hkIndexedTransformSet.h
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上传日期:2020-08-09
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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_INDEXED_TRANSFORM_SET_H
- #define HK_INDEXED_TRANSFORM_SET_H
- /// hkIndexedTransformSetCinfo describes transforms needed by a hkMeshBody that has multiple transforms (over and
- /// above the basic position transform)
- ///
- /// A hkMeshBody needs to have indexed transforms, if all of its shapes' mesh sections have an index. Such a mesh shape
- /// is constructed when the method createCompoundShape is called on hkMeshShape. Each of the meshes is given a transform
- /// index, the first shape has index 0, the next 1 and so forth.
- /// When a hkMeshBody is constructed from the mesh shape, the positions of the 'child' meshes can be controlled via
- /// indexed transforms. This structure holds information about the child transforms.
- ///
- /// The other situation where indexed transforms are used is when skinning is in operation. Skinning occurs when
- /// the vertex buffer for a mesh section has skinning information defined on it.
- /// The actual sequence of transforms performed of a vertex will be as follows (the displayTransform
- /// is the main transform, set via setTransform on the hkMeshBody):
- ///
- /// vertex -> inverse -> matrix -> displayTransform
- ///
- /// or as column major matrix multiplication (Havok style)
- ///
- /// vertexOut = displayTransform * matrix * inverse * vertexIn
- ///
- /// Only the displayMatrix and the matrices can be modified on a per body basis - the inverses are immutable throughout
- /// the life of the hkMeshBody.
- ///
- /// The inverse transforms are there for skinning and are the 'bone space' transform. Setting the value to HK_NULL
- /// will indicate that inverse transforms are not needed, and may provide a significant speed improvement.
- ///
- /// sa hkMeshBody
- struct hkIndexedTransformSetCinfo
- {
- HK_DECLARE_NONVIRTUAL_CLASS_ALLOCATOR( HK_MEMORY_CLASS_SCENE_DATA, hkIndexedTransformSetCinfo );
- hkIndexedTransformSetCinfo();
- const hkMatrix4* m_inverseMatrices; ///
- const hkMatrix4* m_matrices; ///
- int m_numMatrices; ///
- hkBool m_allTransformsAreAffine; ///
- };
- extern const hkClass hkIndexedTransformSetClass;
- /// The hkIndexedTransformSet is designed make implementation transforms associated with hkMeshBody objects simpler
- /// to implement.
- ///
- /// If a hkMeshBody is holding indexed matrix information (identified by the hkIndexedTransformSetCinfo being passed
- /// into createBody on hkMeshSystem) - then that data needs to be held somehow. Although an implementation is free to
- /// choose how to do this - using the hkIndexedTransformSet makes it simpler.
- ///
- /// To use in an implementation of a hkMeshBody - hold a pointer to a hkIndexedTransformSet. If the body doesn't
- /// have any indexed transformed this member can just be left as HK_NULL. If it does construct a hkIndexedTranformSet
- /// using the hkIndexedTransformSetCinfo value passed into the createBody method. Finding transforms used for rendering
- /// is straight forward using the calculateMatrixes/calculateMatrix method. The class also has optimizations to stop
- /// unneeded calculations if for example the inverse transforms are all the identity.
- class hkIndexedTransformSet: public hkReferencedObject
- {
- public:
- HK_DECLARE_CLASS_ALLOCATOR(HK_MEMORY_CLASS_SCENE_DATA);
- /// Ctor
- hkIndexedTransformSet(const hkIndexedTransformSetCinfo& info);
- /// Get the total amount of matrices stored in this set
- HK_FORCE_INLINE int getNumMatrices() const { return m_matrices.getSize(); }
- /// Set a range of matrices
- void setMatrices(int startIndex, const hkMatrix4* matrices, int numMatrices);
- /// Get a range of matrices
- void getMatrices(int startIndex, hkMatrix4* matrices, int numMatrices) const;
- /// Get a range of inverse matrices
- void getInverseMatrices(int startIndex, hkMatrix4* matrices, int numMatrices) const;
- /// Get the matrices
- HK_FORCE_INLINE const hkArray<hkMatrix4>& getMatrices() const { return m_matrices; }
- /// Get the inverse matrices. If there are no inverses (ie effectively all identity) will return with a size of 0
- HK_FORCE_INLINE const hkArray<hkMatrix4>& getInverseMatrices() const { return m_inverseMatrices; }
- /// Returns true if it has inverse transforms
- HK_FORCE_INLINE bool hasInverseMatrices() const { return m_inverseMatrices.getSize() > 0; }
- /// Works out the transforms from model space to world/parent space
- void calculateMatrices(hkArray<hkMatrix4>& matrices) const;
- /// Works out a series of transforms
- void calculateMatrices(const hkMatrix4& parentToWorld, hkArray<hkMatrix4>& matrices) const;
- /// Works out a single transform matrix
- void calculateMatrix(int index, hkMatrix4& matrixOut) const;
- /// Works out the transforms (taking into account the parentToWorld transform)
- void calculateMatrix(const hkMatrix4& parentToWorld, int index, hkMatrix4& matrixOut) const;
- // hkReferencedObject Implementation
- virtual const hkClass* getClassType() const { return &hkIndexedTransformSetClass; }
- // hkReferencedObject Implementation
- virtual void calcContentStatistics( hkStatisticsCollector* collector,const hkClass* cls ) const;
- public:
- //
- // Members
- //
- hkArray<hkMatrix4> m_matrices; ///
- hkArray<hkMatrix4> m_inverseMatrices; ///
- hkBool m_allMatricesAreAffine; ///
- };
- #endif // HK_INDEXED_TRANSFORM_SET_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.
- *
- */