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#ifndef COMPRESSEDMESH_H
#define COMPRESSEDMESH_H
#include "Runtime/Serialize/SerializeUtility.h"
#include "Runtime/Animation/AnimationClip.h"
class Mesh;
class AnimationClip;
enum
{
kMeshCompressionOff = 0,
kMeshCompressionLow = 1,
kMeshCompressionMed = 2,
kMeshCompressionHigh = 3,
};
typedef std::vector<UInt8> DataVector;
class PackedFloatVector
{
public:
DECLARE_SERIALIZE (PackedBitVector)
PackedFloatVector() { m_NumItems = 0; m_Range = 0; m_Start = 0; m_BitSize = 0; }
void PackFloats(float *data, int chunkSize, int chunkStride, int chunkCount, int bitSize, bool adjustBitSize);
void UnpackFloats(float *data, int chunkSize, int chunkStride, int start = 0, int count = -1);
int Count() {return m_NumItems;}
private:
UInt32 m_NumItems;
float m_Range;
float m_Start;
UInt8 m_BitSize;
std::vector<UInt8> m_Data;
};
class PackedIntVector
{
public:
DECLARE_SERIALIZE (PackedBitVector)
PackedIntVector() { m_NumItems = 0; m_BitSize = 0; }
template <class IntSize> void PackInts(IntSize *data, int numItems);
template <class IntSize> void UnpackInts(IntSize *data);
int Count() {return m_NumItems;}
private:
UInt32 m_NumItems;
UInt8 m_BitSize;
std::vector<UInt8> m_Data;
};
class PackedQuatVector
{
public:
DECLARE_SERIALIZE (PackedBitVector)
PackedQuatVector() {m_NumItems = 0;}
void PackQuats(Quaternionf *data, int numItems);
void UnpackQuats(Quaternionf *data);
int Count() {return m_NumItems;}
private:
UInt32 m_NumItems;
std::vector<UInt8> m_Data;
};
class CompressedMesh
{
public:
DECLARE_SERIALIZE (CompressedMesh)
void Compress(Mesh &src, int quality);
void Decompress(Mesh &src);
private:
PackedFloatVector m_Vertices;
PackedFloatVector m_UV;
// TODO: This never gets written. Unity 3.4 and 3.5 never wrote this data.
// Most likely no version ever did. Remove code and bindpose serialization.
PackedFloatVector m_BindPoses;
PackedFloatVector m_Normals;
PackedIntVector m_NormalSigns;
PackedFloatVector m_Tangents;
PackedIntVector m_TangentSigns;
PackedIntVector m_Weights;
PackedIntVector m_BoneIndices;
PackedIntVector m_Triangles;
PackedIntVector m_Colors;
};
template<class TransferFunc>
void PackedFloatVector::Transfer (TransferFunc& transfer) {
TRANSFER ( m_NumItems );
TRANSFER( m_Range );
TRANSFER( m_Start );
TRANSFER( m_Data );
TRANSFER( m_BitSize );
transfer.Align();
}
template<class TransferFunc>
void PackedIntVector::Transfer (TransferFunc& transfer) {
TRANSFER( m_NumItems );
TRANSFER( m_Data );
TRANSFER( m_BitSize );
transfer.Align();
}
template<class TransferFunc>
void PackedQuatVector::Transfer (TransferFunc& transfer) {
TRANSFER( m_NumItems );
TRANSFER( m_Data );
transfer.Align();
}
template<class TransferFunc>
void CompressedMesh::Transfer (TransferFunc& transfer) {
TRANSFER( m_Vertices );
TRANSFER( m_UV );
TRANSFER( m_BindPoses );
TRANSFER( m_Normals );
TRANSFER( m_Tangents );
TRANSFER( m_Weights );
TRANSFER( m_NormalSigns );
TRANSFER( m_TangentSigns );
TRANSFER( m_BoneIndices );
TRANSFER( m_Triangles );
TRANSFER( m_Colors );
}
class CompressedAnimationCurve
{
public:
DECLARE_SERIALIZE (CompressedAnimationCurve)
CompressedAnimationCurve() { m_PreInfinity = 0; m_PostInfinity = 0; }
void CompressQuatCurve(AnimationClip::QuaternionCurve &src);
void DecompressQuatCurve(AnimationClip::QuaternionCurve &src);
private:
template <class T> void CompressTimeKeys(AnimationCurveTpl<T> &src);
template <class T> void DecompressTimeKeys(AnimationCurveTpl<T> &src);
PackedIntVector m_Times;
PackedQuatVector m_Values;
PackedFloatVector m_Slopes;
int m_PreInfinity;
int m_PostInfinity;
UnityStr m_Path;
};
template<class TransferFunc>
void CompressedAnimationCurve::Transfer (TransferFunc& transfer) {
TRANSFER( m_Path );
TRANSFER( m_Times );
TRANSFER( m_Values );
TRANSFER( m_Slopes );
TRANSFER( m_PreInfinity );
TRANSFER( m_PostInfinity );
}
#endif
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