88 lines
2.1 KiB
C++
88 lines
2.1 KiB
C++
#pragma once
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#include <map>
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#include <memory>
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#include <string>
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#include <vector>
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#include "animation.hpp"
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#include "utils/transform.hpp"
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namespace assets
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{
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struct Bone
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{
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int parent_idx;
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std::string name;
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Transform bind_transform;
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glm::mat4 inv_bind_matrix;
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};
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using AnimIdx = uint8_t;
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constexpr AnimIdx NO_ANIM = 255;
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struct AimBone
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{
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size_t idx;
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float yaw_weight;
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glm::vec3 yaw_axis;
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float pitch_weight;
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glm::vec3 pitch_axis;
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};
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struct HitBone
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{
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size_t bone_idx = 0;
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std::string name;
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Transform offset;
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std::unique_ptr<btCollisionShape> col_shape;
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};
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struct SkeletonLocation
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{
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size_t bone_idx = 0;
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std::string bone_name;
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Transform offset;
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};
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class Skeleton
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{
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public:
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Skeleton() = default;
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static std::shared_ptr<const Skeleton> LoadFromFile(const std::string& filename);
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int GetBoneIndex(const std::string& name) const;
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size_t GetNumBones() const { return bones_.size(); }
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const Bone& GetBone(size_t idx) const { return bones_[idx]; }
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AnimIdx GetAnimationIdx(const std::string& name) const;
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const Animation* GetAnimation(AnimIdx idx) const;
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const Animation* GetAnimation(const std::string& name) const;
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const std::vector<AimBone>& GetAimBones() const { return aim_bones_; }
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const std::vector<HitBone>& GetHitBones() const { return hit_bones_; }
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const SkeletonLocation* GetLocation(const std::string& name) const;
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private:
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void AddBone(const std::string& name, const std::string& parent_name, const Transform& transform);
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void AddAnimation(const std::string& name, const std::shared_ptr<const Animation>& anim);
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void AddAimBones();
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void AddAimBone(const std::string& name, float yaw_weight, const glm::vec3& yaw_axis, float pitch_weight, const glm::vec3& pitch_axis);
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private:
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std::string name_;
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std::vector<Bone> bones_;
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std::map<std::string, int> bone_map_;
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std::vector<std::shared_ptr<const Animation>> anims_;
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std::map<std::string, AnimIdx> anim_idxs_;
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std::vector<AimBone> aim_bones_;
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std::vector<HitBone> hit_bones_;
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std::map<std::string, SkeletonLocation> locations_;
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};
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} // namespace assets
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