// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef PXR_USD_USD_SKEL_CACHE_H #define PXR_USD_USD_SKEL_CACHE_H /// \file usdSkel/cache.h #include "pxr/pxr.h" #include "pxr/usd/usdSkel/api.h" #include "pxr/usd/usd/prim.h" #include "pxr/usd/usdSkel/animQuery.h" #include "pxr/usd/usdSkel/binding.h" #include PXR_NAMESPACE_OPEN_SCOPE class UsdSkelRoot; class UsdSkelAnimation; class UsdSkelSkeleton; class UsdSkelSkeletonQuery; class UsdSkelSkinningQuery; TF_DECLARE_REF_PTRS(UsdSkelBinding); /// \class UsdSkelCache /// /// Thread-safe cache for accessing query objects for evaluating skeletal data. /// This provides caching of major structural components, such as skeletal /// topology. /// In a streaming context, this cache is intended to persist. class UsdSkelCache { public: USDSKEL_API UsdSkelCache(); USDSKEL_API void Clear(); /// Populate the cache for the skeletal data beneath prim \p root. USDSKEL_API bool Populate(const UsdSkelRoot& root); /// Get a skel query for computing properties of \p skel. /// This does not require Populate() to be called on the cache. USDSKEL_API UsdSkelSkeletonQuery GetSkelQuery(const UsdSkelSkeleton& skel) const; /// Get an anim query corresponding to \p anim. /// This does not require Populate() to be called on the cache. USDSKEL_API UsdSkelAnimQuery GetAnimQuery(const UsdSkelAnimation& anim) const; /// \overload /// \deprecated USDSKEL_API UsdSkelAnimQuery GetAnimQuery(const UsdPrim& prim) const; /// Get a skinning query at \p prim. Skinning queries are defined at any /// skinnable prims (I.e., boundable prims with fully defined joint /// influences). /// /// The caller must first Populate() the cache with the skel root containing /// \p prim in order for any skinning queries to be discoverabble. USDSKEL_API UsdSkelSkinningQuery GetSkinningQuery(const UsdPrim& prim) const; /// Compute the set of skeleton bindings beneath \p skelRoot. USDSKEL_API bool ComputeSkelBindings(const UsdSkelRoot& skelRoot, std::vector* bindings) const; /// Compute the bindings corresponding to a single skeleton, /// bound beneath \p skelRoot. USDSKEL_API bool ComputeSkelBinding(const UsdSkelRoot& skelRoot, const UsdSkelSkeleton& skel, UsdSkelBinding* binding) const; private: std::shared_ptr _impl; friend class UsdSkelAnimQuery; friend class UsdSkelSkeletonQuery; }; PXR_NAMESPACE_CLOSE_SCOPE #endif // USDSKEL_EVALCACHE_H