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Copyright (C) 2008 by Marten Svanfeldt
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IMESH_ANIMESH_H__
#define __CS_IMESH_ANIMESH_H__
#include "csutil/scf_interface.h"
#include "imesh/skeleton2.h"
#include "ivideo/graph3d.h"
#include "ivideo/rendermesh.h"
struct iRenderBuffer;
struct iMaterialWrapper;
struct iShaderVariableContext;
class csReversibleTransform;
/**\file
* Animated mesh interface file
*/
namespace CS
{
namespace Mesh
{
struct iAnimatedMeshFactory;
struct iAnimatedMeshSubMeshFactory;
struct iAnimatedMesh;
struct iAnimatedMeshSubMesh;
struct iAnimatedMeshMorphTarget;
/**
* Represent a single influence of a bone on a single vertex
*/
struct AnimatedMeshBoneInfluence
{
/// The id of the bone
CS::Animation::BoneID bone;
/**
* The relative influence of the bone. Does technically not have to be
* normalized, but you usually want it to be.
*/
float influenceWeight;
};
/**
* Factory for sockets attached to iAnimatedMesh's
*/
struct iAnimatedMeshSocketFactory : public virtual iBase
{
public:
SCF_INTERFACE(CS::Mesh::iAnimatedMeshSocketFactory, 2, 0, 0);
/**
* Get the name of the socket
*/
virtual const char* GetName () const = 0;
/**
* Set the name of the socket
*/
virtual void SetName (const char* name) = 0;
/**
* Get the 'bone to socket' transform of the socket
*/
virtual const csReversibleTransform& GetTransform () const = 0;
/**
* Set the 'bone to socket' transform of the socket
*/
virtual void SetTransform (csReversibleTransform& transform) = 0;
/**
* Get the ID of the bone associated with the socket
*/
virtual CS::Animation::BoneID GetBone () const = 0;
/**
* Set the bone associated with the socket
*/
virtual void SetBone (CS::Animation::BoneID boneID) = 0;
/**
* Get the associated animated mesh factory
*/
virtual iAnimatedMeshFactory* GetFactory () = 0;
};
/**
* Sockets attached to animated meshes. Sockets are designed to
* attach external objects to iAnimatedMesh's.
*/
struct iAnimatedMeshSocket : public virtual iBase
{
public:
SCF_INTERFACE(CS::Mesh::iAnimatedMeshSocket, 1, 0, 0);
/**
* Get the name of this socket
*/
virtual const char* GetName () const = 0;
/**
* Get the factory of this socket
*/
virtual iAnimatedMeshSocketFactory* GetFactory () = 0;
/**
* Get the 'bone to socket transform' of this socket
*/
virtual const csReversibleTransform& GetTransform () const = 0;
/**
* Set the 'bone to socket transform' of this socket
*/
virtual void SetTransform (csReversibleTransform& tf) = 0;
/**
* Get the full transform of this socket, in world coordinate
*/
virtual const csReversibleTransform GetFullTransform () const = 0;
/**
* Get the ID of the bone associated with this socket
*/
virtual CS::Animation::BoneID GetBone () const = 0;
/**
* Get the associated animated mesh
*/
virtual iAnimatedMesh* GetMesh () const = 0;
/**
* Get the scene node associated with this socket
*/
virtual iSceneNode* GetSceneNode () const = 0;
/**
* Set the scene node associated with this socket
*/
virtual void SetSceneNode (iSceneNode* sn) = 0;
};
/**\addtogroup meshplugins
* @{ */
/**\name Animated mesh
* @{ */
/**
* State of an animated mesh object factory.
*
* These meshes are animated by the skeletal animation system (see
* CS::Animation::iSkeletonFactory) and by morphing (see CS::Mesh::iAnimatedMeshMorphTarget).
*/
struct iAnimatedMeshFactory : public virtual iBase
{
SCF_INTERFACE(CS::Mesh::iAnimatedMeshFactory, 2, 2, 3);
/**\name SubMesh handling
* @{ */
/**
* Create a new submesh.
* This creates a submesh that use the normal per-vertex bone influence mappings.
* The newly created submesh will use all bones.
* \param indices Index buffer to use for the newly created submesh.
*/
virtual iAnimatedMeshSubMeshFactory* CreateSubMesh (iRenderBuffer* indices,
const char* name, bool visible) = 0;
/**
* Create a new submesh.
* This creates a submesh which have several 'triangle sets<->bone' mapping pairs.
* Such a submesh is useful when you want to limit the number of bones per
* batch rendered.
