Files
FlaxEngine/Source/Engine/Graphics/Models/BlendShape.h
2021-01-02 14:28:49 +01:00

140 lines
3.3 KiB
C++

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Types/String.h"
#include "Engine/Core/Types/Pair.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/Dictionary.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Graphics/DynamicBuffer.h"
class SkinnedMesh;
class SkinnedModel;
class GPUBuffer;
/// <summary>
/// The blend shape vertex data optimized for runtime meshes morphing.
/// </summary>
struct BlendShapeVertex
{
/// <summary>
/// The position offset.
/// </summary>
Vector3 PositionDelta;
/// <summary>
/// The normal vector offset (tangent Z).
/// </summary>
Vector3 NormalDelta;
/// <summary>
/// The index of the vertex in the mesh to blend.
/// </summary>
uint32 VertexIndex;
};
template<>
struct TIsPODType<BlendShapeVertex>
{
enum { Value = true };
};
/// <summary>
/// Data container for the blend shape.
/// </summary>
class BlendShape
{
public:
/// <summary>
/// The name of the blend shape.
/// </summary>
String Name;
/// <summary>
/// The weight of the blend shape.
/// </summary>
float Weight;
/// <summary>
/// True if blend shape contains deltas for normal vectors of the mesh, otherwise calculations related to tangent space can be skipped.
/// </summary>
bool UseNormals;
/// <summary>
/// The minimum index of the vertex in all blend shape vertices. Used to optimize blend shapes updating.
/// </summary>
uint32 MinVertexIndex;
/// <summary>
/// The maximum index of the vertex in all blend shape vertices. Used to optimize blend shapes updating.
/// </summary>
uint32 MaxVertexIndex;
/// <summary>
/// The list of shape vertices.
/// </summary>
Array<BlendShapeVertex> Vertices;
};
/// <summary>
/// The blend shapes runtime instance data. Handles blend shapes updating, blending and preparing for skinned mesh rendering.
/// </summary>
class BlendShapesInstance
{
public:
/// <summary>
/// The runtime data for blend shapes used for on a mesh.
/// </summary>
class MeshInstance
{
public:
bool IsUsed;
bool IsDirty;
uint32 DirtyMinVertexIndex;
uint32 DirtyMaxVertexIndex;
DynamicVertexBuffer VertexBuffer;
MeshInstance();
~MeshInstance();
};
public:
/// <summary>
/// The blend shapes weights (pair of blend shape name and the weight).
/// </summary>
Array<Pair<String, float>> Weights;
/// <summary>
/// Flag that marks if blend shapes weights has been modified.
/// </summary>
bool WeightsDirty = false;
/// <summary>
/// The blend shapes meshes data.
/// </summary>
Dictionary<SkinnedMesh*, MeshInstance*> Meshes;
public:
/// <summary>
/// Finalizes an instance of the <see cref="BlendShapesInstance"/> class.
/// </summary>
~BlendShapesInstance();
/// <summary>
/// Updates the instanced meshes. Performs the blend shapes blending (only if weights were modified).
/// </summary>
/// <param name="skinnedModel">The skinned model used for blend shapes.</param>
void Update(SkinnedModel* skinnedModel);
/// <summary>
/// Clears the runtime data.
/// </summary>
void Clear();
};