BlendShapeData.h 4.6 KB

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  1. #pragma once
  2. /*
  3. * Copyright (c) Contributors to the Open 3D Engine Project.
  4. * For complete copyright and license terms please see the LICENSE at the root of this distribution.
  5. *
  6. * SPDX-License-Identifier: Apache-2.0 OR MIT
  7. *
  8. */
  9. #include <AzCore/std/containers/vector.h>
  10. #include <AzCore/std/containers/unordered_map.h>
  11. #include <AzCore/std/string/string.h>
  12. #include <SceneAPI/SceneData/SceneDataConfiguration.h>
  13. #include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexColorData.h>
  14. #include <SceneAPI/SceneCore/DataTypes/GraphData/IBlendShapeData.h>
  15. namespace AZ
  16. {
  17. namespace SceneData
  18. {
  19. namespace GraphData
  20. {
  21. class SCENE_DATA_CLASS BlendShapeData
  22. : public SceneAPI::DataTypes::IBlendShapeData
  23. {
  24. public:
  25. AZ_RTTI(BlendShapeData, "{FF875C22-2E4F-4CE3-BA49-09BF78C70A09}", SceneAPI::DataTypes::IBlendShapeData)
  26. static void Reflect(ReflectContext* context);
  27. // Maximum number of color sets matches limitation set in assImp (AI_MAX_NUMBER_OF_COLOR_SETS)
  28. static constexpr AZ::u8 MaxNumColorSets = 8;
  29. // Maximum number of uv sets matches limitation set in assImp (AI_MAX_NUMBER_OF_TEXTURECOORDS)
  30. static constexpr AZ::u8 MaxNumUVSets = 8;
  31. SCENE_DATA_API ~BlendShapeData() override;
  32. SCENE_DATA_API void AddPosition(const AZ::Vector3& position);
  33. SCENE_DATA_API void AddNormal(const AZ::Vector3& normal);
  34. SCENE_DATA_API void AddTangentAndBitangent(const Vector4& tangent, const Vector3& bitangent);
  35. SCENE_DATA_API void AddUV(const Vector2& uv, AZ::u8 uvSetIndex);
  36. SCENE_DATA_API void AddColor(const SceneAPI::DataTypes::Color& color, AZ::u8 colorSetIndex);
  37. SCENE_DATA_API void ReserveData(
  38. unsigned int numVertices, bool reserveTangents, const AZStd::bitset<MaxNumUVSets>& uvSetUsedFlags,
  39. const AZStd::bitset<MaxNumColorSets>& colorSetUsedFlags);
  40. //assume consistent winding - no stripping or fanning expected (3 index per face)
  41. SCENE_DATA_API virtual void AddFace(const Face& face);
  42. SCENE_DATA_API void SetVertexIndexToControlPointIndexMap(int vertexIndex, int controlPointIndex);
  43. SCENE_DATA_API size_t GetUsedControlPointCount() const override;
  44. SCENE_DATA_API int GetControlPointIndex(int vertexIndex) const override;
  45. SCENE_DATA_API int GetUsedPointIndexForControlPoint(int controlPointIndex) const override;
  46. //assume consistent winding - no stripping or fanning expected (3 index per face)
  47. SCENE_DATA_API unsigned int GetVertexCount() const override;
  48. SCENE_DATA_API unsigned int GetFaceCount() const override;
  49. SCENE_DATA_API const Face& GetFaceInfo(unsigned int index) const override;
  50. SCENE_DATA_API const Vector3& GetPosition(unsigned int index) const override;
  51. SCENE_DATA_API const Vector3& GetNormal(unsigned int index) const override;
  52. SCENE_DATA_API const Vector2& GetUV(unsigned int vertexIndex, unsigned int uvSetIndex) const;
  53. SCENE_DATA_API AZStd::vector<Vector4>& GetTangents();
  54. SCENE_DATA_API const AZStd::vector<Vector4>& GetTangents() const;
  55. SCENE_DATA_API AZStd::vector<Vector3>& GetBitangents();
  56. SCENE_DATA_API const AZStd::vector<Vector3>& GetBitangents() const;
  57. SCENE_DATA_API const AZStd::vector<Vector2>& GetUVs(AZ::u8 uvSetIndex) const;
  58. SCENE_DATA_API const AZStd::vector<SceneAPI::DataTypes::Color>& GetColors(AZ::u8 colorSetIndex) const;
  59. SCENE_DATA_API unsigned int GetFaceVertexIndex(unsigned int face, unsigned int vertexIndex) const override;
  60. SCENE_DATA_API void GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const override;
  61. protected:
  62. AZStd::vector<Vector3> m_positions;
  63. AZStd::vector<Vector3> m_normals;
  64. AZStd::vector<Vector4> m_tangents;
  65. AZStd::vector<Vector3> m_bitangents;
  66. AZStd::vector<AZ::Vector2> m_uvs[MaxNumUVSets];
  67. AZStd::vector<SceneAPI::DataTypes::Color> m_colors[MaxNumColorSets];
  68. AZStd::vector<Face> m_faces;
  69. AZStd::unordered_map<int, int> m_vertexIndexToControlPointIndexMap;
  70. AZStd::unordered_map<int, int> m_controlPointToUsedVertexIndexMap;
  71. };
  72. } // GraphData
  73. } // SceneData
  74. } // AZ