mirror of https://github.com/axmolengine/axmol.git
241 lines
6.2 KiB
C++
241 lines
6.2 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 "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 Bone : public Ref
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{
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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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bool needUpdateWorldMat() const;
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//update own world matrix and children's
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void updateWorldMat();
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const Mat4& getWorldMat();
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const std::string& getName() const { return _name; }
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/**
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* Set AnimationValue. set to its transform
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*/
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void setAnimationValueTranslation(float* value);
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void setAnimationValueRotation(float* value);
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void setAnimationValueScale(float* value);
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/**
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* Creates C3DBone.
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*/
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static Bone* 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 C3DMatrix 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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* Updates the joint matrix.
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*
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* @param bindShape The bind shape matrix.
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* @param matrixPalette The matrix palette to update.
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*/
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void updateJointMatrix(const Mat4& bindShape, 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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Bone* getParentBone();
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int getChildBoneCount() const;
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Bone* getChildBoneByIndex(int index);
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void addChildBone(Bone* bone);
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void removeChildBoneByIndex(int index);
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void removeChildBone(Bone* bone);
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void removeAllChildBone();
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protected:
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enum DirtyFlag
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{
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Dirty_Translate = 1,
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Dirty_Rotation = 2,
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Dirty_Scale = 4,
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};
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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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};
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/**
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* Constructor.
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*/
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Bone(const std::string& id);
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/**
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* Destructor.
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*/
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virtual ~Bone();
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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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std::string _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 _bindPose;
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// /**
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// * Flag used to mark if the Joint's matrix is dirty.
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// */
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// bool _jointMatrixDirty;
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//
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// /**
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// * The number of MeshSkin's influencing the Joint.
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// */
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// unsigned int _skinCount;
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Bone* _parent;
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Vector<Bone*> _children;
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int _dirtyFlag;
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bool _worldDirty;
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Mat4 _world;
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Mat4 _local;
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BoneBlendState _blendState;
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Vec3 _localTranslate;
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Quaternion _localRot;
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Vec3 _localScale;
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};
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/////////////////////////////////////////////////////////////////////////////
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class MeshSkin: public Ref
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{
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public:
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static MeshSkin* getOrCreate(const std::string& filename, const std::string& name);
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//create a new meshskin if do not want to share meshskin
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static MeshSkin* create(const std::string& filename, const std::string& name);
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//get & set bind shape matrix
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const Mat4& getBindShape() const;
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void setBindShape(const float* matrix);
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unsigned int getBoneCount() const;
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void setBoneCount(int boneCount);
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//get bone
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Bone* getBoneByIndex(unsigned int index) const;
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Bone* getBoneByName(const std::string& id) const;
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//get & set root bone
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Bone* getRootBone() const;
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void setRootBone(Bone* joint);
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int getBoneIndex(Bone* joint) const;
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//compute matrix palette used by gpu skin
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Vec4* getMatrixPalette();
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//getBoneCount() * 3
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unsigned int getMatrixPaletteSize() const;
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//refresh bone world matrix
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void updateBoneMatrix();
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protected:
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MeshSkin();
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~MeshSkin();
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void removeAllBones();
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void addBone(Bone* bone);
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Mat4 _bindShape;
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Vector<Bone*> _bones;
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Bone* _rootBone;
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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 (_joints.size() * 3).
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Vec4* _matrixPalette;
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};
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class MeshSkinCache
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{
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public:
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static MeshSkinCache* getInstance();
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static void purgeMeshSkinCache();
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MeshSkin* getMeshSkin(const std::string& key);
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bool addMeshSkin(const std::string& key, MeshSkin* skin);
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void removeAllMeshSkin();
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void removeUnusedMeshSkin();
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protected:
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MeshSkinCache();
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~MeshSkinCache();
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static MeshSkinCache* _cacheInstance;
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std::unordered_map<std::string, MeshSkin*> _skins;
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};
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NS_CC_END
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#endif // __CCSKIN_H__
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