72 lines
1.6 KiB
C++
72 lines
1.6 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Types/String.h"
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#include "Engine/Core/Collections/Array.h"
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#include "Engine/Core/Math/Vector3.h"
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/// <summary>
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/// The blend shape vertex data optimized for runtime meshes morphing.
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/// </summary>
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struct BlendShapeVertex
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{
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/// <summary>
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/// The position offset.
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/// </summary>
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Float3 PositionDelta;
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/// <summary>
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/// The normal vector offset (tangent Z).
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/// </summary>
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Float3 NormalDelta;
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/// <summary>
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/// The index of the vertex in the mesh to blend.
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/// </summary>
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uint32 VertexIndex;
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};
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template<>
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struct TIsPODType<BlendShapeVertex>
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{
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enum { Value = true };
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};
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/// <summary>
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/// Data container for the blend shape.
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/// </summary>
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class BlendShape
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{
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public:
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/// <summary>
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/// The name of the blend shape.
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/// </summary>
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String Name;
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/// <summary>
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/// The weight of the blend shape.
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/// </summary>
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float Weight;
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/// <summary>
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/// True if blend shape contains deltas for normal vectors of the mesh, otherwise calculations related to tangent space can be skipped.
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/// </summary>
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bool UseNormals;
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/// <summary>
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/// The minimum index of the vertex in all blend shape vertices. Used to optimize blend shapes updating.
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/// </summary>
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uint32 MinVertexIndex;
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/// <summary>
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/// The maximum index of the vertex in all blend shape vertices. Used to optimize blend shapes updating.
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/// </summary>
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uint32 MaxVertexIndex;
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/// <summary>
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/// The list of shape vertices.
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/// </summary>
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Array<BlendShapeVertex> Vertices;
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};
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