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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <engine/animation/animation-pose.hpp>
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#include <engine/animation/skeleton.hpp>
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#include <algorithm>
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#include <execution>
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animation_pose::animation_pose(const skeleton& skeleton):
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pose(skeleton),
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m_matrix_palette(skeleton.get_bone_count())
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{
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reset();
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}
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void animation_pose::update(bone_index_type first_index, std::size_t bone_count)
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{
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// Update absolute transforms
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pose::update(first_index, bone_count);
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// Get skeleton rest pose
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const auto& rest_pose = m_skeleton->get_rest_pose();
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// Update skinning matrix palette
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std::for_each
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(
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// std::execution::par_unseq,
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std::execution::seq,
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m_matrix_palette.begin() + first_index,
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m_matrix_palette.begin() + (first_index + bone_count),
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[&](auto& skinning_matrix)
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{
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const bone_index_type bone_index = static_cast<bone_index_type>(&skinning_matrix - m_matrix_palette.data());
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skinning_matrix = (m_absolute_transforms[bone_index] * rest_pose.get_inverse_absolute_transform(bone_index)).matrix();
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}
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);
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}
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void animation_pose::reset()
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{
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if (!m_skeleton)
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{
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return;
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}
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// Get skeleton rest pose
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const auto& rest_pose = m_skeleton->get_rest_pose();
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// Reset transforms and skinning matrix palette
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std::for_each
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(
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// std::execution::par_unseq,
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std::execution::seq,
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m_relative_transforms.begin(),
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m_relative_transforms.end(),
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[&](auto& relative_transform)
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{
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const bone_index_type bone_index = static_cast<bone_index_type>(&relative_transform - m_relative_transforms.data());
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relative_transform = rest_pose.get_relative_transform(bone_index);
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m_absolute_transforms[bone_index] = rest_pose.get_absolute_transform(bone_index);
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m_matrix_palette[bone_index] = bone_matrix_type::identity();
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}
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);
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}
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