rename rig to skeleton
This commit is contained in:
+25
-25
@@ -7,18 +7,18 @@
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using namespace rigging;
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RigNode::RigNode(
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Bone::Bone(
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size_t index,
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std::string name,
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std::string model,
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std::vector<std::unique_ptr<RigNode>> subnodes)
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std::vector<std::unique_ptr<Bone>> bones)
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: index(index),
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name(std::move(name)),
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modelName(std::move(model)),
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subnodes(std::move(subnodes))
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bones(std::move(bones))
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{}
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void RigNode::setModel(const std::string& name) {
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void Bone::setModel(const std::string& name) {
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if (modelName == name) {
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return;
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}
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@@ -26,83 +26,83 @@ void RigNode::setModel(const std::string& name) {
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modelUpdated = true;
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}
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void RigNode::refreshModel(const Assets* assets) {
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void Bone::refreshModel(const Assets* assets) {
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if (modelUpdated) {
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model = assets->get<model::Model>(modelName);
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modelUpdated = false;
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}
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}
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static void get_all_nodes(std::vector<RigNode*>& nodes, RigNode* node) {
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static void get_all_nodes(std::vector<Bone*>& nodes, Bone* node) {
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nodes[node->getIndex()] = node;
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for (auto& subnode : node->getSubnodes()) {
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get_all_nodes(nodes, subnode.get());
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}
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}
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RigConfig::RigConfig(const std::string& name, std::unique_ptr<RigNode> root, size_t nodesCount)
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SkeletonConfig::SkeletonConfig(const std::string& name, std::unique_ptr<Bone> root, size_t nodesCount)
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: name(name), root(std::move(root)), nodes(nodesCount) {
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get_all_nodes(nodes, this->root.get());
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}
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size_t RigConfig::update(
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size_t SkeletonConfig::update(
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size_t index,
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Rig& rig,
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RigNode* node,
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Skeleton& skeleton,
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Bone* node,
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glm::mat4 matrix) const
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{
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rig.calculated.matrices[index] = matrix * rig.pose.matrices[index];
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skeleton.calculated.matrices[index] = matrix * skeleton.pose.matrices[index];
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size_t count = 1;
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for (auto& subnode : node->getSubnodes()) {
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count += update(index+count, rig, subnode.get(), rig.calculated.matrices[index]);
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count += update(index+count, skeleton, subnode.get(), skeleton.calculated.matrices[index]);
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}
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return count;
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}
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void RigConfig::update(Rig& rig, glm::mat4 matrix) const {
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update(0, rig, root.get(), matrix);
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void SkeletonConfig::update(Skeleton& skeleton, glm::mat4 matrix) const {
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update(0, skeleton, root.get(), matrix);
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}
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void RigConfig::render(
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void SkeletonConfig::render(
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Assets* assets,
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ModelBatch& batch,
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Rig& rig,
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Skeleton& skeleton,
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const glm::mat4& matrix) const
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{
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update(rig, matrix);
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update(skeleton, matrix);
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for (size_t i = 0; i < nodes.size(); i++) {
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auto* node = nodes[i];
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node->refreshModel(assets);
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if (auto model = node->getModel()) {
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batch.pushMatrix(rig.calculated.matrices[i]);
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batch.draw(model, &rig.textures);
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.draw(model, &skeleton.textures);
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batch.popMatrix();
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}
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}
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}
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static std::tuple<size_t, std::unique_ptr<RigNode>> read_node(
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static std::tuple<size_t, std::unique_ptr<Bone>> read_node(
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dynamic::Map* root, size_t index
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) {
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std::string name;
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std::string model;
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root->str("name", name);
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root->str("model", model);
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std::vector<std::unique_ptr<RigNode>> subnodes;
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std::vector<std::unique_ptr<Bone>> bones;
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size_t count = 1;
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if (auto nodesList = root->list("nodes")) {
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for (size_t i = 0; i < nodesList->size(); i++) {
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if (const auto& map = nodesList->map(i)) {
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auto [subcount, subNode] = read_node(map.get(), index+count);
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subcount += count;
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subnodes.push_back(std::move(subNode));
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bones.push_back(std::move(subNode));
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}
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}
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}
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return {index + count, std::make_unique<RigNode>(index, name, model, std::move(subnodes))};
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return {index + count, std::make_unique<Bone>(index, name, model, std::move(bones))};
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}
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std::unique_ptr<RigConfig> RigConfig::parse(
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std::unique_ptr<SkeletonConfig> SkeletonConfig::parse(
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std::string_view src,
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std::string_view file,
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std::string_view name
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@@ -113,5 +113,5 @@ std::unique_ptr<RigConfig> RigConfig::parse(
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throw std::runtime_error("missing 'root' element");
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}
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auto [count, rootNode] = read_node(rootNodeMap.get(), 0);
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return std::make_unique<RigConfig>(std::string(name), std::move(rootNode), count);
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return std::make_unique<SkeletonConfig>(std::string(name), std::move(rootNode), count);
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}
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