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- /****************************************************************************************
-
- Copyright (C) 2015 Autodesk, Inc.
- All rights reserved.
-
- Use of this software is subject to the terms of the Autodesk license agreement
- provided at the time of installation or download, or which otherwise accompanies
- this software in either electronic or hard copy form.
-
- ****************************************************************************************/
- //! \file fbxanimevalclassic.h
- #ifndef _FBXSDK_SCENE_ANIMATION_EVALUATOR_CLASSIC_H_
- #define _FBXSDK_SCENE_ANIMATION_EVALUATOR_CLASSIC_H_
- #include <fbxsdk/fbxsdk_def.h>
- #include <fbxsdk/core/fbxobject.h>
- #include <fbxsdk/scene/animation/fbxanimevaluator.h>
- #include <fbxsdk/scene/animation/fbxanimlayer.h>
- #include <fbxsdk/fbxsdk_nsbegin.h>
- /** An evaluator implementation that behaves like the original FBX SDK (2010 and previous) evaluation system.
- *
- * It works by implementing the abstract class FbxAnimEvaluator, which is used as the main interface for evaluators.
- * \note While this class can be instanced at any time, it is preferable to access the evaluator via the function
- * FbxScene::GetEvaluator(), which will automatically return the default evaluator used in the current FBX SDK.
- * This is very useful because it will allow the user to use the very same evaluator used by the FBX SDK internally.
- * \see FbxAnimEvaluator, FbxScene
- */
- class FBXSDK_DLL FbxAnimEvalClassic : public FbxAnimEvaluator
- {
- FBXSDK_OBJECT_DECLARE(FbxAnimEvalClassic, FbxAnimEvaluator);
-
- enum EBlendType {eSimple, eRotation, eScaling};
- /** Calculate values of properties LclTranslation, LclRotation, LclScaling of a node at the specified time
- * and update the mLT, mLR, mLT fields of the node's NodeEvalState.
- * \param pResult The NodeEvalState to update.
- * \param pNode The node to evaluate.
- * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation.
- * \param pStack The current animation stack used by the evaluator.
- * \remarks Values of properties LclTranslation, LclRotation, LclScaling will be updated to pResult->mLT, pResult->mLR, pResult->mLS.
- * The translation, rotation and scaling limits are taken into consideration.
- * Only LclTranslation, LclRotation and LclScaling are taken into accounts, no other transform, such as pivot, offset are calculated here.
- */
- void ComputeTRSLocal(FbxNodeEvalState* pResult, FbxNode* pNode, const FbxTime& pTime, FbxAnimStack* pStack);
-
- /** Calculate global transform of a node at the specified time and update the mGX field of the node's NodeEvalState.
- * \param pResult The NodeEvalState to update.
- * \param pNode The node to evaluate.
- * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation.
- * \param pStack The current animation stack used by the evaluator.
- * \param pPivotSet The pivot set to take into account.
- * \param pApplyTarget Applies the necessary transform to align into the target node
- * \remarks Calculated global transform will be updated to pResult->mGX.
- * ComputeGlobalTransform must be called after the call to ComputeTRSLocal, there is a dependency.
- * All transforms are taken into account, including:
- * Transform = Translation * RotationOffset* RotationPivot* PreRotation * LocalRotation* PostRotation * RotationPivotInverse* ScalingOffset* ScalingPivot* LocalScaling* ScalingPivotInverse
- * Also,the translation, rotation and scaling limits are taken into consideration.
- */
- void ComputeGlobalTransform(FbxNodeEvalState* pResult, FbxNode* pNode, const FbxTime& pTime, FbxAnimStack* pStack, FbxNode::EPivotSet pPivotSet, bool pApplyTarget);
-
- /** Calculate local transform of a node at the specified time and update the mLX field of the node's NodeEvalState.
- * \param pResult The NodeEvalState to update.
- * \param pNode The node to evaluate.
- * \param pTime The time used for evaluate. If FBXSDK_TIME_INFINITE is used, this returns the default value, without animation curves evaluation.
- * \param pStack The current animation stack used by the evaluator.
- * \param pPivotSet The pivot set to take into account.
- * \param pApplyTarget Applies the necessary transform to align into the target node
- * \remarks Calculated local transform will be updated to pResult->mLX.
- * ComputeLocalTransform must be called after the call to ComputeGlobalTransform, there is a dependency.
- * The local transform matrix is calculated in this way: ParentGlobal.Inverse() * Global, all transforms such as pre/post rotation are taken into consideration.
- * To get values of properties LclTranslation, LclRotaion and LclScaling at the specified time, please use ComputeTRSLocal.
- * Also,the translation, rotation and scaling limits are taken into consideration.
- */
- void ComputeLocalTransform(FbxNodeEvalState* pResult, FbxNode* pNode, const FbxTime& pTime, FbxAnimStack* pStack, FbxNode::EPivotSet pPivotSet, bool pApplyTarget);
-
- /** Check if the property has corresponding animation curve node on the specified animation layer.
- * \param pProperty The property to check.
- * \param pAnimLayer The animation layer to check on.
- * \return \c true if pProperty has corresponding animation curve node on pAnimLayer, \c false otherwise.
- */
- bool HasAnimationCurveNode(FbxProperty& pProperty, FbxAnimLayer* pAnimLayer);
- /** Calculate values of properties LclTranslation, LclRotation, LclScaling of a node at the specified time on certain animation layer.
