mirror of https://github.com/axmolengine/axmol.git
271 lines
6.9 KiB
C++
271 lines
6.9 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 __CCSKELETON3D_H__
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#define __CCSKELETON3D_H__
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#include <unordered_map>
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#include "3d/CCBundle3DData.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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/**
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* Defines a basic hierachial structure of transformation spaces.
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*/
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class CC_DLL Bone3D : public Ref
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{
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friend class Skeleton3D;
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friend class MeshSkin;
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public:
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/**
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* Returns the inverse bind pose matrix for this joint.
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*
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* @return Inverse bind pose matrix.
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*/
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const Mat4& getInverseBindPose();
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/**update own world matrix and children's*/
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void updateWorldMat();
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/**get wrod matrix*/
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const Mat4& getWorldMat();
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/**get bone name*/
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const std::string& getName() const { return _name; }
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/**
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* set animation value
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* @param trans translate vec3
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* @param rot rotation quaternion
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* @param scale scale vec3
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* @param tag, unique tag, only blend animation between different tags
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* @param weight, blend weight
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*/
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void setAnimationValue(float* trans, float* rot, float* scale, void* tag = nullptr, float weight = 1.0f);
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/**clear bone blend states*/
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void clearBoneBlendState();
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/**
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* Creates C3DBone.
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*/
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static Bone3D* create(const std::string& id);
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/**
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* Sets the inverse bind pose matrix.
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*
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* @param m Mat4 representing the inverse bind pose for this Bone.
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*/
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void setInverseBindPose(const Mat4& m);
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/**
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* Sets the bone's original pose.
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*
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* @param m Mat4 representing the original pose for this Bone.
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*/
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void setOriPose(const Mat4& m);
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/**
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* reset pose to origin
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*/
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void resetPose();
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/**
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* Updates the joint matrix.
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*
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* @param matrixPalette The matrix palette to update.
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*/
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void updateJointMatrix(Vec4* matrixPalette);
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/**bone tree, we do not inherit from Node, Node has too many properties that we do not need. A clean Node is needed.*/
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Bone3D* getParentBone();
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/**get child bone count*/
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ssize_t getChildBoneCount() const;
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/**get child bone by index*/
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Bone3D* getChildBoneByIndex(int index) const;
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/**add child bone*/
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void addChildBone(Bone3D* bone);
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/**remove child bone by index*/
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void removeChildBoneByIndex(int index);
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/**remove child bone*/
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void removeChildBone(Bone3D* bone);
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/**remove all child bone*/
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void removeAllChildBone();
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protected:
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struct BoneBlendState
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{
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Vec3 localTranslate;
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Quaternion localRot;
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Vec3 localScale;
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float weight;
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void* tag; //
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BoneBlendState()
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: localTranslate(Vec3::ZERO)
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, localRot(Quaternion::identity())
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, localScale(Vec3::ONE)
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, weight(1.f)
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, tag(nullptr)
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{
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}
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};
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/**
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* Constructor.
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*/
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Bone3D(const std::string& id);
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/**
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* Destructor.
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*/
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virtual ~Bone3D();
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/**
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* Update local matrix
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*/
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void updateLocalMat();
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/**set world matrix dirty flag*/
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void setWorldMatDirty(bool dirty = true);
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std::string _name; // bone name
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/**
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* The Mat4 representation of the Joint's bind pose.
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*/
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Mat4 _invBindPose;
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Mat4 _oriPose; //original bone pose
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Bone3D* _parent; //parent bone
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Vector<Bone3D*> _children;
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bool _worldDirty;
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Mat4 _world;
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Mat4 _local;
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std::vector<BoneBlendState> _blendStates;
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};
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/**
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* Skeleton
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*
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*/
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class CC_DLL Skeleton3D: 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 Skeleton3D*/
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static Skeleton3D* create(const std::string& filename, const std::string& name);
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static Skeleton3D* create(const std::vector<NodeData*>& skeletondata);
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/**get total bone count*/
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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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ssize_t getRootCount() const;
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Bone3D* getRootBone(int index) const;
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/**get bone index*/
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int getBoneIndex(Bone3D* bone) 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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Skeleton3D();
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~Skeleton3D();
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/**init from skeleton data*/
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bool initFromSkeletonData(const Skeleton3DData& skeletondata);
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/**remove all bones*/
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void removeAllBones();
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/**add bone*/
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void addBone(Bone3D* bone);
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/** create Bone3D from NodeData */
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static Bone3D* createBone3D(const NodeData& nodedata);
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protected:
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Vector<Bone3D*> _bones; // bones
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Bone3D* _rootBone;
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Vector<Bone3D*> _rootBones;
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};
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/**
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* Skeleton3DData Cache
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*/
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class Skeleton3DDataCache
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{
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public:
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/**get & destroy*/
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static Skeleton3DDataCache* getInstance();
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static void destroyInstance();
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/**get mesh skin data from cache*/
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const Skeleton3DData* getSkeletonData(const std::string& key) const;
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/**add skeleton data to cache*/
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bool addSkeletonData(const std::string& key, const Skeleton3DData& skeletonData);
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/**remove all skeleton data*/
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void removeAllSkeletonData();
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CC_CONSTRUCTOR_ACCESS:
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Skeleton3DDataCache();
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~Skeleton3DDataCache();
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static Skeleton3DDataCache* _cacheInstance; // instance
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std::unordered_map<std::string, Skeleton3DData> _skeletonDatas; //cached skeleton datas
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};
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NS_CC_END
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#endif // __CCSKELETON3D_H__
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