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2024-02-26 19:00:48 +01:00

518 lines
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C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/Guid.h"
#include "Engine/Graphics/Enums.h"
#include "Types.h"
#include "Config.h"
#include "SkeletonData.h"
#include "BlendShape.h"
#include "Engine/Animations/AnimationData.h"
class WriteStream;
/// <summary>
/// Data container for the common model meshes data. Supports holding all types of data related to the models pipeline.
/// </summary>
class FLAXENGINE_API MeshData
{
public:
/// <summary>
/// The slot index in the model materials to use during rendering.
/// </summary>
int32 MaterialSlotIndex = 0;
/// <summary>
/// The model skeleton node index. Used during importing and by the animated models.
/// </summary>
int32 NodeIndex = 0;
/// <summary>
/// The name of the mesh.
/// </summary>
String Name;
/// <summary>
/// Mesh positions buffer
/// </summary>
Array<Float3> Positions;
/// <summary>
/// Texture coordinates
/// </summary>
Array<Float2> UVs;
/// <summary>
/// Normals vector
/// </summary>
Array<Float3> Normals;
/// <summary>
/// Tangents vectors
/// </summary>
Array<Float3> Tangents;
/// <summary>
/// Bitangents vectors signs (used for bitangent reconstruction). Can be +1 or -1.
/// bitangent = cross(normal, tangent) * sign
/// sign = dot(cross(bitangent, normal), tangent)
/// </summary>
Array<float> BitangentSigns;
/// <summary>
/// Mesh index buffer
/// </summary>
Array<uint32> Indices;
/// <summary>
/// Lightmap UVs
/// </summary>
Array<Float2> LightmapUVs;
/// <summary>
/// Vertex colors
/// </summary>
Array<Color> Colors;
/// <summary>
/// Skinned mesh blend indices (max 4 per bone)
/// </summary>
Array<Int4> BlendIndices;
/// <summary>
/// Skinned mesh index buffer (max 4 per bone)
/// </summary>
Array<Float4> BlendWeights;
/// <summary>
/// Blend shapes used by this mesh
/// </summary>
Array<BlendShape> BlendShapes;
/// <summary>
/// Global translation for this mesh to be at it's local origin.
/// </summary>
Vector3 OriginTranslation = Vector3::Zero;
/// <summary>
/// Orientation for this mesh at it's local origin.
/// </summary>
Quaternion OriginOrientation = Quaternion::Identity;
/// <summary>
/// Meshes scaling.
/// </summary>
Vector3 Scaling = Vector3::One;
public:
/// <summary>
/// Determines whether this instance has any mesh data.
/// </summary>
FORCE_INLINE bool HasData() const
{
return Indices.HasItems();
}
public:
/// <summary>
/// Clear arrays
/// </summary>
void Clear();
/// <summary>
/// Ensure that buffers will have given space for data
/// </summary>
/// <param name="vertices">Amount of vertices.</param>
/// <param name="indices">Amount of indices.</param>
/// <param name="preserveContents">Failed if clear data otherwise will try to preserve the buffers contents.</param>
/// <param name="withColors">True if use vertex colors buffer.</param>
/// <param name="withSkin">True if use vertex blend indices and weights buffer.</param>
void EnsureCapacity(int32 vertices, int32 indices, bool preserveContents = false, bool withColors = true, bool withSkin = true);
/// <summary>
/// Swaps the vertex and index buffers contents (without a data copy) with the other mesh.
