// Copyright 2015-2016 Kastellanos Nikolaos // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "pch.h" #include #include "CpuAnimatedVertexBufferHelper.h" #include #include //using namespace DirectX; using namespace Platform; using namespace Platform::Collections; using namespace nkast::Aether::Native::Animation; using namespace nkast::Aether::Native::Animation::Data; nkast::Aether::Native::Animation::CpuAnimatedVertexBufferHelper::CpuAnimatedVertexBufferHelper(void) { _cpuVertices = nullptr; _cpuVerticesLength = 0; } nkast::Aether::Native::Animation::CpuAnimatedVertexBufferHelper::~CpuAnimatedVertexBufferHelper(void) { delete _cpuVertices; _cpuVerticesLength = 0; } void nkast::Aether::Native::Animation::CpuAnimatedVertexBufferHelper::SetCpuVertices(const Platform::Array^ cpuVertices) { _cpuVerticesLength = cpuVertices->Length; _cpuVertices = new VertexIndicesWeightsPositionNormal[_cpuVerticesLength = cpuVertices->Length]; for (int i = 0;i<_cpuVerticesLength;i++) { _cpuVertices[i] = cpuVertices[i]; } return; } void nkast::Aether::Native::Animation::CpuAnimatedVertexBufferHelper::UpdateVertices( int64 pBoneTransforms, int64 pGpuVertices, int startIndex, int elementCount) { MatrixData* pBone = (MatrixData*)pBoneTransforms; VertexPositionNormalTextureData* pGpuVertex = (VertexPositionNormalTextureData*)pGpuVertices; UpdateVertices(pBone, pGpuVertex, startIndex, elementCount); } void nkast::Aether::Native::Animation::CpuAnimatedVertexBufferHelper::UpdateVertices( MatrixData* pBoneTransforms, VertexPositionNormalTextureData* pGpuVertices, int startIndex, int elementCount) { VertexPositionNormalTextureData* vout = pGpuVertices; MatrixData transformSum; transformSum.M14 = 0; transformSum.M24 = 0; transformSum.M34 = 0; transformSum.M44 = 1; // skin all of the vertices int endIndex = (startIndex + elementCount - 1); for (int i = startIndex; i <= endIndex; i++) { int b0 = _cpuVertices[i].BlendIndices.X; int b1 = _cpuVertices[i].BlendIndices.Y; int b2 = _cpuVertices[i].BlendIndices.Z; int b3 = _cpuVertices[i].BlendIndices.W; MatrixData* m1 = &pBoneTransforms[b0]; MatrixData* m2 = &pBoneTransforms[b1]; MatrixData* m3 = &pBoneTransforms[b2]; MatrixData* m4 = &pBoneTransforms[b3]; float w1 = _cpuVertices[i].BlendWeights.X; float w2 = _cpuVertices[i].BlendWeights.Y; float w3 = _cpuVertices[i].BlendWeights.Z; float w4 = _cpuVertices[i].BlendWeights.W; transformSum.M11 = (m1->M11 * w1) + (m2->M11 * w2) + (m3->M11 * w3) + (m4->M11 * w4); transformSum.M12 = (m1->M12 * w1) + (m2->M12 * w2) + (m3->M12 * w3) + (m4->M12 * w4); transformSum.M13 = (m1->M13 * w1) + (m2->M13 * w2) + (m3->M13 * w3) + (m4->M13 * w4); transformSum.M21 = (m1->M21 * w1) + (m2->M21 * w2) + (m3->M21 * w3) + (m4->M21 * w4); transformSum.M22 = (m1->M22 * w1) + (m2->M22 * w2) + (m3->M22 * w3) + (m4->M22 * w4); transformSum.M23 = (m1->M23 * w1) + (m2->M23 * w2) + (m3->M23 * w3) + (m4->M23 * w4); transformSum.M31 = (m1->M31 * w1) + (m2->M31 * w2) + (m3->M31 * w3) + (m4->M31 * w4); transformSum.M32 = (m1->M32 * w1) + (m2->M32 * w2) + (m3->M32 * w3) + (m4->M32 * w4); transformSum.M33 = (m1->M33 * w1) + (m2->M33 * w2) + (m3->M33 * w3) + (m4->M33 * w4); transformSum.M41 = (m1->M41 * w1) + (m2->M41 * w2) + (m3->M41 * w3) + (m4->M41 * w4); transformSum.M42 = (m1->M42 * w1) + (m2->M42 * w2) + (m3->M42 * w3) + (m4->M42 * w4); transformSum.M43 = (m1->M43 * w1) + (m2->M43 * w2) + (m3->M43 * w3) + (m4->M43 * w4); // Support the 4 Bone Influences - Position then Normal Vector3Data position = _cpuVertices[i].Position; vout[i].Position.X = position.X * transformSum.M11 + position.Y * transformSum.M21 + position.Z * transformSum.M31 + transformSum.M41; vout[i].Position.Y = position.X * transformSum.M12 + position.Y * transformSum.M22 + position.Z * transformSum.M32 + transformSum.M42; vout[i].Position.Z = position.X * transformSum.M13 + position.Y * transformSum.M23 + position.Z * transformSum.M33 + transformSum.M43; Vector3Data normal = _cpuVertices[i].Normal; vout[i].Normal.X = normal.X * transformSum.M11 + normal.Y * transformSum.M21 + normal.Z * transformSum.M31; vout[i].Normal.Y = normal.X * transformSum.M12 + normal.Y * transformSum.M22 + normal.Z * transformSum.M32; vout[i].Normal.Z = normal.X * transformSum.M13 + normal.Y * transformSum.M23 + normal.Z * transformSum.M33; } }