mirror of https://github.com/axmolengine/axmol.git
143 lines
4.2 KiB
C++
143 lines
4.2 KiB
C++
/****************************************************************************
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Copyright (c) 2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCMESHSKIN_H__
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#define __CCMESHSKIN_H__
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#include <unordered_map>
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#include "3d/CCBundle3DData.h"
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#include "3d/CCSkeleton3D.h"
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#include "base/ccMacros.h"
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#include "base/CCRef.h"
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#include "base/CCVector.h"
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#include "base/ccTypes.h"
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#include "math/CCMath.h"
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NS_CC_BEGIN
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class Bone3D;
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class Skeleton3D;
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/**
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* MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
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* And it is responsible for computing matrix palletes that used by skin mesh rendering.
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*/
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class CC_DLL MeshSkin: public Ref
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{
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public:
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/**create a new meshskin if do not want to share meshskin*/
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static MeshSkin* create(Skeleton3D* skeleton, const std::string& filename, const std::string& name);
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/**get total bone count, skin bone + node bone*/
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ssize_t getBoneCount() const;
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/**get bone*/
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Bone3D* getBoneByIndex(unsigned int index) const;
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Bone3D* getBoneByName(const std::string& id) const;
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/**get & set root bone*/
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Bone3D* getRootBone() const;
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void setRootBone(Bone3D* bone);
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/**get bone index*/
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int getBoneIndex(Bone3D* bone) const;
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/**compute matrix palette used by gpu skin*/
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Vec4* getMatrixPalette();
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/**getSkinBoneCount() * 3*/
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ssize_t getMatrixPaletteSize() const;
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/**refresh bone world matrix*/
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void updateBoneMatrix();
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CC_CONSTRUCTOR_ACCESS:
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MeshSkin();
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~MeshSkin();
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/**init from skin data*/
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bool initFromSkinData(const SkinData& skindata);
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/**remove all bones*/
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void removeAllBones();
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/**add skin bone*/
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void addSkinBone(Bone3D* bone);
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/**add Node bone*/
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void addNodeBone(Bone3D* bone);
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protected:
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Vector<Bone3D*> _skinBones; // bones with skin
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std::vector<Mat4> _invBindPoses; //inverse bind pose of bone
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Vector<Bone3D*> _nodeBones; //bones without skin, only used to compute transform of children
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Bone3D* _rootBone;
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Skeleton3D* _skeleton; //skeleton the skin refered
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// Pointer to the array of palette matrices.
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// This array is passed to the vertex shader as a uniform.
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// Each 4x3 row-wise matrix is represented as 3 Vec4's.
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// The number of Vec4's is (_skinBones.size() * 3).
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Vec4* _matrixPalette;
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};
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/**
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* MeshSkinData Cache
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*/
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class MeshSkinDataCache
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{
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public:
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/**get & destroy*/
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static MeshSkinDataCache* getInstance();
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static void destroyInstance();
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/**get mesh skin data from cache*/
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const SkinData* getMeshSkinData(const std::string& key) const;
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/**add mesh skin data to cache*/
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bool addMeshSkinData(const std::string& key, const SkinData& skinData);
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/**remove all mesh skin data*/
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void removeAllMeshSkinData();
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protected:
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MeshSkinDataCache();
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~MeshSkinDataCache();
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static MeshSkinDataCache* _cacheInstance; // instance
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std::unordered_map<std::string, SkinData> _skinDatas; //cached skindatas
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};
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NS_CC_END
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#endif // __CCSKIN_H__
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