//----------------------------------------------------------------------------// // // // ozz-animation is hosted at http://github.com/guillaumeblanc/ozz-animation // // and distributed under the MIT License (MIT). // // // // Copyright (c) Guillaume Blanc // // // // 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 OZZ_SAMPLES_FRAMEWORK_MESH_H_ #define OZZ_SAMPLES_FRAMEWORK_MESH_H_ #include "ozz/base/containers/vector.h" #include "ozz/base/io/archive_traits.h" #include "ozz/base/maths/simd_math.h" #include "ozz/base/maths/vec_float.h" #include "ozz/base/platform.h" namespace ozz { namespace sample { // Defines a mesh with skinning information (joint indices and weights). // The mesh is subdivided into parts that group vertices according to their // number of influencing joints. Triangle indices are shared across mesh parts. struct Mesh { // Number of triangle indices for the mesh. int triangle_index_count() const { return static_cast(triangle_indices.size()); } // Number of vertices for all mesh parts. int vertex_count() const { int vertex_count = 0; for (size_t i = 0; i < parts.size(); ++i) { vertex_count += parts[i].vertex_count(); } return vertex_count; } // Maximum number of joints influences for all mesh parts. int max_influences_count() const { int max_influences_count = 0; for (size_t i = 0; i < parts.size(); ++i) { const int influences_count = parts[i].influences_count(); max_influences_count = influences_count > max_influences_count ? influences_count : max_influences_count; } return max_influences_count; } // Test if the mesh has skinning informations. bool skinned() const { for (size_t i = 0; i < parts.size(); ++i) { if (parts[i].influences_count() != 0) { return true; } } return false; } // Returns the number of joints used to skin the mesh. int num_joints() const { return static_cast(inverse_bind_poses.size()); } // Returns the highest joint number used in the skeleton. int highest_joint_index() const { // Takes advantage that joint_remaps is sorted. return joint_remaps.size() != 0 ? static_cast(joint_remaps.back()) : 0; } // Defines a portion of the mesh. A mesh is subdivided in sets of vertices // with the same number of joint influences. struct Part { int vertex_count() const { return static_cast(positions.size()) / 3; } int influences_count() const { const int _vertex_count = vertex_count(); if (_vertex_count == 0) { return 0; } return static_cast(joint_indices.size()) / _vertex_count; } typedef ozz::vector Positions; Positions positions; enum { kPositionsCpnts = 3 }; // x, y, z components typedef ozz::vector Normals; Normals normals; enum { kNormalsCpnts = 3 }; // x, y, z components typedef ozz::vector Tangents; Tangents tangents; enum { kTangentsCpnts = 4 }; // x, y, z, right or left handed. typedef ozz::vector UVs; UVs uvs; // u, v components enum { kUVsCpnts = 2 }; typedef ozz::vector Colors; Colors colors; enum { kColorsCpnts = 4 }; // r, g, b, a components typedef ozz::vector JointIndices; JointIndices joint_indices; // Stride equals influences_count typedef ozz::vector JointWeights; JointWeights joint_weights; // Stride equals influences_count - 1 }; typedef ozz::vector Parts; Parts parts; // Triangles indices. Indices are shared across all parts. typedef ozz::vector TriangleIndices; TriangleIndices triangle_indices; // Joints remapping indices. As a skin might be influenced by a part of the // skeleton only, joint indices and inverse bind pose matrices are reordered // to contain only used ones. Note that this array is sorted. typedef ozz::vector JointRemaps; JointRemaps joint_remaps; // Inverse bind-pose matrices. These are only available for skinned meshes. typedef ozz::vector InversBindPoses; InversBindPoses inverse_bind_poses; }; } // namespace sample namespace io { OZZ_IO_TYPE_TAG("ozz-sample-Mesh-Part", sample::Mesh::Part) OZZ_IO_TYPE_VERSION(1, sample::Mesh::Part) template <> struct Extern { static void Save(OArchive& _archive, const sample::Mesh::Part* _parts, size_t _count); static void Load(IArchive& _archive, sample::Mesh::Part* _parts, size_t _count, uint32_t _version); }; OZZ_IO_TYPE_TAG("ozz-sample-Mesh", sample::Mesh) OZZ_IO_TYPE_VERSION(1, sample::Mesh) template <> struct Extern { static void Save(OArchive& _archive, const sample::Mesh* _meshes, size_t _count); static void Load(IArchive& _archive, sample::Mesh* _meshes, size_t _count, uint32_t _version); }; } // namespace io } // namespace ozz #endif // OZZ_SAMPLES_FRAMEWORK_MESH_H_