/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __AnimationTrack_H__ #define __AnimationTrack_H__ #include "OgrePrerequisites.h" #include "OgreSimpleSpline.h" #include "OgreRotationalSpline.h" #include "OgreKeyFrame.h" #include "OgreAnimable.h" #include "OgrePose.h" namespace Ogre { /** Time index object used to search keyframe at the given position. */ class _OgreExport TimeIndex { protected: /** The time position (in relation to the whole animation sequence) */ Real mTimePos; /** The global keyframe index (in relation to the whole animation sequence) that used to convert to local keyframe index, or INVALID_KEY_INDEX which means global keyframe index unavailable, and then slight slow method will used to search local keyframe index. */ uint mKeyIndex; /** Indicate it's an invalid global keyframe index. */ static const uint INVALID_KEY_INDEX = (uint)-1; public: /** Construct time index object by the given time position. */ TimeIndex(Real timePos) : mTimePos(timePos) , mKeyIndex(INVALID_KEY_INDEX) { } /** Construct time index object by the given time position and global keyframe index. @note In normally, you don't need to use this constructor directly, use Animation::_getTimeIndex instead. */ TimeIndex(Real timePos, uint keyIndex) : mTimePos(timePos) , mKeyIndex(keyIndex) { } bool hasKeyIndex(void) const { return mKeyIndex != INVALID_KEY_INDEX; } Real getTimePos(void) const { return mTimePos; } uint getKeyIndex(void) const { return mKeyIndex; } }; /** A 'track' in an animation sequence, ie a sequence of keyframes which affect a certain type of animable object. @remarks This class is intended as a base for more complete classes which will actually animate specific types of object, e.g. a bone in a skeleton to affect skeletal animation. An animation will likely include multiple tracks each of which can be made up of many KeyFrame instances. Note that the use of tracks allows each animable object to have it's own number of keyframes, i.e. you do not have to have the maximum number of keyframes for all animable objects just to cope with the most animated one. @remarks Since the most common animable object is a Node, there are options in this class for associating the track with a Node which will receive keyframe updates automatically when the 'apply' method is called. @remarks By default rotation is done using shortest-path algorithm. It is possible to change this behaviour using setUseShortestRotationPath() method. */ class _OgreExport AnimationTrack { public: /// Constructor AnimationTrack(Animation* parent, unsigned short handle); virtual ~AnimationTrack(); /** Get the handle associated with this track. */ unsigned short getHandle(void) const { return mHandle; } /** Returns the number of keyframes in this animation. */ virtual unsigned short getNumKeyFrames(void) const; /** Returns the KeyFrame at the specified index. */ virtual KeyFrame* getKeyFrame(unsigned short index) const; /** Gets the 2 KeyFrame objects which are active at the time given, and the blend value between them. @remarks At any point in time in an animation, there are either 1 or 2 keyframes which are 'active', 1 if the time index is exactly on a keyframe, 2 at all other times i.e. the keyframe before and the keyframe after. @par This method returns those keyframes given a time index, and also returns a parametric value indicating the value of 't' representing where the time index falls between them. E.g. if it returns 0, the time index is exactly on keyFrame1, if it returns 0.5 it is half way between keyFrame1 and keyFrame2 etc. @param timeIndex The time index. @param keyFrame1 Pointer to a KeyFrame pointer which will receive the pointer to the keyframe just before or at this time index. @param keyFrame2 Pointer to a KeyFrame pointer which will receive the pointer to the keyframe just after this time index. @param firstKeyIndex Pointer to an unsigned short which, if supplied, will receive the index of the 'from' keyframe incase the caller needs it. @returns Parametric value indicating how far along the gap between the 2 keyframes the timeIndex value is, e.g. 0.0 for exactly at 1, 0.25 for a quarter etc. By definition the range of this value is: 0.0 <= returnValue < 1.0 . */ virtual Real getKeyFramesAtTime(const TimeIndex& timeIndex, KeyFrame** keyFrame1, KeyFrame** keyFrame2, unsigned short* firstKeyIndex = 0) const; /** Creates a new KeyFrame and adds it to this animation at the given time index. @remarks It is better to create KeyFrames in time order. Creating them out of order can result in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created for you, so you don't need to create this one, just access it using getKeyFrame(0); @note this method will always create a keyframe even if the track already has a keyframe at the given time position. @param timePos The time from which this KeyFrame will apply. */ virtual KeyFrame* createKeyFrame(Real timePos); /** Removes a KeyFrame by it's index. */ virtual void