fekalnigtacko/src/assets/skeleton.hpp
2026-06-15 18:35:01 +02:00

88 lines
2.1 KiB
C++

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