godot-module-template/engine/thirdparty/jolt_physics/Jolt/Skeleton/SkeletonMapper.h

146 lines
8.2 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2022 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/Reference.h>
#include <Jolt/Skeleton/Skeleton.h>
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<SkeletonMapper>
{
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<int> &&inJointIndices1, Array<int> &&inJointIndices2) : mJointIndices1(std::move(inJointIndices1)), mJointIndices2(std::move(inJointIndices2)) { }
Array<int> mJointIndices1; ///< Joint chain from skeleton 1
Array<int> 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<bool (const Skeleton *, int, const Skeleton *, int)>;
/// 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<Mapping>;
using ChainVector = Array<Chain>;
using UnmappedVector = Array<Unmapped>;
using LockedVector = Array<Locked>;
///@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