- * \param pResult The NodeEvalState to update.
- * \param pNode The node to evaluate.
- * \param pLT To take the calculated value of LclTranslation.
- * \param pLR To take the calculated value of LclRotation.
- * \param pLS To take the calculated value of LclScaling.
- * \param pTime The time used for evaluate.
- * \param pLayer The current animation layer used to do the calculation.
- * \param pBlend if \c false, only animation on current layer will be taken into account, and pResult->mCurveNode will be updated accordingly.
- if \c true, the value on this animation layer will be blended with current value of pLT, pLR and pLS.
- * \remarks The usual usage of this function is to call it on the first animation layer with out blending, then call it repeatedly on other
- * animation layers with blending to get the blended value of pLT, pLR and pLS of all animation layers.
- */
- void ComputeTRSAnimationLayer(FbxNodeEvalState* pResult, FbxNode* pNode, FbxVector4& pLT, FbxVector4& pLR, FbxVector4& pLS, const FbxTime& pTime, FbxAnimLayer* pLayer, bool pBlend);
-
- /** Blend value of a property on certain animation layer to pResult.
- * \param pResult The blended value of the property.
- * \param pResultSize The elements number of the property value.
- * \param pProperty The property to be blended.
- * \param pEvalState An auxiliary parameter, the NodeEvalState to get rotation order for eRotation type blending.
- * \param pTime The time used for evaluate.
- * \param pLayer The current animation layer used to do the calculation.
- * \param pType There are three blend types, eSimple, eRotation, eScaling
- * \remarks The blended value will be kept in pResult.
- */
- void BlendPropertyEvalWithLayer(double* pResult, int pResultSize, FbxProperty& pProperty, FbxNodeEvalState* pEvalState, const FbxTime& pTime, FbxAnimLayer* pLayer, EBlendType pType);
-
- /** Blends two arrays of values in a simple weighted linear blending way.
- * \param pResult The first array of values to be blended.
- * \param pResultSize The number of elements of the first value to be blended.
- * \param pApply The second array of values to be blended.
- * \param pApplySize The number of elements of the second value to be blended.
- * \param pWeight The weight used to blend.
- * \param pBlendMode The blend mode to use.
- * \see BlendMode
- * \remarks The blended value will be kept in pResult.
- */
- void BlendSimple(double* pResult, int pResultSize, double* pApply, int pApplySize, double pWeight, FbxAnimLayer::EBlendMode pBlendMode);
-
- /** Blends two arrays of values representing rotations.
- * \param pResult The first array of values to be blended.
- * \param pResultSize The number of elements of the first value to be blended.
- * \param pApply The second array of values to be blended.
- * \param pApplySize The number of elements of the second value to be blended.
- * \param pWeight The weight used to blend.
- * \param pBlendMode The blend mode to use.
- * \param pRotAccuMode The rotation accumulation mode.
- * \param pRotationOrder The rotation order to be used for blending.
- * \remarks The blended value will be kept in pResult. And this blend should not be used with anything other than rotations.
- * \see BlendMode, RotationAccumulationMode
- */
- void BlendRotation(double* pResult, int pResultSize, double* pApply, int pApplySize, double pWeight, FbxAnimLayer::EBlendMode pBlendMode, FbxAnimLayer::ERotationAccumulationMode pRotAccuMode, int pRotationOrder);
-
- /** Blends two arrays of values representing scaling transforms.
- * \param pResult The first array of values to be blended.
- * \param pResultSize The number of elements of the first value to be blended.
- * \param pApply The second array of values to be blended.
- * \param pApplySize The number of elements of the second value to be blended.
- * \param pWeight The weight used to blend.
- * \param pBlendMode The blend mode to use.
- * \param pScaleAccuMode The scaling accumulation mode.
- * \remarks The blended value will be kept in pResult.And this blend should not be used with anything other than scaling transform.
- * \see BlendMode, ScaleAccumulationMode.
- */
- void BlendScaling(double* pResult, int pResultSize, double* pApply, int pApplySize, double pWeight, FbxAnimLayer::EBlendMode pBlendMode, FbxAnimLayer::EScaleAccumulationMode pScaleAccuMode);
- /*****************************************************************************************************************************
- ** WARNING! Anything beyond these lines is for internal use, may not be documented and is subject to change without notice! **
- *****************************************************************************************************************************/
- #ifndef DOXYGEN_SHOULD_SKIP_THIS
- protected:
- virtual void Construct(const FbxObject* pFrom);
- virtual void Destruct(bool pRecursive);
- virtual void EvaluateNodeTransform(FbxNodeEvalState* pResult, FbxNode* pNode, const FbxTime& pTime, FbxNode::EPivotSet pPivotSet, bool pApplyTarget);
- virtual void EvaluatePropertyValue(FbxPropertyEvalState* pResult, FbxProperty& pProperty, const FbxTime& pTime);
- private:
- double* mPropertyValues;
- int mPropertySize;
- double* mCurveNodeEvalValues;
- int mCurveNodeEvalSize;
- #endif /* !DOXYGEN_SHOULD_SKIP_THIS *****************************************************************************************/
- };
- #include <fbxsdk/fbxsdk_nsend.h>
- #endif /* _FBXSDK_SCENE_ANIMATION_EVALUATOR_CLASSIC_H_ */
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