// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics) // SPDX-FileCopyrightText: 2022 Jorrit Rouwe // SPDX-License-Identifier: MIT #pragma once #include #include JPH_NAMESPACE_BEGIN /// Class that is able to map a low detail (ragdoll) skeleton to a high detail (animation) skeleton and vice versa class JPH_EXPORT SkeletonMapper : public RefTarget { public: /// A joint that maps 1-on-1 to a joint in the other skeleton class Mapping { public: Mapping() = default; Mapping(int inJointIdx1, int inJointIdx2, Mat44Arg inJoint1To2) : mJointIdx1(inJointIdx1), mJointIdx2(inJointIdx2), mJoint1To2(inJoint1To2), mJoint2To1(inJoint1To2.Inversed()) { // Ensure bottom right element is 1 (numerical imprecision in the inverse can make this not so) mJoint2To1(3, 3) = 1.0f; } int mJointIdx1; ///< Index of joint from skeleton 1 int mJointIdx2; ///< Corresponding index of joint from skeleton 2 Mat44 mJoint1To2; ///< Transforms this joint from skeleton 1 to 2 Mat44 mJoint2To1; ///< Inverse of the transform above }; /// A joint chain that starts with a 1-on-1 mapped joint and ends with a 1-on-1 mapped joint with intermediate joints that cannot be mapped class Chain { public: Chain() = default; Chain(Array &&inJointIndices1, Array &&inJointIndices2) : mJointIndices1(std::move(inJointIndices1)), mJointIndices2(std::move(inJointIndices2)) { } Array mJointIndices1; ///< Joint chain from skeleton 1 Array mJointIndices2; ///< Corresponding joint chain from skeleton 2 }; /// Joints that could not be mapped from skeleton 1 to 2 class Unmapped { public: Unmapped() = default; Unmapped(int inJointIdx, int inParentJointIdx) : mJointIdx(inJointIdx), mParentJointIdx(inParentJointIdx) { } int mJointIdx; ///< Joint index of unmappable joint int mParentJointIdx; ///< Parent joint index of unmappable joint }; /// Joints that should have their translation locked (fixed) class Locked { public: int mJointIdx; ///< Joint index of joint with locked translation (in skeleton 2) int mParentJointIdx; ///< Parent joint index of joint with locked translation (in skeleton 2) Vec3 mTranslation; ///< Translation of neutral pose }; /// A function that is called to determine if a joint can be mapped from source to target skeleton using CanMapJoint = function; /// Default function that checks if the names of the joints are equal static bool sDefaultCanMapJoint(const Skeleton *inSkeleton1, int inIndex1, const Skeleton *inSkeleton2, int inIndex2) { return inSkeleton1->GetJoint(inIndex1).mName == inSkeleton2->GetJoint(inIndex2).mName; } /// Initialize the skeleton mapper. Skeleton 1 should be the (low detail) ragdoll skeleton and skeleton 2 the (high detail) animation skeleton. /// We assume that each joint in skeleton 1 can be mapped to a joint in skeleton 2 (if not mapping from animation skeleton to ragdoll skeleton will be undefined). /// Skeleton 2 should have the same hierarchy as skeleton 1 but can contain extra joints between those in skeleton 1 and it can have extra joints at the root and leaves of the skeleton. /// @param inSkeleton1 Source skeleton to map from. /// @param inNeutralPose1 Neutral pose of the source skeleton (model space) /// @param inSkeleton2 Target skeleton to map to. /// @param inNeutralPose2 Neutral pose of the target skeleton (model space), inNeutralPose1 and inNeutralPose2 must match as closely as possible, preferably the position of the mappable joints should be identical. /// @param inCanMapJoint Function that checks if joints in skeleton 1 and skeleton 2 are equal. void Initialize(const Skeleton *inSkeleton1, const Mat44 *inNeutralPose1, const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2, const CanMapJoint &inCanMapJoint = sDefaultCanMapJoint); /// This can be called so lock the translation of a specified set of joints in skeleton 2. /// Because constraints are never 100% rigid, there's always a little bit of stretch in the ragdoll when the ragdoll is under stress. /// Locking the translations of the pose will remove the visual stretch from the ragdoll but will introduce a difference between the /// physical simulation and the visual representation. /// @param inSkeleton2 Target skeleton to map to. /// @param inLockedTranslations An array of bools the size of inSkeleton2->GetJointCount(), for each joint indicating if the joint is locked. /// @param inNeutralPose2 Neutral pose to take reference translations from void LockTranslations(const Skeleton *inSkeleton2, const bool *inLockedTranslations, const Mat44 *inNeutralPose2); /// After Initialize(), this can be called to lock the translation of all joints in skeleton 2 below the first mapped joint to those of the neutral pose. /// Because constraints are never 100% rigid, there's always a little bit of stretch in the ragdoll when the ragdoll is under stress. /// Locking the translations of the pose will remove the visual stretch from the ragdoll but will introduce a difference between the /// physical simulation and the visual representation. /// @param inSkeleton2 Target skeleton to map to. /// @param inNeutralPose2 Neutral pose to take reference translations from void LockAllTranslations(const Skeleton *inSkeleton2, const Mat44 *inNeutralPose2); /// Map a pose. Joints that were directly mappable will be copied in model space from pose 1 to pose 2. Any joints that are only present in skeleton 2 /// will get their model space transform calculated through the local space transforms of pose 2. Joints that are part of a joint chain between two /// mapped joints will be reoriented towards the next joint in skeleton 1. This means that it is possible for unmapped joints to have some animation, /// but very extreme animation poses will show artifacts. /// @param inPose1ModelSpace Pose on skeleton 1 in model space /// @param inPose2LocalSpace Pose on skeleton 2 in local space (used for the joints that cannot be mapped) /// @param outPose2ModelSpace Model space pose on skeleton 2 (the output of the mapping) void Map(const Mat44 *inPose1ModelSpace, const Mat44 *inPose2LocalSpace, Mat44 *outPose2ModelSpace) const; /// Reverse map a pose, this will only use the mappings and not the chains (it assumes that all joints in skeleton 1 are mapped) /// @param inPose2ModelSpace Model space pose on skeleton 2 /// @param outPose1ModelSpace When the function returns this will contain the model space pose for skeleton 1 void MapReverse(const Mat44 *inPose2ModelSpace, Mat44 *outPose1ModelSpace) const; /// Search through the directly mapped joints (mMappings) and find inJoint1Idx, returns the corresponding Joint2Idx or -1 if not found. int GetMappedJointIdx(int inJoint1Idx) const; /// Search through the locked translations (mLockedTranslations) and find if joint inJoint2Idx is locked. bool IsJointTranslationLocked(int inJoint2Idx) const; using MappingVector = Array; using ChainVector = Array; using UnmappedVector = Array; using LockedVector = Array; ///@name Access to the mapped joints ///@{ const MappingVector & GetMappings() const { return mMappings; } MappingVector & GetMappings() { return mMappings; } const ChainVector & GetChains() const { return mChains; } ChainVector & GetChains() { return mChains; } const UnmappedVector & GetUnmapped() const { return mUnmapped; } UnmappedVector & GetUnmapped() { return mUnmapped; } const LockedVector & GetLockedTranslations() const { return mLockedTranslations; } LockedVector & GetLockedTranslations() { return mLockedTranslations; } ///@} private: /// Joint mappings MappingVector mMappings; ChainVector mChains; UnmappedVector mUnmapped; ///< Joint indices that could not be mapped from 1 to 2 (these are indices in 2) LockedVector mLockedTranslations; }; JPH_NAMESPACE_END