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2024-03-29 18:46:00 +01:00

124 lines
3.3 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Transform.h"
#include "Engine/Core/Math/Matrix.h"
#include "Engine/Core/Types/String.h"
#include "Engine/Core/Types/StringView.h"
#include "Engine/Core/Collections/Array.h"
/// <summary>
/// Describes a single skeleton node data. Used by the runtime.
/// </summary>
API_STRUCT() struct FLAXENGINE_API SkeletonNode
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SkeletonNode);
/// <summary>
/// The parent node index. The root node uses value -1.
/// </summary>
API_FIELD() int32 ParentIndex;
/// <summary>
/// The local transformation of the node, relative to the parent node.
/// </summary>
API_FIELD() Transform LocalTransform;
/// <summary>
/// The name of this node.
/// </summary>
API_FIELD() String Name;
};
/// <summary>
/// Describes a single skeleton bone data. Used by the runtime. Skeleton bones are subset of the skeleton nodes collection that are actually used by the skinned model meshes.
/// </summary>
API_STRUCT() struct FLAXENGINE_API SkeletonBone
{
DECLARE_SCRIPTING_TYPE_MINIMAL(SkeletonBone);
/// <summary>
/// The parent bone index. The root bone uses value -1.
/// </summary>
API_FIELD() int32 ParentIndex;
/// <summary>
/// The index of the skeleton node where bone is 'attached'. Used as a animation transformation source.
/// </summary>
API_FIELD() int32 NodeIndex;
/// <summary>
/// The local transformation of the bone, relative to the parent bone (in bind pose).
/// </summary>
API_FIELD() Transform LocalTransform;
/// <summary>
/// The matrix that transforms from mesh space to bone space in bind pose (inverse bind pose).
/// </summary>
API_FIELD() Matrix OffsetMatrix;
};
template<>
struct TIsPODType<SkeletonBone>
{
enum { Value = true };
};
/// <summary>
/// Describes hierarchical bones in a flattened array.
/// </summary>
/// <remarks>
/// Bones are ordered so that parents always come first, allowing for hierarchical updates in a simple loop.
/// </remarks>
class FLAXENGINE_API SkeletonData
{
public:
/// <summary>
/// The nodes in this hierarchy. The root node is always at the index 0.
/// </summary>
Array<SkeletonNode> Nodes;
/// <summary>
/// The bones in this hierarchy.
/// </summary>
Array<SkeletonBone> Bones;
public:
/// <summary>
/// Gets the root node reference.
/// </summary>
FORCE_INLINE SkeletonNode& RootNode()
{
ASSERT(Nodes.HasItems());
return Nodes.Get()[0];
}
/// <summary>
/// Gets the root node reference.
/// </summary>
FORCE_INLINE const SkeletonNode& RootNode() const
{
ASSERT(Nodes.HasItems());
return Nodes.Get()[0];
}
/// <summary>
/// Swaps the contents of object with the other object without copy operation. Performs fast internal data exchange.
/// </summary>
void Swap(SkeletonData& other);
Transform GetNodeTransform(int32 nodeIndex) const;
void SetNodeTransform(int32 nodeIndex, const Transform& value);
int32 FindNode(const StringView& name) const;
int32 FindBone(int32 nodeIndex) const;
uint64 GetMemoryUsage() const;
/// <summary>
/// Releases data.
/// </summary>
void Dispose();
};