removeKeyFrame(unsigned short index); /** Removes all the KeyFrames from this track. */ virtual void removeAllKeyFrames(void); /** Gets a KeyFrame object which contains the interpolated transforms at the time index specified. @remarks The KeyFrame objects held by this class are transformation snapshots at discrete points in time. Normally however, you want to interpolate between these keyframes to produce smooth movement, and this method allows you to do this easily. In animation terminology this is called 'tweening'. @param timeIndex The time (in relation to the whole animation sequence) @param kf Keyframe object to store results */ virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const = 0; /** Applies an animation track to the designated target. @param timeIndex The time position in the animation to apply. @param weight The influence to give to this track, 1.0 for full influence, less to blend with other animations. @param scale The scale to apply to translations and scalings, useful for adapting an animation to a different size target. */ virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f) = 0; /** Internal method used to tell the track that keyframe data has been changed, which may cause it to rebuild some internal data. */ virtual void _keyFrameDataChanged(void) const {} /** Method to determine if this track has any KeyFrames which are doing anything useful - can be used to determine if this track can be optimised out. */ virtual bool hasNonZeroKeyFrames(void) const { return true; } /** Optimise the current track by removing any duplicate keyframes. */ virtual void optimise(void) {} /** Internal method to collect keyframe times, in unique, ordered format. */ virtual void _collectKeyFrameTimes(std::vector& keyFrameTimes); /** Internal method to build keyframe time index map to translate global lower bound index to local lower bound index. */ virtual void _buildKeyFrameIndexMap(const std::vector& keyFrameTimes); protected: typedef std::vector KeyFrameList; KeyFrameList mKeyFrames; Animation* mParent; unsigned short mHandle; /// Map used to translate global keyframe time lower bound index to local lower bound index typedef std::vector KeyFrameIndexMap; KeyFrameIndexMap mKeyFrameIndexMap; /// Create a keyframe implementation - must be overridden virtual KeyFrame* createKeyFrameImpl(Real time) = 0; /// Internal method for clone implementation virtual void populateClone(AnimationTrack* clone) const; }; /** Specialised AnimationTrack for dealing with generic animable values. */ class _OgreExport NumericAnimationTrack : public AnimationTrack { public: /// Constructor NumericAnimationTrack(Animation* parent, unsigned short handle); /// Constructor, associates with an AnimableValue NumericAnimationTrack(Animation* parent, unsigned short handle, AnimableValuePtr& target); /** Creates a new KeyFrame and adds it to this animation at the given time index. @remarks It is better to create KeyFrames in time order. Creating them out of order can result in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created for you, so you don't need to create this one, just access it using getKeyFrame(0); @param timePos The time from which this KeyFrame will apply. */ virtual NumericKeyFrame* createNumericKeyFrame(Real timePos); /// @copydoc AnimationTrack::getInterpolatedKeyFrame virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; /// @copydoc AnimationTrack::apply virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); /** Applies an animation track to a given animable value. @param anim The AnimableValue to which to apply the animation @param timeIndex The time position in the animation to apply. @param weight The influence to give to this track, 1.0 for full influence, less to blend with other animations. @param scale The scale to apply to translations and scalings, useful for adapting an animation to a different size target. */ void applyToAnimable(const AnimableValuePtr& anim, const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); /** Returns a pointer to the associated animable object (if any). */ virtual const AnimableValuePtr& getAssociatedAnimable(void) const; /** Sets the associated animable object which will be automatically affected by calls to 'apply'. */ virtual void setAssociatedAnimable(const AnimableValuePtr& val); /** Returns the KeyFrame at the specified index. */ NumericKeyFrame* getNumericKeyFrame(unsigned short index) const; /** Clone this track (internal use only) */ NumericAnimationTrack* _clone(Animation* newParent) const; protected: /// Target to animate AnimableValuePtr mTargetAnim; /// @copydoc AnimationTrack::createKeyFrameImpl KeyFrame* createKeyFrameImpl(Real time); }; /** Specialised AnimationTrack for dealing with node transforms. */ class _OgreExport NodeAnimationTrack : public AnimationTrack { public: /// Constructor NodeAnimationTrack(Animation* parent, unsigned short handle); /// Constructor, associates with a Node NodeAnimationTrack(Animation* parent, unsigned