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//-----------------------------------------------------------------------------
// Name: skeletonasset.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Math/vec3.h>
#include <Math/mat4.h>
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Asset/assettypes.h>
#include <Internal/integer.h>
#include <Utility/flat_hash_map.hpp>
#include <vector>
#include <map>
class AssetManager;
enum {_hinge_joint = 0,
_amotor_joint = 1,
_fixed_joint = 2};
struct JointData {
int type;
int bone_id[2];
float stop_angle[6];
vec3 axis;
};
struct SimpleIKBone {
int bone_id;
int chain_length;
};
enum RiggingStage { _nothing = -1,
_create_bones = 0,
_control_joints = 1,
_animate = 2,
_pose_weights = 3};
struct SkeletonFileData {
std::vector<vec3> points; // Endpoints of bones
std::vector<int> bone_ends; // Indices into points array (2 per bone)
std::vector<int> hier_parents; // The parent bone id of each bone (including connector bones)
std::vector<int> point_parents; // The parent point id of each point
std::vector<int> bone_parents; // Same as hier_parents? (why?)
std::vector<float> bone_mass; // Mass of each bone
std::vector<vec3> bone_com; // The center of mass of each bone
std::vector<mat4> bone_mats; // The initial matrix for each bone
std::vector<JointData> joints; // Physics info for each joint
typedef ska::flat_hash_map<std::string, SimpleIKBone> IKBoneMap;
IKBoneMap simple_ik_bones; // labeled IK bone chains
std::vector<vec4> model_bone_weights; // For each vertex, the weight of the four attached bones
std::vector<vec4> model_bone_ids; // For each vertex, the id of the four attached bones
std::vector<int> symmetry;
vec3 old_model_center;
RiggingStage rigging_stage; // At which rigging stage was this skeleton saved (obsolete)
};
class SkeletonAsset : public Asset {
SkeletonFileData data;
unsigned short checksum_;
std::string error_string;
public:
SkeletonAsset(AssetManager* owner, uint32_t asset_id);
~SkeletonAsset();
const SkeletonFileData& GetData();
unsigned short checksum() {return checksum_;}
int sub_error;
int Load(const std::string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended();
void Unload();
void Reload( );
virtual void ReportLoad();
static AssetType GetType() { return SKELETON_ASSET; };
static const char* GetTypeName() { return "SKELETON_ASSET"; }
static bool AssetWarning() { return true; }
virtual AssetLoaderBase* NewLoader();
};
typedef AssetRef<SkeletonAsset> SkeletonAssetRef;
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