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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.
- ****************************************************************************/
- #ifndef __CCMESHSKIN_H__
- #define __CCMESHSKIN_H__
- #include "3d/CCBundle3DData.h"
- #include "base/CCRef.h"
- #include "base/CCVector.h"
- #include "math/CCMath.h"
- NS_CC_BEGIN
- /**
- * @addtogroup _3d
- * @{
- */
- class Bone3D;
- class Skeleton3D;
- /**
- * @brief MeshSkin, A class maintain a collection of bones that affect Mesh vertex.
- * And it is responsible for computing matrix palettes that used by skin mesh rendering.
- * @js NA
- * @lua NA
- */
- class CC_DLL MeshSkin: public Ref
- {
- friend class Mesh;
- public:
-
- /**create a new meshskin if do not want to share meshskin*/
- static MeshSkin* create(Skeleton3D* skeleton, const std::string& filename, const std::string& name);
-
- static MeshSkin* create(Skeleton3D* skeleton, const std::vector<std::string>& boneNames, const std::vector<Mat4>& invBindPose);
-
- /**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 bone index*/
- int getBoneIndex(Bone3D* bone) const;
-
- /**compute matrix palette used by gpu skin*/
- Vec4* getMatrixPalette();
-
- /**getSkinBoneCount() * 3*/
- ssize_t getMatrixPaletteSize() const;
-
- /**get root bone of the skin*/
- Bone3D* getRootBone() const;
-
- CC_CONSTRUCTOR_ACCESS:
-
- MeshSkin();
-
- ~MeshSkin();
-
- /**remove all bones*/
- void removeAllBones();
-
- /**add skin bone*/
- void addSkinBone(Bone3D* bone);
-
- /** get inverse bind pose */
- const Mat4& getInvBindPose(const Bone3D* bone);
-
- protected:
-
- Vector<Bone3D*> _skinBones; // bones with skin
- std::vector<Mat4> _invBindPoses; //inverse bind pose of bone
- Bone3D* _rootBone;
- Skeleton3D* _skeleton; //skeleton the skin referred
-
- // 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;
- };
- // end of 3d group
- /// @}
- NS_CC_END
- #endif // __CCSKIN_H__
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