short handle, Node* targetNode); /// Destructor virtual ~NodeAnimationTrack(); /** Creates a new KeyFrame and adds it to this animation at the given time index. @remarks It is better to create KeyFrames in time order. Creating them out of order can result in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created for you, so you don't need to create this one, just access it using getKeyFrame(0); @param timePos The time from which this KeyFrame will apply. */ virtual TransformKeyFrame* createNodeKeyFrame(Real timePos); /** Returns a pointer to the associated Node object (if any). */ virtual Node* getAssociatedNode(void) const; /** Sets the associated Node object which will be automatically affected by calls to 'apply'. */ virtual void setAssociatedNode(Node* node); /** As the 'apply' method but applies to a specified Node instead of associated node. */ virtual void applyToNode(Node* node, const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); /** Sets the method of rotation calculation */ virtual void setUseShortestRotationPath(bool useShortestPath); /** Gets the method of rotation calculation */ virtual bool getUseShortestRotationPath() const; /// @copydoc AnimationTrack::getInterpolatedKeyFrame virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const; /// @copydoc AnimationTrack::apply virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); /// @copydoc AnimationTrack::_keyFrameDataChanged void _keyFrameDataChanged(void) const; /** Returns the KeyFrame at the specified index. */ virtual TransformKeyFrame* getNodeKeyFrame(unsigned short index) const; /** Method to determine if this track has any KeyFrames which are doing anything useful - can be used to determine if this track can be optimised out. */ virtual bool hasNonZeroKeyFrames(void) const; /** Optimise the current track by removing any duplicate keyframes. */ virtual void optimise(void); /** Clone this track (internal use only) */ NodeAnimationTrack* _clone(Animation* newParent) const; protected: /// Specialised keyframe creation KeyFrame* createKeyFrameImpl(Real time); // Flag indicating we need to rebuild the splines next time virtual void buildInterpolationSplines(void) const; // Struct for store splines, allocate on demand for better memory footprint struct Splines { SimpleSpline positionSpline; SimpleSpline scaleSpline; RotationalSpline rotationSpline; }; Node* mTargetNode; // Prebuilt splines, must be mutable since lazy-update in const method mutable Splines* mSplines; mutable bool mSplineBuildNeeded; /// Defines if rotation is done using shortest path mutable bool mUseShortestRotationPath ; }; /** Type of vertex animation. Vertex animation comes in 2 types, morph and pose. The reason for the 2 types is that we have 2 different potential goals - to encapsulate a complete, flowing morph animation with multiple keyframes (a typical animation, but implemented by having snapshots of the vertex data at each keyframe), or to represent a single pose change, for example a facial expression. Whilst both could in fact be implemented using the same system, we choose to separate them since the requirements and limitations of each are quite different. @par Morph animation is a simple approach where we have a whole series of snapshots of vertex data which must be interpolated, e.g. a running animation implemented as morph targets. Because this is based on simple snapshots, it's quite fast to use when animating an entire mesh because it's a simple linear change between keyframes. However, this simplistic approach does not support blending between multiple morph animations. If you need animation blending, you are advised to use skeletal animation for full-mesh animation, and pose animation for animation of subsets of meshes or where skeletal animation doesn't fit - for example facial animation. For animating in a vertex shader, morph animation is quite simple and just requires the 2 vertex buffers (one the original position buffer) of absolute position data, and an interpolation factor. Each track in a morph animation refrences a unique set of vertex data. @par Pose animation is more complex. Like morph animation each track references a single unique set of vertex data, but unlike morph animation, each keyframe references 1 or more 'poses', each with an influence level. A pose is a series of offsets to the base vertex data, and may be sparse - ie it may not reference every vertex. Because they're offsets, they can be blended - both within a track and between animations. This set of features is very well suited to facial animation. @par For example, let's say you modelled a face (one set of vertex data), and defined a set of poses which represented the various phonetic positions of the face. You could then define an animation called 'SayHello', containing a single track which referenced the face vertex data, and which included a series of keyframes, each of which referenced one or more of the facial positions