* \param indices Array of index buffers to use per part
* \param boneIndices Array of indices of bones to use for bone mappings
*/
virtual iAnimatedMeshSubMeshFactory* CreateSubMesh (
const csArray<iRenderBuffer*>& indices,
const csArray<csArray<unsigned int> >& boneIndices,
const char* name, bool visible) = 0;
/**
* Get a submesh by index.
*/
virtual iAnimatedMeshSubMeshFactory* GetSubMesh (size_t index) const = 0;
/**
* Find a submesh index by name, returns (size_t)-1 if not found.
*/
virtual size_t FindSubMesh (const char* name) const = 0;
/**
* Get the total number of submeshes.
*/
virtual size_t GetSubMeshCount () const = 0;
/**
* Remove a submesh from this factory.
*/
virtual void DeleteSubMesh (iAnimatedMeshSubMeshFactory* mesh) = 0;
/** @} */
/**\name Vertex data definition and handling
* @{ */
/**
* Get the number of vertices in the mesh
*/
virtual uint GetVertexCount () const = 0;
/**
* Get a pointer to the buffer specifying the vertices.
* The buffer has at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetVertices () = 0;
/**
* Set the render buffer to use for the vertices.
* The buffer must contain at least three components per elements and its
* length will specify the number of vertices within the mesh.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetVertices (iRenderBuffer* renderBuffer) = 0;
/**
* Get a pointer to the buffer specifying the texture coordinates.
* The buffer hass at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetTexCoords () = 0;
/**
* Set the render buffer to use for the texture coordinates.
* It must hold at least as many elements as the vertex buffer.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetTexCoords (iRenderBuffer* renderBuffer) = 0;
/**
* Get a pointer to the buffer specifying the vertex normals.
* The buffer has at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetNormals () = 0;
/**
* Set the render buffer to use for the normals.
* It must hold at least as many elements as the vertex buffer.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetNormals (iRenderBuffer* renderBuffer) = 0;
/**
* Get a pointer to the buffer specifying the vertex tangents.
* The buffer has at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetTangents () = 0;
/**
* Set the render buffer to use for the tangents.
* It must hold at least as many elements as the vertex buffer.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetTangents (iRenderBuffer* renderBuffer) = 0;
/**
* Get a pointer to the buffer specifying the vertex binormals.
* The buffer hass at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetBinormals () = 0;
/**
* Set the render buffer to use for the binormals.
* It must hold at least as many elements as the vertex buffer.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetBinormals (iRenderBuffer* renderBuffer) = 0;
/**
* Get a pointer to the buffer specifying the vertex color.
* The buffer hass at least as many entries as specified by the vertex count.
* You must call Invalidate() after modifying it.
*/
virtual iRenderBuffer* GetColors () = 0;
/**
* Set the render buffer to use for the vertex color.
* It must hold at least as many elements as the vertex buffer.
* \returns false if the buffer doesn't follow required specifications
*/
virtual bool SetColors (iRenderBuffer* renderBuffer) = 0;
/** @} */
/**
* Update the mesh after modifying its geometry.
*
* Many internal data is updated or pre-computed during that process,
* such as the bone bounding boxes and the mesh subsets.
*
* \warning You must call this method whenever you changed the bone mapping,
* the size of the vertex buffers, the subsets, the bone bounding boxes or
* the list of morph targets.
*/
virtual void Invalidate () = 0;
/**\name Skeleton
* @{ */
/**
* Set the skeleton factory to associate with the mesh factory.
* When a mesh is instanced it will by default get a skeleton from this
* skeleton factory.
*/
virtual void SetSkeletonFactory (CS::Animation::iSkeletonFactory* skeletonFactory) = 0;
/**
* Get the skeleton factory associated with the mesh factory.
*/
virtual CS::Animation::iSkeletonFactory* GetSkeletonFactory () const = 0;
/** @} */
/**\name Bone influences
* @{ */
/**
* Set the requested number of bone influences per vertex.
* The mesh might not support as many and/or round it, so check the real
* amount with GetBoneInfluencesPerVertex ().
*/
virtual void SetBoneInfluencesPerVertex (uint num) = 0;
/**
* Get the number of bone influences per vertex.
*/
virtual uint GetBoneInfluencesPerVertex () const = 0;
/**
* Get the bone influences.
* You must call Invalidate() after modifying it.
*/
virtual AnimatedMeshBoneInfluence* GetBoneInfluences () = 0;
/** @} */
/**\name Morph targets
* @{ */
/**
* Create a new morph target.
* \param name Identifier of the morph target. Can be 0 or non-unique, but
* setting a unique name usually helps with finding a morph target later
* on.
*
* \warning You must call Invalidate() once all morph targets
* are created on the animated mesh factory.
