hkaFPUSkinningDeformer.h
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上传日期:2020-08-09
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文件大小:4k
源码类别:
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_SKINNING_DEFORMER_H
- #define HK_FPU_SKINNING_DEFORMER_H
- #include <Animation/Animation/Deform/Skinning/hkaSkinningDeformer.h>
- class hkxVertexBuffer;
- /// The derived reference counted class for a FPU based implementation of weighted vertex deformation.
- /// Applies to both indexed and non indexed skinning.
- /// This is a pure, normal floating point only deformer. If neither your input
- /// or you output is hkVector4 aligned and you are not using a SIMD enabled
- /// hkMath library, then this relatively slow float version is at least better
- /// than using the simd ones when there is no simd ops enabled.
- /// 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 hkaFPUSkinningDeformer : public hkReferencedObject, public hkaSkinningDeformer
- {
- public:
- /// Constructs an unbound deformer
- hkaFPUSkinningDeformer();
- /// Bind this deformer to input and output buffers.
- /// The input format is assumed to have (at least) vertex weights.
- /// The output buffer should be preallocated.
- /// Returns false if the deformer does not support the input or output buffer format.
- hkBool bind( const hkaVertexDeformerInput& input, const hkxVertexBuffer* inputBuffer, hkxVertexBuffer* outputBuffer );
- /// Deform the input buffer into the output buffer using the array of matrices specified.
- /// The deformer must first be bound and the output buffer locked before deforming.
- virtual void deform( const hkTransform* m_worldCompositeMatrices );
- struct hkaFloatBinding
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_ANIM_RUNTIME, hkaFPUSkinningDeformer::hkaFloatBinding );
- // Input buffer
- const float* m_iPosBase;
- const float* m_iNormBase;
- const float* m_iBinormBase;
- const float* m_iTangentBase;
- const hkUint8* m_iWeightBase;
- const hkUint8* m_iIndexBase;
- hkUint8 m_iPosStride; // ALL STRIDES IN NUM FLOATS
- hkUint8 m_iNormStride;
- hkUint8 m_iBinormStride;
- hkUint8 m_iTangentStride;
- hkUint8 m_iWeightStride;
- hkUint8 m_iIndexStride;
- hkUint8 m_bonesPerVertex;
- // Output Buffer
- float* m_oPosBase;
- float* m_oNormBase;
- float* m_oBinormBase;
- float* m_oTangentBase;
- hkUint8 m_oPosStride; // ALL STRIDES IN NUM FLOATS
- hkUint8 m_oNormStride;
- hkUint8 m_oBinormStride;
- hkUint8 m_oTangentStride;
- hkUint32 m_numVerts;
- };
- /// Static version of the virtual deform, takes an explicit binding
- /// so you can use this if you don't have hkxVertexBuffer style data
- static void HK_CALL deform( const hkTransform* m_worldCompositeMatrices, const hkaFloatBinding& binding );
- protected:
- struct hkaFloatBinding m_binding;
- };
- #endif // HK_FLOAT_SKINNING_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.
- *
- */