/// </summary>
/// <param name="other">The other mesh to swap data with.</param>
void SwapBuffers(MeshData& other);
/// <summary>
/// Clean data
/// </summary>
void Release();
public:
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vertices">Array of vertices</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(ModelVertex19* vertices, uint32 verticesCount);
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vertices">Array of vertices</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(ModelVertex18* vertices, uint32 verticesCount);
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vertices">Array of vertices</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(ModelVertex15* vertices, uint32 verticesCount);
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vb0">Array of data for vertex buffer 0</param>
/// <param name="vb1">Array of data for vertex buffer 1</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, uint32 verticesCount);
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vb0">Array of data for vertex buffer 0</param>
/// <param name="vb1">Array of data for vertex buffer 1</param>
/// <param name="vb2">Array of data for vertex buffer 2</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(VB0ElementType18* vb0, VB1ElementType18* vb1, VB2ElementType18* vb2, uint32 verticesCount);
/// <summary>
/// Init from model vertices array
/// </summary>
/// <param name="vb0">Array of data for vertex buffer 0</param>
/// <param name="vb1">Array of data for vertex buffer 1</param>
/// <param name="verticesCount">Amount of vertices</param>
void InitFromModelVertices(VB0ElementType15* vb0, VB1ElementType15* vb1, uint32 verticesCount);
/// <summary>
/// Sets the index buffer data.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="indicesCount">The indices count.</param>
void SetIndexBuffer(void* data, uint32 indicesCount);
public:
/// <summary>
/// Pack mesh data to the stream
/// </summary>
/// <param name="stream">Output stream</param>
/// <returns>True if cannot save data, otherwise false</returns>
bool Pack2Model(WriteStream* stream) const;
/// <summary>
/// Pack skinned mesh data to the stream
/// </summary>
/// <param name="stream">Output stream</param>
/// <returns>True if cannot save data, otherwise false</returns>
bool Pack2SkinnedModel(WriteStream* stream) const;
/// <summary>
/// Calculate bounding box for the mesh
/// </summary>
/// <param name="result">Output box</param>
void CalculateBox(BoundingBox& result) const;
/// <summary>
/// Calculate bounding sphere for the mesh
/// </summary>
/// <param name="result">Output sphere</param>
void CalculateSphere(BoundingSphere& result) const;
public:
#if COMPILE_WITH_MODEL_TOOL
/// <summary>
/// Generate lightmap uvs for the mesh entry
/// </summary>
/// <returns>True if generating lightmap uvs failed, otherwise false</returns>
bool GenerateLightmapUVs();
/// <summary>
/// Iterates over the vertex buffers to remove the duplicated vertices and generate the optimized index buffer.
/// </summary>
void BuildIndexBuffer();
/// <summary>
/// Generate lightmap uvs for the mesh entry
/// </summary>
/// <param name="position">The target position to check.</param>
/// <param name="epsilon">The position comparision epsilon.</param>
/// <param name="result">The output vertices indices array.</param>
void FindPositions(const Float3& position, float epsilon, Array<int32>& result);
/// <summary>
/// Generates the normal vectors for the mesh geometry.
/// </summary>
/// <param name="smoothingAngle">Specifies the maximum angle (in degrees) that may be between two face normals at the same vertex position that their are smoothed together.</param>
/// <returns>True if generating failed, otherwise false</returns>
bool GenerateNormals(float smoothingAngle = 175.0f);
/// <summary>
/// Generates the tangent vectors for the mesh geometry. Requires normal vector and texture coords channel to be valid.
/// </summary>
/// <param name="smoothingAngle">Specifies the maximum angle (in degrees) that may be between two vertex tangents that their tangents and bi-tangents are smoothed.</param>
/// <returns>True if generating failed, otherwise false.</returns>
bool GenerateTangents(float smoothingAngle = 45.0f);
/// <summary>
/// Reorders all triangles for improved vertex cache locality. It tries to arrange all triangles to fans and to render triangles which share vertices directly one after the other.
/// </summary>
void ImproveCacheLocality();
/// <summary>
/// Sums the area of all triangles in the mesh.
/// </summary>
/// <returns>The area sum of all mesh triangles.</returns>
float CalculateTrianglesArea() const;
#endif
/// <summary>
/// Transform a vertex buffer positions, normals, tangents and bitangents using the given matrix.
/// </summary>
/// <param name="matrix">The matrix to use for the transformation.</param>
void TransformBuffer(const Matrix& matrix);
/// <summary>
/// Normalizes the blend weights. Requires to have vertices with positions and blend weights setup.
/// </summary>
void NormalizeBlendWeights();
/// <summary>
/// Merges this mesh data with the specified other mesh.
/// </summary>
/// <param name="other">The other mesh to merge with.</param>
void Merge(MeshData& other);
};
/// <summary>
/// Model texture resource descriptor.
/// </summary>
struct FLAXENGINE_API TextureEntry
{
enum class TypeHint
{
ColorRGB,
ColorRGBA,
Normals,
};
/// <summary>
/// The absolute path to the file.
/// </summary>
String FilePath;
/// <summary>
/// The texture contents hint based on the usage/context.
/// </summary>
TypeHint Type;
/// <summary>
/// The texture asset identifier.
/// </summary>
Guid AssetID;
};
/// <summary>
/// Model material slot entry that describes model mesh appearance.
/// </summary>
struct FLAXENGINE_API MaterialSlotEntry
{
/// <summary>
/// The slot name.