*/
virtual iAnimatedMeshMorphTarget* CreateMorphTarget (const char* name) = 0;
/**
* Get a specific morph target.
*/
virtual iAnimatedMeshMorphTarget* GetMorphTarget (uint target) = 0;
/**
* Get number of morph targets.
*/
virtual uint GetMorphTargetCount () const = 0;
/**
* Remove all morph targets.
* You must call ClearSubsets() after clearing the morph targets.
*/
virtual void ClearMorphTargets () = 0;
/**
* Find the index of the morph target with the given name (or (uint)~0 if no
* target with that name exists).
*/
virtual uint FindMorphTarget (const char* name) const = 0;
/** @} */
/**\name Socket
* @{ */
/**
* Create a new socket
* \param bone ID of the bone to connect the socket
* \param transform Initial transform of the socket, in 'bone to socket' coordinate
* \param name Name of the socket, optional
*/
virtual void CreateSocket (CS::Animation::BoneID bone,
const csReversibleTransform& transform, const char* name) = 0;
/**
* Get the number of sockets in this factory
*/
virtual size_t GetSocketCount () const = 0;
/**
* Get a specific socket instance
*/
virtual iAnimatedMeshSocketFactory* GetSocket (size_t index) const = 0;
/**
* Find the index of the socket with the given name (or (uint)~0 if no
* socket with that name exists).
*/
virtual uint FindSocket (const char* name) const = 0;
/** @} */
/**\name Vertex data definition and handling
* @{ */
/**
* Compute the tangents and binormals from the current vertices, normals and texels.
* The current content of the tangent and binormal buffers will be overwritten.
*/
virtual void ComputeTangents () = 0;
/** @} */
/**\name Bounding boxes
* @{ */
/**
* Set the bounding box of the given bone. Bone bounding boxes are used to update
* the global bounding box of the animated mesh, and to speed up hitbeam tests. Each
* bounding box should enclose all the vertices that are influenced by the given bone,
* even when the morph targets are active.
*
* If you don't specify any bounding boxes, then they will be generated automatically
* by taking all the vertices that have a bone influence bigger than zero.
*
* If you specify at least one bounding box, then no other boxes will be used at all.
* You should therefore either declare no boxes at all, or all the boxes that might be
* needed, not partial definition.
*
* \warning You must call Invalidate() after modifying it in order to recompute the
* global bounding box of the factory..
*
* \param bone The ID of the bone. It is valid to use CS::Animation::InvalidBoneID
* as a parameter, in this case it will refer to the bounding box of the vertices that
* aren't influenced by any bone.
* \param box The bounding box of the given bone. The corners of the box are expressed
* in bone space.
*/
virtual void SetBoneBoundingBox (CS::Animation::BoneID bone, const csBox3& box) = 0;
/**
* Get the bounding box of the bone with the given ID. The corners of the box
* are expressed in bone space.
*
* It is valid to use CS::Animation::InvalidBoneID as a parameter, in this case
* it will return the bounding box of the vertices that aren't influenced by any
* bone.
*/
virtual const csBox3& GetBoneBoundingBox (CS::Animation::BoneID bone) const = 0;
/** @} */
/**\name Subsets
* @{ */
/**
* Create a new user-defined subset and return its index.
*
* To improve the morphing process, mesh factories are segmented into subsets. All
* vertices of a subset are influenced by the same morph targets (i.e. the offsets
* corresponding to these vertices in the morph targets are non-zero). All null
* entries of a morph target are removed from the offset buffer. Thus, segmentation
* into subsets improves memory usage and computational resources since morph targets
* are only applied to a vertex when they contain deformations.
*
* The first subset (with index 0) regroups the vertices of the mesh object
* which are not influenced by any morph target, i.e. all corresponding
* offsets are null.
*/
virtual size_t AddSubset () = 0;
/**
* Add a vertex to a subset.
* All vertices of a subset must be influenced by the same morph targets:
* their corresponding offsets in these morph targets are non-zero.
* \param subset The index of the subset
* \param vertexIndex The index of the vertex to be added
*/
virtual void AddSubsetVertex (const size_t subset, const size_t vertexIndex) = 0;
/**
* Get the index of a vertex in a specified subset.
* \param subset The index of the subset
* \param vertexIndex The index of the subset vertex
* \returns the index of this vertex in the vertex buffer
*/
virtual size_t GetSubsetVertex (const size_t subset, const size_t vertexIndex) const = 0;
/**
* Get the number of vertices belonging to a subset.
