mirror of https://github.com/axmolengine/axmol.git
278 lines
7.2 KiB
C++
278 lines
7.2 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2014 Chukong Technologies Inc.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#ifndef __CCMESHSKIN_H__
|
|
#define __CCMESHSKIN_H__
|
|
|
|
#include <unordered_map>
|
|
|
|
#include "3d/CCBundle3DData.h"
|
|
|
|
#include "base/ccMacros.h"
|
|
#include "base/CCRef.h"
|
|
#include "base/CCVector.h"
|
|
#include "base/ccTypes.h"
|
|
#include "math/CCMath.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
/**
|
|
* Defines a basic hierachial structure of transformation spaces.
|
|
*/
|
|
class Bone3D : public Ref
|
|
{
|
|
friend class MeshSkin;
|
|
public:
|
|
|
|
/**
|
|
* Returns the inverse bind pose matrix for this joint.
|
|
*
|
|
* @return Inverse bind pose matrix.
|
|
*/
|
|
const Mat4& getInverseBindPose();
|
|
|
|
/**update own world matrix and children's*/
|
|
void updateWorldMat();
|
|
|
|
/**get wrod matrix*/
|
|
const Mat4& getWorldMat();
|
|
|
|
/**get bone name*/
|
|
const std::string& getName() const { return _name; }
|
|
|
|
/**
|
|
* set animation value
|
|
* @param trans translate vec3
|
|
* @param rot rotation quaternion
|
|
* @param scale scale vec3
|
|
* @param tag, unique tag, only blend animation between different tags
|
|
* @param weight, blend weight
|
|
*/
|
|
void setAnimationValue(float* trans, float* rot, float* scale, void* tag = nullptr, float weight = 1.0f);
|
|
|
|
/**clear bone blend states*/
|
|
void clearBoneBlendState();
|
|
/**
|
|
* Creates C3DBone.
|
|
*/
|
|
static Bone3D* create(const std::string& id);
|
|
|
|
/**
|
|
* Sets the inverse bind pose matrix.
|
|
*
|
|
* @param m Mat4 representing the inverse bind pose for this Bone.
|
|
*/
|
|
void setInverseBindPose(const Mat4& m);
|
|
|
|
/**
|
|
* Sets the bone's original pose.
|
|
*
|
|
* @param m Mat4 representing the original pose for this Bone.
|
|
*/
|
|
void setOriPose(const Mat4& m);
|
|
|
|
/**
|
|
* reset pose to origin
|
|
*/
|
|
void resetPose();
|
|
|
|
/**
|
|
* Updates the joint matrix.
|
|
*
|
|
* @param matrixPalette The matrix palette to update.
|
|
*/
|
|
void updateJointMatrix(Vec4* matrixPalette);
|
|
|
|
/**bone tree, we do not inherit from Node, Node has too many properties that we do not need. A clean Node is needed.*/
|
|
Bone3D* getParentBone();
|
|
/**get child bone count*/
|
|
ssize_t getChildBoneCount() const;
|
|
/**get child bone by index*/
|
|
Bone3D* getChildBoneByIndex(int index);
|
|
/**add child bone*/
|
|
void addChildBone(Bone3D* bone);
|
|
/**remove child bone by index*/
|
|
void removeChildBoneByIndex(int index);
|
|
/**remove child bone*/
|
|
void removeChildBone(Bone3D* bone);
|
|
/**remove all child bone*/
|
|
void removeAllChildBone();
|
|
|
|
|
|
|
|
protected:
|
|
|
|
struct BoneBlendState
|
|
{
|
|
Vec3 localTranslate;
|
|
Quaternion localRot;
|
|
Vec3 localScale;
|
|
float weight;
|
|
void* tag; //
|
|
BoneBlendState()
|
|
: localTranslate(Vec3::ZERO)
|
|
, localRot(Quaternion::identity())
|
|
, localScale(Vec3::ONE)
|
|
, weight(1.f)
|
|
, tag(nullptr)
|
|
{
|
|
|
|
}
|
|
};
|
|
/**
|
|
* Constructor.
|
|
*/
|
|
Bone3D(const std::string& id);
|
|
|
|
/**
|
|
* Destructor.
