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- /****************************************************************************
- Copyright (c) 2014-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- 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.
- ****************************************************************************/
- #include "3d/CCMeshSkin.h"
- #include "3d/CCBundle3D.h"
- #include "3d/CCSkeleton3D.h"
- NS_CC_BEGIN
- static int PALETTE_ROWS = 3;
- MeshSkin::MeshSkin()
- : _rootBone(nullptr)
- , _skeleton(nullptr)
- , _matrixPalette(nullptr)
- {
-
- }
- MeshSkin::~MeshSkin()
- {
- removeAllBones();
- CC_SAFE_RELEASE(_skeleton);
- }
- MeshSkin* MeshSkin::create(Skeleton3D* skeleton, const std::vector<std::string>& boneNames, const std::vector<Mat4>& invBindPose)
- {
- auto skin = new (std::nothrow) MeshSkin();
- skin->_skeleton = skeleton;
- skeleton->retain();
-
- CCASSERT(boneNames.size() == invBindPose.size(), "bone names' num should equals to invBindPose's num");
- for (const auto& it : boneNames) {
- auto bone = skeleton->getBoneByName(it);
- if (bone)
- {
- skin->addSkinBone(bone);
- }
- }
- skin->_invBindPoses = invBindPose;
- skin->autorelease();
-
- return skin;
- }
- ssize_t MeshSkin::getBoneCount() const
- {
- return _skinBones.size();
- }
- //get bone
- Bone3D* MeshSkin::getBoneByIndex(unsigned int index) const
- {
- if (static_cast<int>(index) < _skinBones.size())
- return _skinBones.at(index);
-
- return nullptr;
- }
- Bone3D* MeshSkin::getBoneByName(const std::string& id) const
- {
- //search from skin bones
- for (const auto& it : _skinBones) {
- if (it->getName() == id)
- return it;
- }
- return nullptr;
- }
- int MeshSkin::getBoneIndex(Bone3D* bone) const
- {
- for (ssize_t i = 0, size = _skinBones.size(); i < size; ++i) {
- if (_skinBones.at(i) == bone)
- return static_cast<int>(i);
- }
- return -1;
- }
- //compute matrix palette used by gpu skin
- Vec4* MeshSkin::getMatrixPalette()
- {
- if (_matrixPalette == nullptr)
- {
- _matrixPalette = new (std::nothrow) Vec4[_skinBones.size() * PALETTE_ROWS];
- }
- int i = 0, paletteIndex = 0;
- static Mat4 t;
- for (auto it : _skinBones )
- {
- Mat4::multiply(it->getWorldMat(), _invBindPoses[i++], &t);
- _matrixPalette[paletteIndex++].set(t.m[0], t.m[4], t.m[8], t.m[12]);
- _matrixPalette[paletteIndex++].set(t.m[1], t.m[5], t.m[9], t.m[13]);
- _matrixPalette[paletteIndex++].set(t.m[2], t.m[6], t.m[10], t.m[14]);
- }
-
- return _matrixPalette;
- }
- ssize_t MeshSkin::getMatrixPaletteSize() const
- {
- return _skinBones.size() * PALETTE_ROWS;
- }
- void MeshSkin::removeAllBones()
- {
- _skinBones.clear();
- CC_SAFE_DELETE_ARRAY(_matrixPalette);
- CC_SAFE_RELEASE(_rootBone);
- }
- void MeshSkin::addSkinBone(Bone3D* bone)
- {
- _skinBones.pushBack(bone);
- }
- Bone3D* MeshSkin::getRootBone() const
- {
- Bone3D* root = nullptr;
- if (_skinBones.size())
- {
- root = _skinBones.at(0);
- while (root->getParentBone()) {
- root = root->getParentBone();
- }
- }
- return root;
- }
- const Mat4& MeshSkin::getInvBindPose(const Bone3D* bone)
- {
- for (ssize_t i = 0, size = _skinBones.size(); i < size; ++i) {
- if (_skinBones.at(i) == bone)
- {
- return _invBindPoses.at(i);
- }
- }
- return Mat4::IDENTITY;
- }
- NS_CC_END
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