hkaFPUMorphingDeformer.h
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上传日期:2020-08-09
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文件大小:4k
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其他游戏
开发平台:
Visual C++
- /*
- *
- * Confidential Information of Telekinesys Research Limited (t/a Havok). Not for disclosure or distribution without Havok's
- * prior written consent. This software contains code, techniques and know-how which is confidential and proprietary to Havok.
- * Level 2 and Level 3 source code contains trade secrets of Havok. Havok Software (C) Copyright 1999-2009 Telekinesys Research Limited t/a Havok. All Rights Reserved. Use of this software is subject to the terms of an end user license agreement.
- *
- */
- #ifndef HK_FPU_MORPHING_DEFORMER_H
- #define HK_FPU_MORPHING_DEFORMER_H
- #include <Animation/Animation/Deform/Morphing/hkaMorphingDeformer.h>
- /// The derived reference counted class for a FPU based implementation of weighted vertex deformation.
- /// Applies to both indexed and non indexed skinning.
- /// By FPU it really means that it will not enforce any alignment on the input
- /// or output data, but if your math configuration uses SIMD, it will use the SIMD ops
- /// where it can. If you have data that has its deformable members (pos, normals, etc)
- /// properly aligned so that they can be cast to hkVector4, then use the SIMD version of this deformer
- /// as it will be more streamlined.
- /// N.B. It is important to note that these deformers are here to be used by Havok's demos but are not production quality.
- /// It is assumed that deforming will be done most commonly by your graphics engine, usually in hardware on GPUs or VUs.
- /// That hardware deformation is usually performed at the same time as per vertex lighting operations, so Havok cannot
- /// provide optimized deformers for all such game specific usage.
- class hkaFPUMorphingDeformer : public hkReferencedObject, public hkaMorphingDeformer
- {
- public:
- /// Initializes to an unbound deformer
- hkaFPUMorphingDeformer();
- /// Bind the buffers
- /// The output buffer should be preallocated.
- /// Returns false if the deformer does not support the input or output buffer format.
- /// The input and output buffers must be appropriately aligned (16 byte)
- hkBool bind( const hkaVertexDeformerInput& input, const hkxVertexBuffer* inputBuffer1, const hkxVertexBuffer* inputBuffer2, hkxVertexBuffer* outputBuffer );
- /// Interpolate the input buffers into the output buffer.
- /// The deformer must first be bound and the output buffer locked before deforming.
- virtual void deform ( hkReal delta );
- private:
- struct hkaFPUBinding
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaFPUMorphingDeformer::hkaFPUBinding );
- // Input buffer 1
- const float* m_i1PosBase;
- const float* m_i1NormBase;
- const float* m_i1BinormBase;
- const float* m_i1TangentBase;
- hkUint8 m_i1Stride;
- // Input Buffer 2
- const float* m_i2PosBase;
- const float* m_i2NormBase;
- const float* m_i2BinormBase;
- const float* m_i2TangentBase;
- hkUint8 m_i2Stride;
- // Output Buffer
- float* m_oPosBase;
- float* m_oNormBase;
- float* m_oBinormBase;
- float* m_oTangentBase;
- hkUint8 m_oStride;
- hkUint32 m_numVerts;
- };
- struct hkaFPUBinding m_binding;
- };
- #endif // HK_FPU_MORPHING_DEFORMER_H
- /*
- * Havok SDK - NO SOURCE PC DOWNLOAD, BUILD(#20090216)
- *
- * Confidential Information of Havok. (C) Copyright 1999-2009
- * Telekinesys Research Limited t/a Havok. All Rights Reserved. The Havok
- * Logo, and the Havok buzzsaw logo are trademarks of Havok. Title, ownership
- * rights, and intellectual property rights in the Havok software remain in
- * Havok and/or its suppliers.
- *
- * Use of this software for evaluation purposes is subject to and indicates
- * acceptance of the End User licence Agreement for this product. A copy of
- * the license is included with this software and is also available at www.havok.com/tryhavok.
- *
- */