|
|
*/
|
|
virtual ~Bone3D();
|
|
|
|
/**
|
|
* Update local matrix
|
|
*/
|
|
void updateLocalMat();
|
|
|
|
/**set world matrix dirty flag*/
|
|
void setWorldMatDirty(bool dirty = true);
|
|
|
|
std::string _name; // bone name
|
|
/**
|
|
* The Mat4 representation of the Joint's bind pose.
|
|
*/
|
|
Mat4 _invBindPose;
|
|
|
|
Mat4 _oriPose; //original bone pose
|
|
|
|
Bone3D* _parent; //parent bone
|
|
|
|
Vector<Bone3D*> _children;
|
|
|
|
bool _worldDirty;
|
|
Mat4 _world;
|
|
Mat4 _local;
|
|
|
|
std::vector<BoneBlendState> _blendStates;
|
|
|
|
};
|
|
|
|
/**
|
|
* MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
|
|
* And it is responsible for computing matrix palletes that used by skin mesh rendering.
|
|
*/
|
|
class MeshSkin: public Ref
|
|
{
|
|
public:
|
|
|
|
/**create a new meshskin if do not want to share meshskin*/
|
|
static MeshSkin* create(const std::string& filename, const std::string& name);
|
|
|
|
/**get total bone count, skin bone + node bone*/
|
|
ssize_t getBoneCount() const;
|
|
|
|
/**get bone*/
|
|
Bone3D* getBoneByIndex(unsigned int index) const;
|
|
Bone3D* getBoneByName(const std::string& id) const;
|
|
|
|
/**get & set root bone*/
|
|
Bone3D* getRootBone() const;
|
|
void setRootBone(Bone3D* bone);
|
|
|
|
/**get bone index*/
|
|
int getBoneIndex(Bone3D* bone) const;
|
|
|
|
/**compute matrix palette used by gpu skin*/
|
|
Vec4* getMatrixPalette();
|
|
|
|
/**getSkinBoneCount() * 3*/
|
|
ssize_t getMatrixPaletteSize() const;
|
|
|
|
/**refresh bone world matrix*/
|
|
void updateBoneMatrix();
|
|
|
|
CC_CONSTRUCTOR_ACCESS:
|
|
|
|
MeshSkin();
|
|
|
|
~MeshSkin();
|
|
|
|
/**init from skin data*/
|
|
bool initFromSkinData(const SkinData& skindata);
|
|
|
|
/**remove all bones*/
|
|
void removeAllBones();
|
|
|
|
/**add skin bone*/
|
|
void addSkinBone(Bone3D* bone);
|
|
|
|
/**add Node bone*/
|
|
void addNodeBone(Bone3D* bone);
|
|
|
|
protected:
|
|
|
|
Vector<Bone3D*> _skinBones; // bones with skin
|
|
Vector<Bone3D*> _nodeBones; //bones without skin, only used to compute transform of children
|
|
|
|
Bone3D* _rootBone;
|
|
|
|
// Pointer to the array of palette matrices.
|
|
// This array is passed to the vertex shader as a uniform.
|
|
// Each 4x3 row-wise matrix is represented as 3 Vec4's.
|
|
// The number of Vec4's is (_skinBones.size() * 3).
|
|
Vec4* _matrixPalette;
|
|
};
|
|
|
|
/**
|
|
* MeshSkinData Cache
|
|
*/
|
|
class MeshSkinDataCache
|
|
{
|
|
public:
|
|
/**get & destroy*/
|
|
static MeshSkinDataCache* getInstance();
|
|
static void destroyInstance();
|
|
|
|
/**get mesh skin data from cache*/
|
|
const SkinData* getMeshSkinData(const std::string& key) const;
|
|
|
|
/**add mesh skin data to cache*/
|
|
bool addMeshSkinData(const std::string& key, const SkinData& skinData);
|
|
|
|
/**remove all mesh skin data*/
|
|
void removeAllMeshSkinData();
|
|
|
|
protected:
|
|
MeshSkinDataCache();
|
|
~MeshSkinDataCache();
|
|
|
|
static MeshSkinDataCache* _cacheInstance; // instance
|
|
|
|
std::unordered_map<std::string, SkinData> _skinDatas; //cached skindatas
|
|
};
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __CCSKIN_H__
|