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o3de/Code/Tools/SceneAPI/SceneData/GraphData/BlendShapeData.h

96 lines
4.9 KiB
C++

#pragma once
/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#include <AzCore/std/containers/vector.h>
#include <AzCore/std/containers/unordered_map.h>
#include <AzCore/std/string/string.h>
#include <SceneAPI/SceneData/SceneDataConfiguration.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IMeshVertexColorData.h>
#include <SceneAPI/SceneCore/DataTypes/GraphData/IBlendShapeData.h>
namespace AZ
{
namespace SceneData
{
namespace GraphData
{
class SCENE_DATA_CLASS BlendShapeData
: public SceneAPI::DataTypes::IBlendShapeData
{
public:
AZ_RTTI(BlendShapeData, "{FF875C22-2E4F-4CE3-BA49-09BF78C70A09}", SceneAPI::DataTypes::IBlendShapeData)
static void Reflect(ReflectContext* context);
// Maximum number of color sets matches limitation set in assImp (AI_MAX_NUMBER_OF_COLOR_SETS)
static constexpr AZ::u8 MaxNumColorSets = 8;
// Maximum number of uv sets matches limitation set in assImp (AI_MAX_NUMBER_OF_TEXTURECOORDS)
static constexpr AZ::u8 MaxNumUVSets = 8;
SCENE_DATA_API ~BlendShapeData() override;
SCENE_DATA_API void AddPosition(const AZ::Vector3& position);
SCENE_DATA_API void AddNormal(const AZ::Vector3& normal);
SCENE_DATA_API void AddTangentAndBitangent(const Vector4& tangent, const Vector3& bitangent);
SCENE_DATA_API void AddUV(const Vector2& uv, AZ::u8 uvSetIndex);
SCENE_DATA_API void AddColor(const SceneAPI::DataTypes::Color& color, AZ::u8 colorSetIndex);
SCENE_DATA_API void ReserveData(
unsigned int numVertices, bool reserveTangents, const AZStd::bitset<MaxNumUVSets>& uvSetUsedFlags,
const AZStd::bitset<MaxNumColorSets>& colorSetUsedFlags);
//assume consistent winding - no stripping or fanning expected (3 index per face)
SCENE_DATA_API virtual void AddFace(const Face& face);
SCENE_DATA_API void SetVertexIndexToControlPointIndexMap(int vertexIndex, int controlPointIndex);
SCENE_DATA_API size_t GetUsedControlPointCount() const override;
SCENE_DATA_API int GetControlPointIndex(int vertexIndex) const override;
SCENE_DATA_API int GetUsedPointIndexForControlPoint(int controlPointIndex) const override;
//assume consistent winding - no stripping or fanning expected (3 index per face)
SCENE_DATA_API unsigned int GetVertexCount() const override;
SCENE_DATA_API unsigned int GetFaceCount() const override;
SCENE_DATA_API const Face& GetFaceInfo(unsigned int index) const override;
SCENE_DATA_API const Vector3& GetPosition(unsigned int index) const override;
SCENE_DATA_API const Vector3& GetNormal(unsigned int index) const override;
SCENE_DATA_API const Vector2& GetUV(unsigned int vertexIndex, unsigned int uvSetIndex) const;
SCENE_DATA_API AZStd::vector<Vector4>& GetTangents();
SCENE_DATA_API const AZStd::vector<Vector4>& GetTangents() const;
SCENE_DATA_API AZStd::vector<Vector3>& GetBitangents();
SCENE_DATA_API const AZStd::vector<Vector3>& GetBitangents() const;
SCENE_DATA_API const AZStd::vector<Vector2>& GetUVs(AZ::u8 uvSetIndex) const;
SCENE_DATA_API const AZStd::vector<SceneAPI::DataTypes::Color>& GetColors(AZ::u8 colorSetIndex) const;
SCENE_DATA_API unsigned int GetFaceVertexIndex(unsigned int face, unsigned int vertexIndex) const override;
SCENE_DATA_API void GetDebugOutput(SceneAPI::Utilities::DebugOutput& output) const override;
protected:
AZStd::vector<Vector3> m_positions;
AZStd::vector<Vector3> m_normals;
AZStd::vector<Vector4> m_tangents;
AZStd::vector<Vector3> m_bitangents;
AZStd::vector<AZ::Vector2> m_uvs[MaxNumUVSets];
AZStd::vector<SceneAPI::DataTypes::Color> m_colors[MaxNumColorSets];
AZStd::vector<Face> m_faces;
AZStd::unordered_map<int, int> m_vertexIndexToControlPointIndexMap;
AZStd::unordered_map<int, int> m_controlPointToUsedVertexIndexMap;
};
} // GraphData
} // SceneData
} // AZ