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//-----------------------------------------------------------------------------
// Name: online_datastructures.cpp
// 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.
//
//-----------------------------------------------------------------------------
#include "online_datastructures.h"
binn* NetworkBone::Serialize() {
binn* l = binn_object();
binn_object_set_float(l, "s", scale);
binn_object_set_vec3(l, "t0", translation0);
binn_object_set_vec3(l, "t1", translation1);
binn_object_set_quat(l, "r0", rotation0);
binn_object_set_quat(l, "r1", rotation1);
binn_object_set_float(l, "mcs", model_char_scale);
return l;
}
void NetworkBone::Deserialize(binn* l) {
binn_object_get_float(l, "s", &scale);
binn_object_get_vec3(l, "t0", &translation0);
binn_object_get_vec3(l, "t1", &translation1);
binn_object_get_quat(l, "r0", &rotation0);
binn_object_get_quat(l, "r1", &rotation1);
binn_object_get_float(l, "mcs", &model_char_scale);
}
binn* RiggedObjectFrame::Serialize() {
binn* l = binn_object();
binn_object_set_float(l, "ts", host_walltime);
binn_object_set_uint8(l, "bc", bone_count);
binn* bl_bones = binn_list();
for(int i = 0; i < bone_count && i < bones.size(); i++) {
binn* bo_bone = bones[i].Serialize();
binn_list_add_object(bl_bones,bo_bone);
binn_free(bo_bone);
}
binn_object_set_list(l, "bones", bl_bones);
binn_free(bl_bones);
return l;
}
void RiggedObjectFrame::Deserialize(binn* l) {
binn_object_get_float(l, "ts", &host_walltime);
binn_object_get_uint8(l, "bc", &bone_count);
void* bl_bones;
binn_object_get_list(l, "bones", &bl_bones);
for(int i = 0; i < bone_count && i < bones.size(); i++) {
void* bo_bone;
binn_list_get_object(bl_bones, i + 1, &bo_bone);
bones[i].Deserialize((binn*)bo_bone);
}
}
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