*/
virtual size_t GetSubsetVertexCount (const size_t subset) const = 0;
/**
* Get the number of subsets associated with this factory
*/
virtual size_t GetSubsetCount () const = 0;
/**
* Remove all subsets from this factory and rebuild the
* original (unoptimized) morph targets.
* You must call Invalidate() after clearing the subsets.
*/
virtual void ClearSubsets () = 0;
/** @} */
};
/**
* Sub mesh (part) of an animated mesh factory. It can be used to apply
* various materials and rendering parameters on sub-parts of the animated mesh.
*/
struct iAnimatedMeshSubMeshFactory : public virtual iBase
{
SCF_INTERFACE(CS::Mesh::iAnimatedMeshSubMeshFactory, 1, 2, 1);
/**
* Get the index buffer for this submesh. Defines a triangle list.
*/
virtual iRenderBuffer* GetIndices (size_t set) = 0;
/**
* Get the number of index sets
*/
virtual uint GetIndexSetCount () const = 0;
/**
* Get the bone indices used by the given index set
*/
virtual const csArray<unsigned int>& GetBoneIndices (size_t set) = 0;
/**
* Get the material of this submesh
*/
virtual iMaterialWrapper* GetMaterial () const = 0;
/**
* Set the material of this submesh, or 0 to use default.
*/
virtual void SetMaterial (iMaterialWrapper* material) = 0;
/**
* Get the name of this submesh.
*/
virtual const char* GetName () const = 0;
/**
* Set whether or not the submesh has to be rendered by default.
*/
virtual void SetRendering (bool doRender) = 0;
/**
* Get whether or not the submesh has to be rendered by default.
*/
virtual bool IsRendering () const = 0;
/**
* Set the render priority of this submesh.
*/
virtual void SetRenderPriority (CS::Graphics::RenderPriority rp) = 0;
/**
* Get the render priority of this submesh.
*/
virtual CS::Graphics::RenderPriority GetRenderPriority () const = 0;
/**
* Set the Z-buf drawing mode of this submesh.
*/
virtual void SetZBufMode (csZBufMode mode) = 0;
/**
* Get the Z-buf drawing mode of this submesh.
*/
virtual csZBufMode GetZBufMode () const = 0;
};
/**
* State and setting for an instance of an animated mesh
*
* These meshes are animated by the skeletal animation system (see
* CS::Animation::iSkeleton) and by morphing (see CS::Mesh::iAnimatedMeshMorphTarget).
*/
struct iAnimatedMesh : public virtual iBase
{
SCF_INTERFACE(CS::Mesh::iAnimatedMesh, 1, 0, 3);
/**
* Set the skeleton to use for this mesh.
* The skeleton must have at least enough bones for all references made
* to it in the vertex influences.
* \param skeleton
*/
virtual void SetSkeleton (CS::Animation::iSkeleton* skeleton) = 0;
/**
* Get the skeleton to use for this mesh.
*/
virtual CS::Animation::iSkeleton* GetSkeleton () const = 0;
/**
* Get a submesh by index.
*/
virtual iAnimatedMeshSubMesh* GetSubMesh (size_t index) const = 0;
/**
* Get the total number of submeshes.
*/
virtual size_t GetSubMeshCount () const = 0;
/**
* Set the weight for the blending of a given morph target
*/
virtual void SetMorphTargetWeight (uint target, float weight) = 0;
/**
* Get the weight for the blending of a given morph target
*/
virtual float GetMorphTargetWeight (uint target) const = 0;
/**\name Socket
* @{ */
/**
* Get the number of sockets in the factory
*/
virtual size_t GetSocketCount () const = 0;
/**
* Get a specific socket instance
*/
virtual iAnimatedMeshSocket* GetSocket (size_t index) const = 0;
/** @} */
/**
* Convenient accessor method for the CS::Mesh::iAnimatedMeshFactory of this animesh.
*/
virtual iAnimatedMeshFactory* GetAnimatedMeshFactory () const = 0;
/**
* Get the render buffer accessor of this mesh
*/
virtual iRenderBufferAccessor* GetRenderBufferAccessor () const = 0;
/**
* Set the bounding box of the given bone. Bone bounding boxes are used to update
* the global bounding box of the animated mesh, and to speed up hitbeam tests. Each
* bounding box should enclose all the vertices that are influenced by the given bone,
* even when the morph targets are active.
*
* If you don't specify a bounding box, then the one from the factory will be used
* instead.
*
* \param bone The ID of the bone. It is valid to use CS::Animation::InvalidBoneID
* as a parameter, in this case it will refer to the bounding box of the vertices that
* aren't influenced by any bone.
* \param box The bounding box of the given bone. The corners of the box are expressed
* in bone space.