/// </summary>
String Name;
/// <summary>
/// Gets or sets shadows casting mode by this visual element
/// </summary>
ShadowsCastingMode ShadowsMode = ShadowsCastingMode::All;
/// <summary>
/// The material asset identifier (material or material instance).
/// </summary>
Guid AssetID;
struct
{
Color Color = Color::White;
int32 TextureIndex = -1;
bool HasAlphaMask = false;
} Diffuse;
struct
{
Color Color = Color::Transparent;
int32 TextureIndex = -1;
} Emissive;
struct
{
float Value = 1.0f;
int32 TextureIndex = -1;
} Opacity;
struct
{
float Value = 0.5f;
int32 TextureIndex = -1;
} Roughness;
struct
{
int32 TextureIndex = -1;
} Normals;
bool TwoSided = false;
bool UsesProperties() const;
static float ShininessToRoughness(float shininess);
};
/// <summary>
/// Data container for model hierarchy node.
/// </summary>
struct FLAXENGINE_API ModelDataNode
{
/// <summary>
/// The parent node index. The root node uses value -1.
/// </summary>
int32 ParentIndex;
/// <summary>
/// The local transformation of the node, relative to the parent node.
/// </summary>
Transform LocalTransform;
/// <summary>
/// The name of this node.
/// </summary>
String Name;
};
/// <summary>
/// Data container for LOD metadata and sub meshes.
/// </summary>
struct FLAXENGINE_API ModelLodData
{
/// <summary>
/// The screen size to switch LODs. Bottom limit of the model screen size to render this LOD.
/// </summary>
float ScreenSize = 1.0f;
/// <summary>
/// The meshes array.
/// </summary>
Array<MeshData*> Meshes;
/// <summary>
/// Finalizes an instance of the <see cref="ModelLodData"/> class.
/// </summary>
~ModelLodData();
/// <summary>
/// Gets the bounding box combined for all meshes in this model LOD.
/// </summary>
BoundingBox GetBox() const;
};
/// <summary>
/// Data container for model metadata and LODs.
/// </summary>
class FLAXENGINE_API ModelData
{
public:
/// <summary>
/// The minimum screen size to draw model (the bottom limit).
/// </summary>
float MinScreenSize = 0.0f;
/// <summary>
/// The texture slots.
/// </summary>
Array<TextureEntry> Textures;
/// <summary>
/// The material slots.
/// </summary>
Array<MaterialSlotEntry> Materials;
/// <summary>
/// Array with all Level Of Details that contain meshes. The first element is the top most LOD0 followed by the LOD1, LOD2, etc.
/// </summary>
Array<ModelLodData> LODs;
/// <summary>
/// The skeleton bones hierarchy.
/// </summary>
SkeletonData Skeleton;
/// <summary>
/// The scene nodes (in hierarchy).
/// </summary>
Array<ModelDataNode> Nodes;
/// <summary>
/// The node animations.
/// </summary>
Array<AnimationData> Animations;
public:
/// <summary>
/// Gets the valid level of details count.
/// </summary>
FORCE_INLINE int32 GetLODsCount() const
{
return LODs.Count();
}
/// <summary>
/// Determines whether this instance has valid skeleton structure.
/// </summary>
FORCE_INLINE bool HasSkeleton() const
{
return Skeleton.Bones.HasItems();
}
public:
/// <summary>
/// Automatically calculates the screen size for every model LOD for a proper transitions.
/// </summary>
void CalculateLODsScreenSizes();
/// <summary>
/// Transform a vertex buffer positions, normals, tangents and bitangents using the given matrix. Applies to all the LODs and meshes.
/// </summary>
/// <param name="matrix">The matrix to use for the transformation.</param>
void TransformBuffer(const Matrix& matrix);
#if USE_EDITOR
public:
/// <summary>
/// Pack mesh data to the header stream
/// </summary>
/// <param name="stream">Output stream</param>
/// <returns>True if cannot save data, otherwise false</returns>
bool Pack2ModelHeader(WriteStream* stream) const;
/// <summary>
/// Pack skinned mesh data to the header stream
/// </summary>
/// <param name="stream">Output stream</param>
/// <returns>True if cannot save data, otherwise false</returns>
bool Pack2SkinnedModelHeader(WriteStream* stream) const;
/// <summary>
/// Pack animation data to the header stream
/// </summary>
/// <param name="stream">Output stream</param>
/// <param name="animIndex">Index of animation.</param>
/// <returns>True if cannot save data, otherwise false</returns>
bool Pack2AnimationHeader(WriteStream* stream, int32 animIndex = 0) const;
#endif
};