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luanti/irr/include/WeightBuffer.h
sfence f5f26bff66 macOS 11 CI (#15069)
* Build from sources with prebuilt dependencies. Cross build for x86_64 and older macOS SDKs.
2025-11-25 16:45:10 +01:00

69 lines
2.1 KiB
C++

// Copyright (C) 2025 Lars Müller
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "vector3d.h"
#include "matrix4.h"
#include "IVertexBuffer.h"
#include <cassert>
#include <memory>
#include <optional>
#include <vector>
namespace scene
{
struct WeightBuffer
{
constexpr static u16 MAX_WEIGHTS_PER_VERTEX = 4;
// ID-weight pairs for a joint
struct VertexWeights {
std::array<u16, MAX_WEIGHTS_PER_VERTEX> joint_ids = {};
std::array<f32, MAX_WEIGHTS_PER_VERTEX> weights = {};
void addWeight(u16 joint_id, f32 weight);
/// Transform given position and normal with these weights
void skinVertex(core::vector3df &pos, core::vector3df &normal,
const std::vector<core::matrix4> &joint_transforms) const;
};
std::vector<VertexWeights> weights;
std::optional<std::vector<u32>> animated_vertices;
// A bit of a hack for now: Store static positions here so we can use them for skinning.
// Ideally we might want a design where we do not mutate the original vertex buffer at all.
std::unique_ptr<core::vector3df[]> static_positions;
std::unique_ptr<core::vector3df[]> static_normals;
WeightBuffer(size_t n_verts) : weights(n_verts) {}
const std::array<u16, MAX_WEIGHTS_PER_VERTEX> &getJointIds(u32 vertex_id) const
{ return weights[vertex_id].joint_ids; }
const std::array<f32, MAX_WEIGHTS_PER_VERTEX> &getWeights(u32 vertex_id) const
{ return weights[vertex_id].weights; }
size_t size() const
{ return weights.size(); }
void addWeight(u32 vertex_id, u16 joint_id, f32 weight);
/// Transform position and normal using the weights of the given vertex
void skinVertex(u32 vertex_id, core::vector3df &pos, core::vector3df &normal,
const std::vector<core::matrix4> &joint_transforms) const;
/// @note src and dst can be the same buffer
void skin(IVertexBuffer *dst,
const std::vector<core::matrix4> &joint_transforms) const;
/// Prepares this buffer for use in skinning.
void finalize();
void updateStaticPose(const IVertexBuffer *vbuf);
void resetToStatic(IVertexBuffer *vbuf) const;
};
} // end namespace scene