khanat-opennel-code/code/nel/include/nel/3d/mesh_morpher.h

118 lines
3.5 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_MESH_MORPHER_H
#define NL_MESH_MORPHER_H
#include "nel/3d/animated_morph.h"
#include "nel/misc/types_nl.h"
#include "nel/misc/uv.h"
#include "nel/misc/object_vector.h"
#include <vector>
namespace NL3D
{
class CVertexBuffer;
class CRawSkinVertex;
// ***************************************************************************
class CBlendShape
{
public:
std::string Name;
std::vector<NLMISC::CVector> deltaPos;
std::vector<NLMISC::CVector> deltaNorm;
std::vector<NLMISC::CVector> deltaTgSpace;
std::vector<NLMISC::CUV> deltaUV;
std::vector<NLMISC::CRGBAF> deltaCol;
std::vector<uint32> VertRefs; // Array of vertices reference
void serial (NLMISC::IStream &f) throw(NLMISC::EStream);
};
// ***************************************************************************
/**
* Utility to blend shapes
* \author Matthieu 'TrapII' Besson
* \author Nevrax France
* \date 2001
*/
class CMeshMorpher
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
typedef enum
{
OriginalAll=0, // The vertex is the same as original into VBDst and VBHard
OriginalVBDst, // The vertex is the same as original into VBDst
Modified, // Vertex modified
} TState;
public:
std::vector<CBlendShape> BlendShapes;
CMeshMorpher();
// The allocation of the buffers must be managed by the caller
void init (CVertexBuffer *vbOri, CVertexBuffer *vbDst, bool hasTgSpace);
void initSkinned (CVertexBuffer *vbOri,
CVertexBuffer *vbDst,
bool hasTgSpace,
std::vector<CVector> *vVertices,
std::vector<CVector> *vNormals,
std::vector<CVector> *vTgSpace, /* NULL if none */
bool bSkinApplied);
void update (std::vector<CAnimatedMorph> *pBSFactor);
void updateSkinned (std::vector<CAnimatedMorph> *pBSFactor);
// For RawSkin case.
void updateRawSkin (CVertexBuffer *vbOri,
NLMISC::CObjectVector<CRawSkinVertex*, false> &vertexRemap,
std::vector<CAnimatedMorph> *pBSFactor);
void serial (NLMISC::IStream &f) throw(NLMISC::EStream);
private:
CVertexBuffer *_VBOri;
CVertexBuffer *_VBDst;
std::vector<CVector> *_Vertices;
std::vector<CVector> *_Normals;
std::vector<CVector> *_TgSpace;
bool _SkinApplied : 1;
bool _UseTgSpace : 1;
std::vector<uint8> _Flags; // 0 - OriginalAll (vbDst & vbDstHrd original)
// 1 - OriginalVBDst (vbDst original)
// 2 - Modified
};
} // NL3D
#endif // NL_MESH_MORPHER_H
/* End of mesh_morpher.h */