121 lines
3.0 KiB
C++
121 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MuR/Serialisation.h"
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#include "Containers/Array.h"
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#include "HAL/PlatformMath.h"
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#include "Math/Transform.h"
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#include "Math/VectorRegister.h"
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#include "Misc/AssertionMacros.h"
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#include "MuR/Ptr.h"
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#include "MuR/RefCounted.h"
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#define UE_API MUTABLERUNTIME_API
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namespace mu
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{
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// Bone name identifier
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struct FBoneName
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{
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FBoneName() {};
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FBoneName(uint32 InID) : Id(InID) {};
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// Hash built from the bone name (FString)
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uint32 Id = 0;
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inline void Serialise(FOutputArchive& Arch) const
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{
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Arch << Id;
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}
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inline void Unserialise(FInputArchive& Arch)
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{
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Arch >> Id;
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}
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//!
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inline bool operator==(const FBoneName& Other) const
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{
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return Id == Other.Id;
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}
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};
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inline uint32 GetTypeHash(const FBoneName& Bone)
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{
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return Bone.Id;
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}
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/** Skeleton object. */
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class FSkeleton
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{
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public:
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//-----------------------------------------------------------------------------------------
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// Life cycle
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//-----------------------------------------------------------------------------------------
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//! Deep clone this skeleton.
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UE_API TSharedPtr<FSkeleton> Clone() const;
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//! Serialisation
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static UE_API void Serialise( const FSkeleton*, FOutputArchive& );
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static UE_API TSharedPtr<FSkeleton> StaticUnserialise( FInputArchive& );
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//-----------------------------------------------------------------------------------------
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// Own interface
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//-----------------------------------------------------------------------------------------
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//! @return - Number of bones in the Skeleton
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UE_API int32 GetBoneCount() const;
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UE_API void SetBoneCount(int32 Count);
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//! @return - FName of the bone at 'Index'. Only valid in the editor
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UE_API const FName GetDebugName(int32 Index) const;
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UE_API void SetDebugName(const int32 Index, const FName BoneName);
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//! Get and set the parent bone of each bone. The parent can be -1 if the bone is a root.
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UE_API int32 GetBoneParent(int32 BoneIndex) const;
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UE_API void SetBoneParent(int32 BoneIndex, int32 ParentBoneIndex);
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//! @return - BoneName of the Bone at 'Index'.
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UE_API const FBoneName& GetBoneName(int32 Index) const;
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UE_API void SetBoneName(int32 Index, const FBoneName& BoneName);
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//! @return - Index in the Skeleton. INDEX_NONE if not found.
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UE_API int32 FindBone(const FBoneName& BoneName) const;
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public:
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//! DEBUG. FNames of the bones. Only valid in the editor. Do not serialize.
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TArray<FName> DebugBoneNames;
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//! Array of bone identifiers.
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TArray<FBoneName> BoneIds;
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//! For each bone, index of the parent bone in the bone vectors. -1 means no parent.
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//! This array must have the same size than the m_bones array.
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TArray<int16> BoneParents;
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//!
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UE_API void Serialise(FOutputArchive&) const;
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//!
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UE_API void Unserialise(FInputArchive&);
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//!
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inline bool operator==(const FSkeleton& Other) const
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{
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return BoneIds == Other.BoneIds
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&& BoneParents == Other.BoneParents;
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}
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};
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}
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#undef UE_API
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