Separated OpenGL specific code into its own "compilation unit"
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/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Daydream Engine is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef Skeleton_h__
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#define Skeleton_h__
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#include <sstream>
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namespace dd
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{
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//struct Bone
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//{
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// Bone(std::string name, glm::mat4 offsetMatrix)
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// : Name(name)
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// , OffsetMatrix(offsetMatrix)
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// { }
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//
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// ~Bone()
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// {
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// for (auto kv : Children) {
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// delete kv.second;
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// }
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// }
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//
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// std::string Name;
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// glm::mat4 OffsetMatrix;
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// glm::mat4 LocalMatrix;
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//
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// std::map<std::string, Bone*> Children;
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//};
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class Skeleton
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{
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public:
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struct Bone
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{
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Bone(int id, Bone* parent, std::string name, glm::mat4 offsetMatrix)
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: ID(id)
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, Parent(parent)
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, Name(name)
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, OffsetMatrix(offsetMatrix)
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{ }
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int ID;
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std::string Name;
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glm::mat4 OffsetMatrix;
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Bone* Parent;
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std::vector<Bone*> Children;
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};
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struct Animation
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{
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struct Keyframe
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{
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struct BoneProperty
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{
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int ID;
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glm::vec3 Position;
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glm::quat Rotation;
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glm::vec3 Scale = glm::vec3(1);
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};
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int Index = 0;
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double Time = 0.0;
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std::map<int, Keyframe::BoneProperty> BoneProperties;
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};
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std::string Name;
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double Duration;
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std::vector<Keyframe> Keyframes;
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};
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Skeleton() { }
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~Skeleton();
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Bone* RootBone;
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std::map<int, Bone*> Bones;
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// Attach a new bone to the skeleton
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// Returns: New bone index
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int CreateBone(int ID, int parentID, std::string name, glm::mat4 offsetMatrix);
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int GetBoneID(std::string name);
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const Animation* GetAnimation(std::string name);
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std::vector<glm::mat4> GetFrameBones(const Animation& animation, double time, bool noRootMotion = false);
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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);
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void PrintSkeleton();
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void PrintSkeleton(const Bone* parent, int depthCount);
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std::map<std::string, Animation> Animations;
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private:
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std::map<std::string, Bone*> m_BonesByName;
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int GetKeyframe(const Animation& animation, double time);
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};
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}
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#endif // Skeleton_h__
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