*/
virtual void SetBoneBoundingBox (CS::Animation::BoneID bone, const csBox3& box) = 0;
/**
* Get the bounding box of the bone with the given ID. The corners of the box
* are expressed in bone space.
*
* If no bounding box has been defined for this bone on the animated mesh, then the
* one from the factory will be returned instead. If the factory has no box neither,
* then a default, empty one will be returned.
*
* It is valid to use CS::Animation::InvalidBoneID as a parameter, in this case
* it will return the bounding box of the vertices that aren't influenced by any
* bone.
*/
virtual const csBox3& GetBoneBoundingBox (CS::Animation::BoneID bone) const = 0;
/**
* Unset the custom bounding box of this animated mesh. It will now be again
* computed and updated automatically. At the inverse, using
* iObjectModel::SetObjectBoundingBox() on this mesh will force a given box to
* be used.
*/
virtual void UnsetObjectBoundingBox () = 0;
/**
* Clear the weight of all active morph targets
*/
virtual void ClearMorphTargetWeights () = 0;
};
/**
* Sub mesh (part) of an animated mesh. It can be used to apply
* various materials and rendering parameters on sub-parts of the animated mesh.
*/
struct iAnimatedMeshSubMesh : public virtual iBase
{
SCF_INTERFACE(CS::Mesh::iAnimatedMeshSubMesh, 1, 2, 0);
/**
* Get the factory of this submesh
*/
virtual iAnimatedMeshSubMeshFactory* GetFactorySubMesh () = 0;
/**
* Set whether or not this submesh has to be rendered.
*/
virtual void SetRendering (bool doRender) = 0;
/**
* Get whether or not this submesh has to be rendered.
*/
virtual bool IsRendering () const = 0;
/**
* Get a shader variable context for this submesh.
*/
virtual iShaderVariableContext* GetShaderVariableContext (size_t buffer) const = 0;
/**
* Get the material of this submesh.
*/
virtual iMaterialWrapper* GetMaterial () const = 0;
/**
* Set the material of this submesh, or 0 to use the material of the factory.
*/
virtual void SetMaterial (iMaterialWrapper* material) = 0;
};
/**
* A morph target. It can be used to deform by morphing the vertices of an
* animated mesh.
*/
struct iAnimatedMeshMorphTarget : public virtual iBase
{
SCF_INTERFACE(CS::Mesh::iAnimatedMeshMorphTarget, 2, 0, 1);
/**
* Set the render buffer to use for the vertex offsets.
* If no subset is defined on the owning mesh object, the buffer
* must hold as many elements as the vertex buffer of this mesh
* object.
* Remember to call Invalidate() after changing this data.
*/
virtual bool SetVertexOffsets (iRenderBuffer* renderBuffer) = 0;
/**
* Get the buffer of the vertex offsets.
* Remember to call Invalidate() after changing this data.
*/
virtual iRenderBuffer* GetVertexOffsets () = 0;
/**
* Update the morph target after some changes to its vertex offsets.
*/
virtual void Invalidate () = 0;
/**
* Get the name of this morph target.
*/
virtual const char* GetName () const = 0;
/**
* Add a subset to this morph target.
* The morph target must have non zero offsets for all the
* vertices of this subset.
*/
virtual void AddSubset (const size_t subset) = 0;
/**
* Get a subset associated with this morph target.
*/
virtual size_t GetSubset (const size_t index) const = 0;
/**
* Get the number of subsets associated with this morph target.
*/
virtual size_t GetSubsetCount () const = 0;
};
/** @} */
/** @} */
} // namespace Mesh
} // namespace CS
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::AnimatedMeshBoneInfluence instead")
typedef CS::Mesh::AnimatedMeshBoneInfluence csAnimatedMeshBoneInfluence;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMesh instead")
typedef CS::Mesh::iAnimatedMesh iAnimatedMesh;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMeshFactory instead")
typedef CS::Mesh::iAnimatedMeshFactory iAnimatedMeshFactory;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMeshSocketFactory instead")
typedef CS::Mesh::iAnimatedMeshSocketFactory iAnimatedMeshSocketFactory;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMeshSubMesh instead")
typedef CS::Mesh::iAnimatedMeshSubMesh iAnimatedMeshSubMesh;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMeshSubMeshFactory instead")
typedef CS::Mesh::iAnimatedMeshSubMeshFactory iAnimatedMeshFactorySubMesh;
CS_DEPRECATED_METHOD_MSG("Use CS::Mesh::iAnimatedMeshMorphTarget instead")
typedef CS::Mesh::iAnimatedMeshMorphTarget iAnimatedMeshMorphTarget;
#endif // __CS_IMESH_ANIMESH_H__
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