group2 0.1.0
CSE 125 Group 2
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CharacterRig.hpp
Go to the documentation of this file.
1
3
4#pragma once
5
6#include "FbxImportUtils.hpp"
7#include "SkinVertex.hpp"
8
9#include <cstdint>
10#include <memory>
11#include <string>
12#include <unordered_map>
13#include <vector>
14
15namespace ozz::animation
16{
17class Skeleton;
18}
19
22{
23 int boneIndices[4] = {0, 0, 0, 0};
24 float weights[4] = {0.0f, 0.0f, 0.0f, 0.0f};
25};
26
29{
30 std::vector<ModelVertex> baseVertices;
31 std::vector<SkinWeight> skinWeights;
32 std::vector<uint32_t> indices;
33};
34
41{
42public:
45 CharacterRig(const CharacterRig&) = delete;
48 CharacterRig& operator=(CharacterRig&&) noexcept;
49
53 bool loadFromFBX(const std::string& path);
54
56 [[nodiscard]] bool isLoaded() const noexcept;
57
59 [[nodiscard]] int numJoints() const noexcept;
60
62 [[nodiscard]] const ozz::animation::Skeleton* skeleton() const noexcept;
63
65 [[nodiscard]] const std::vector<glm::mat4>& inverseBindMatrices() const noexcept;
66
68 [[nodiscard]] const std::vector<RigMeshData>& meshes() const noexcept;
69
71 [[nodiscard]] const std::unordered_map<std::string, int>& jointMap() const noexcept;
72
76 [[nodiscard]] const std::unordered_map<std::string, anim_utils::JointRestPose>& restPoses() const noexcept;
77
83 void verticalBounds(float& outMinY, float& outMaxY) const;
84
85private:
86 struct Impl;
87 std::unique_ptr<Impl> impl_;
88};
Assimp ↔ ozz ↔ GLM conversion helpers shared by the rig and animation library loaders.
Bind-pose vertex layout used by the CPU skinning pipeline.
const ozz::animation::Skeleton * skeleton() const noexcept
ozz skeleton (owning). Null if not loaded.
Definition CharacterRig.cpp:64
const std::unordered_map< std::string, anim_utils::JointRestPose > & restPoses() const noexcept
Rest-pose local transforms keyed by joint name (used by the animation library to build single-key tra...
Definition CharacterRig.cpp:84
void verticalBounds(float &outMinY, float &outMaxY) const
Compute the vertical (Y) extent of the bind-pose mesh.
Definition CharacterRig.cpp:89
CharacterRig(const CharacterRig &)=delete
const std::vector< RigMeshData > & meshes() const noexcept
Per-mesh bind-pose + weight data.
Definition CharacterRig.cpp:74
CharacterRig()
Definition CharacterRig.cpp:49
bool loadFromFBX(const std::string &path)
Load rig from an FBX file.
Definition CharacterRig.cpp:108
CharacterRig & operator=(const CharacterRig &)=delete
CharacterRig(CharacterRig &&) noexcept
int numJoints() const noexcept
Number of skeleton joints. 0 if not loaded.
Definition CharacterRig.cpp:59
const std::vector< glm::mat4 > & inverseBindMatrices() const noexcept
Inverse bind matrices, one per joint (identity for structural joints).
Definition CharacterRig.cpp:69
bool isLoaded() const noexcept
True after a successful loadFromFBX().
Definition CharacterRig.cpp:54
const std::unordered_map< std::string, int > & jointMap() const noexcept
Joint name → runtime index map.
Definition CharacterRig.cpp:79
std::unique_ptr< Impl > impl_
Definition CharacterRig.hpp:87
Definition FbxImportUtils.cpp:9
Definition AnimationLibrary.hpp:11
Definition AnimationLibrary.hpp:11
Definition AudioRuntime.hpp:365
Definition CharacterRig.cpp:40
Per-mesh bind-pose + skin weight data. One entry per skinned mesh in the rig FBX.
Definition CharacterRig.hpp:29
std::vector< uint32_t > indices
Triangle indices.
Definition CharacterRig.hpp:32
std::vector< ModelVertex > baseVertices
Bind-pose vertices (never mutated).
Definition CharacterRig.hpp:30
std::vector< SkinWeight > skinWeights
Parallel to baseVertices.
Definition CharacterRig.hpp:31
Per-vertex skin data — up to 4 bone influences, with parallel weights.
Definition CharacterRig.hpp:22
int boneIndices[4]
Definition CharacterRig.hpp:23
float weights[4]
Definition CharacterRig.hpp:24