Files
axyz/include/Engine/Rendering/Skeleton.h
T

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2.0 KiB
C++

#ifndef Skeleton_h__
#define Skeleton_h__
#include <sstream>
#include "Common.h"
#include "../GLM.h"
//struct Bone
//{
// Bone(std::string name, glm::mat4 offsetMatrix)
// : Name(name)
// , OffsetMatrix(offsetMatrix)
// { }
//
// ~Bone()
// {
// for (auto kv : Children) {
// delete kv.second;
// }
// }
//
// std::string Name;
// glm::mat4 OffsetMatrix;
// glm::mat4 LocalMatrix;
//
// std::map<std::string, Bone*> Children;
//};
class Skeleton
{
public:
struct Bone
{
Bone(int id, Bone* parent, std::string name, glm::mat4 offsetMatrix)
: ID(id)
, Parent(parent)
, Name(name)
, OffsetMatrix(offsetMatrix)
{ }
std::string Name;
glm::mat4 OffsetMatrix;
int ID;
Bone* Parent;
std::vector<Bone*> Children;
};
struct Animation
{
struct Keyframe
{
struct BoneProperty
{
int ID;
glm::vec3 Position;
glm::quat Rotation;
glm::vec3 Scale = glm::vec3(1);
};
int Index = 0;
double Time = 0.0;
std::map<int, Keyframe::BoneProperty> BoneProperties;
};
std::string Name;
double Duration;
std::vector<Keyframe> Keyframes;
};
Skeleton() { }
~Skeleton();
Bone* RootBone;
std::map<int, Bone*> Bones;
// Attach a new bone to the skeleton
// Returns: New bone index
int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
int GetBoneID(std::string name);
const Animation* GetAnimation(std::string name);
std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
void AccumulateBoneTransforms(bool noRootMotion, const Animation::Keyframe& currentFrame, const Animation::Keyframe& nextFrame, float progress, std::map<int, glm::mat4>& boneMatrices, const Bone* bone, glm::mat4 parentMatrix);
void PrintSkeleton();
void PrintSkeleton(const Bone* parent, int depthCount);
std::map<std::string, Animation> Animations;
private:
std::map<std::string, Bone*> m_BonesByName;
int GetKeyframe(const Animation& animation, double time);
};
#endif