose, skeleton::SkeletonPose *skeletonPoseWorkspace);
float DeltaPoseQuality(HumanPose &deltaPose, float tolerance = 0.15f);
skeleton::SetupAxesInfo const& GetAxeInfo(uint32_t index);
}// namespace human
}
template<>
class SerializeTraits< mecanim::human::HumanPoseMask > : public SerializeTraitsBase< mecanim::human::HumanPoseMask >
{
public:
inline static const char* GetTypeString (value_type*) { return "HumanPoseMask"; }
inline static bool IsAnimationChannel () { return false; }
inline static bool MightContainPPtr () { return false; }
inline static bool AllowTransferOptimization () { return true; }
inline static bool IsContinousMemoryArray () { return true; }
typedef mecanim::human::HumanPoseMask value_type;
template<class TransferFunction> inline
static void Transfer (value_type& data, TransferFunction& transfer)
{
transfer.Transfer(data.word(0), "word0");
if(1<value_type::Words+1)
transfer.Transfer(data.word(1), "word1");
if(2<value_type::Words+1)
transfer.Transfer(data.word(2), "word2");
if(3<value_type::Words+1)
transfer.Transfer(data.word(3), "word3");
}
static void resource_image_assign_external (value_type& data, void* begin, void* end)
{
}
};
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