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- #include "Base.h"
- #include "MeshSkin.h"
- #include "Joint.h"
- // The number of rows in each palette matrix.
- #define PALETTE_ROWS 3
- namespace gameplay
- {
- MeshSkin::MeshSkin()
- : _rootJoint(NULL), _matrixPalette(NULL), _model(NULL)
- {
- }
- MeshSkin::~MeshSkin()
- {
- clearJoints();
- SAFE_DELETE_ARRAY(_matrixPalette);
- }
- const Matrix& MeshSkin::getBindShape() const
- {
- return _bindShape;
- }
- void MeshSkin::setBindShape(const float* matrix)
- {
- _bindShape.set(matrix);
- }
- unsigned int MeshSkin::getJointCount() const
- {
- return _joints.size();
- }
- Joint* MeshSkin::getJoint(unsigned int index) const
- {
- assert(index < _joints.size());
- return _joints[index];
- }
- Joint* MeshSkin::getJoint(const char* id) const
- {
- assert(id);
- for (unsigned int i = 0, count = _joints.size(); i < count; ++i)
- {
- Joint* j = _joints[i];
- if (j && j->getId() != NULL && strcmp(j->getId(), id) == 0)
- {
- return j;
- }
- }
- return NULL;
- }
- void MeshSkin::setJointCount(unsigned int jointCount)
- {
- // Erase the joints vector and release all joints
- clearJoints();
- // Resize the joints vector and initialize to NULL
- _joints.resize(jointCount);
- for (unsigned int i = 0; i < jointCount; i++)
- {
- _joints[i] = NULL;
- }
- // Rebuild the matrix palette. Each matrix is 3 rows of Vector4.
- SAFE_DELETE_ARRAY(_matrixPalette);
- if (jointCount > 0)
- {
- _matrixPalette = new Vector4[jointCount * PALETTE_ROWS];
- for (unsigned int i = 0; i < jointCount * PALETTE_ROWS; i+=PALETTE_ROWS)
- {
- _matrixPalette[i+0].set(1.0f, 0.0f, 0.0f, 0.0f);
- _matrixPalette[i+1].set(0.0f, 1.0f, 0.0f, 0.0f);
- _matrixPalette[i+2].set(0.0f, 0.0f, 1.0f, 0.0f);
- }
- }
- }
- void MeshSkin::setJoint(Joint* joint, unsigned int index)
- {
- assert(index < _joints.size());
- if (_joints[index])
- {
- _joints[index]->_skinCount--;
- SAFE_RELEASE(_joints[index]);
- }
- _joints[index] = joint;
- if (joint)
- {
- joint->addRef();
- joint->_skinCount++;
- }
- }
- Vector4* MeshSkin::getMatrixPalette() const
- {
- unsigned int count = _joints.size();
- for (unsigned int i = 0; i < count; i++)
- {
- _joints[i]->updateJointMatrix(getBindShape(), &_matrixPalette[i * PALETTE_ROWS]);
- }
- return _matrixPalette;
- }
- unsigned int MeshSkin::getMatrixPaletteSize() const
- {
- return _joints.size() * PALETTE_ROWS;
- }
- Model* MeshSkin::getModel() const
- {
- return _model;
- }
- Joint* MeshSkin::getRootJoint() const
- {
- return _rootJoint;
- }
- void MeshSkin::setRootJoint(Joint* joint)
- {
- if (_rootJoint)
- {
- if (_rootJoint->getParent())
- {
- _rootJoint->getParent()->removeListener(this);
- }
- }
- _rootJoint = joint;
- // If the root joint has a parent node, register for its transformChanged event
- if (_rootJoint && _rootJoint->getParent())
- {
- _rootJoint->getParent()->addListener(this, 1);
- }
- }
- void MeshSkin::transformChanged(Transform* transform, long cookie)
- {
- switch (cookie)
- {
- case 1:
- // The direct parent of our joint hierarchy has changed.
- // Dirty the bounding volume for our model's node. This special
- // case allows us to have much tighter bounding volumes for
- // skinned meshes by only considering local skin/joint transformations
- // during bounding volume computation instead of fully resolved
- // joint transformations.
- if (_model && _model->getNode())
- {
- _model->getNode()->setBoundsDirty();
- }
- break;
- }
- }
- int MeshSkin::getJointIndex(Joint* joint) const
- {
- for (unsigned int i = 0, count = _joints.size(); i < count; ++i)
- {
- if (_joints[i] == joint)
- {
- return (int)i;
- }
- }
- return -1;
- }
- void MeshSkin::clearJoints()
- {
- setRootJoint(NULL);
- for (unsigned int i = 0, count = _joints.size(); i < count; ++i)
- {
- SAFE_RELEASE(_joints[i]);
- }
- _joints.clear();
- }
- }
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