space-game001/BoneAnimatedModel.h

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#pragma once
#include "ZLMath.h"
#include "Renderer.h"
#include <unordered_map>
namespace ZL
{
constexpr int MAX_BONE_COUNT = 6;
struct Bone
{
Vector3f boneStartWorld;
float boneLength;
Matrix4f boneMatrixWorld;
// boneVector = boneLength * (0, 1, 0) <20> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// Then multiply by boneMatrixWorld <20> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD>
int parent;
std::vector<int> children;
};
struct BoneWeight
{
int boneIndex = -1;
float weight = 0;
};
struct AnimationKeyFrame
{
int frame;
std::vector<Bone> bones;
};
struct Animation
{
std::vector<AnimationKeyFrame> keyFrames;
};
struct BoneSystem
{
VertexDataStruct mesh;
VertexDataStruct startMesh;
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> verticesBoneWeight;
Matrix4f armatureMatrix;
std::vector<Bone> startBones;
std::vector<Bone> currentBones;
std::vector<Animation> animations;
void LoadFromFile(const std::string& fileName, const std::string& ZIPFileName = "");
void Interpolate(int frame);
};
};