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