at different influence levels - the combination of which over time made the face form the shapes required to say the word 'hello'. Since the poses are only stored once, but can be referenced may times in many animations, this is a very powerful way to build up a speech system. @par The downside of pose animation is that it can be more difficult to set up. Also, since it uses more buffers (one for the base data, and one for each active pose), if you're animating in hardware using vertex shaders you need to keep an eye on how many poses you're blending at once. You define a maximum supported number in your vertex program definition, see the includes_pose_animation material script entry. @par So, by partitioning the vertex animation approaches into 2, we keep the simple morph technique easy to use, whilst still allowing all the powerful techniques to be used. Note that morph animation cannot be blended with other types of vertex animation (pose animation or other morph animation); pose animation can be blended with other pose animation though, and both types can be combined with skeletal animation. Also note that all morph animation can be expressed as pose animation, but not vice versa. */ enum VertexAnimationType { /// No animation VAT_NONE = 0, /// Morph animation is made up of many interpolated snapshot keyframes VAT_MORPH = 1, /// Pose animation is made up of a single delta pose keyframe VAT_POSE = 2 }; /** Specialised AnimationTrack for dealing with changing vertex position information. @see VertexAnimationType */ class _OgreExport VertexAnimationTrack : public AnimationTrack { public: /** The target animation mode */ enum TargetMode { /// Interpolate vertex positions in software TM_SOFTWARE, /** Bind keyframe 1 to position, and keyframe 2 to a texture coordinate for interpolation in hardware */ TM_HARDWARE }; /// Constructor VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType); /// Constructor, associates with target VertexData and temp buffer (for software) VertexAnimationTrack(Animation* parent, unsigned short handle, VertexAnimationType animType, VertexData* targetData, TargetMode target = TM_SOFTWARE); /** Get the type of vertex animation we're performing. */ VertexAnimationType getAnimationType(void) const { return mAnimationType; } /** Creates a new morph KeyFrame and adds it to this animation at the given time index. @remarks It is better to create KeyFrames in time order. Creating them out of order can result in expensive reordering processing. Note that a KeyFrame at time index 0.0 is always created for you, so you don't need to create this one, just access it using getKeyFrame(0); @param timePos The time from which this KeyFrame will apply. */ virtual VertexMorphKeyFrame* createVertexMorphKeyFrame(Real timePos); /** Creates the single pose KeyFrame and adds it to this animation. */ virtual VertexPoseKeyFrame* createVertexPoseKeyFrame(Real timePos); /** This method in fact does nothing, since interpolation is not performed inside the keyframes for this type of track. */ virtual void getInterpolatedKeyFrame(const TimeIndex& timeIndex, KeyFrame* kf) const {} /// @copydoc AnimationTrack::apply virtual void apply(const TimeIndex& timeIndex, Real weight = 1.0, Real scale = 1.0f); /** As the 'apply' method but applies to specified VertexData instead of associated data. */ virtual void applyToVertexData(VertexData* data, const TimeIndex& timeIndex, Real weight = 1.0, const PoseList* poseList = 0); /** Returns the morph KeyFrame at the specified index. */ VertexMorphKeyFrame* getVertexMorphKeyFrame(unsigned short index) const; /** Returns the pose KeyFrame at the specified index. */ VertexPoseKeyFrame* getVertexPoseKeyFrame(unsigned short index) const; /** Sets the associated VertexData which this track will update. */ void setAssociatedVertexData(VertexData* data) { mTargetVertexData = data; } /** Gets the associated VertexData which this track will update. */ VertexData* getAssociatedVertexData(void) const { return mTargetVertexData; } /// Set the target mode void setTargetMode(TargetMode m) { mTargetMode = m; } /// Get the target mode TargetMode getTargetMode(void) const { return mTargetMode; } /** Method to determine if this track has any KeyFrames which are doing anything useful - can be used to determine if this track can be optimised out. */ virtual bool hasNonZeroKeyFrames(void) const; /** Optimise the current track by removing any duplicate keyframes. */ virtual void optimise(void); /** Clone this track (internal use only) */ VertexAnimationTrack* _clone(Animation* newParent) const; protected: /// Animation type VertexAnimationType mAnimationType; /// Target to animate VertexData* mTargetVertexData; /// Mode to apply TargetMode mTargetMode; /// @copydoc AnimationTrack::createKeyFrameImpl KeyFrame* createKeyFrameImpl(Real time); /// Utility method for applying pose animation void applyPoseToVertexData(const Pose* pose, VertexData* data, Real influence); }; } #endif