Added abstraction for rig data and representation
WIP Building rig node collection to prepare for write
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37a2edef14
commit
456167e9f0
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@ -22,8 +22,9 @@ namespace SH_COMP
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{
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{
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Assimp::Importer MeshCompiler::aiImporter;
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Assimp::Importer MeshCompiler::aiImporter;
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uint32_t MeshCompiler::rigNodeIDCounter { 0 };
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void MeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigNode*& root) noexcept
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void MeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigData& rig) noexcept
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{
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{
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for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
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for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
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{
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{
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@ -35,38 +36,17 @@ namespace SH_COMP
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if (std::strcmp(node.mName.C_Str(), "Armature") == 0)
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if (std::strcmp(node.mName.C_Str(), "Armature") == 0)
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{
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{
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BuildArmature(node, root);
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BuildArmature(node, rig.root);
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}
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}
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else
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else
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{
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{
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
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for (size_t i{ 0 }; i < node.mNumChildren; ++i)
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{
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{
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ProcessNode(*node.mChildren[i], scene, meshes, root);
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ProcessNode(*node.mChildren[i], scene, meshes, rig);
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}
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}
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}
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}
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}
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}
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//void MeshCompiler::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
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//{
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// if (scene.HasAnimations())
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// {
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// std::vector<AnimationAsset> anims(scene.mNumAnimations);
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// for (auto i{ 0 }; i < scene.mNumAnimations; ++i)
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// {
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// auto const& anim{ *scene.mAnimations[i] };
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// anims[i].name = anim.mName.C_Str();
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// anims[i].duration = anim.mDuration;
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// anims[i].ticksPerSecond = anim.mTicksPerSecond;
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// std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
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// std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
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// std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
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// }
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// }
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//}
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void MeshCompiler::GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept
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void MeshCompiler::GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept
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{
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{
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meshData.vertexPosition.reserve(mesh.mNumVertices);
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meshData.vertexPosition.reserve(mesh.mNumVertices);
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@ -335,7 +315,6 @@ namespace SH_COMP
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void MeshCompiler::ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept
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void MeshCompiler::ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept
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{
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{
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// Size and read for number of animation clips
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// Size and read for number of animation clips
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anims.resize(scene.mNumAnimations);
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anims.resize(scene.mNumAnimations);
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for (auto i {0}; i < scene.mNumAnimations; ++i)
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for (auto i {0}; i < scene.mNumAnimations; ++i)
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@ -421,7 +400,7 @@ namespace SH_COMP
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ParseAnimations(*scene, asset.anims);
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ParseAnimations(*scene, asset.anims);
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ProcessNode(*scene->mRootNode, *scene, asset.meshes, asset.rig.root);
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ProcessNode(*scene->mRootNode, *scene, asset.meshes, asset.rig);
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aiImporter.FreeScene();
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aiImporter.FreeScene();
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}
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}
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@ -449,29 +428,16 @@ namespace SH_COMP
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file.close();
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file.close();
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}
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}
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void MeshCompiler::BuildArmature(aiNode const& baseNode, RigNode*& root) noexcept
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void MeshCompiler::BuildArmature(aiNode const& baseNode, RigData& rig) noexcept
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{
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{
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RigNode* start = new RigNode();
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std::queue<aiNode const*> nodesQueue;
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nodesQueue.push(&baseNode);
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CopyNode(baseNode, start);
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RigNode* parent = nullptr;
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root = start->children[0];
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while(!nodesQueue.empty())
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}
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void MeshCompiler::CopyNode(aiNode const& source, RigNode* parent) noexcept
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{
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RigNode* current = new RigNode();
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current->name = source.mName.C_Str();
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std::memcpy(¤t->transform, &source.mTransformation, sizeof(SHMat4));
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for (auto i {0}; i < source.mNumChildren; ++i)
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{
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{
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CopyNode(*source.mChildren[i], current);
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}
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if (parent)
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{
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parent->children.push_back(current);
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}
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}
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}
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}
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@ -479,8 +445,6 @@ namespace SH_COMP
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{
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{
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auto const asset = new ModelAsset();
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auto const asset = new ModelAsset();
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asset->rig.root = nullptr;
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LoadFromFile(path, *asset);
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LoadFromFile(path, *asset);
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BuildHeaders(*asset);
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BuildHeaders(*asset);
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CompileMeshBinary(path, *asset);
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CompileMeshBinary(path, *asset);
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@ -33,9 +33,9 @@ namespace SH_COMP
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using ModelRef = ModelAsset&;
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using ModelRef = ModelAsset&;
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static Assimp::Importer aiImporter;
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static Assimp::Importer aiImporter;
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static uint32_t rigNodeIDCounter;
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static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigNode*& root) noexcept;
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static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes, RigData& rig) noexcept;
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//static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
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static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
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static void GetMesh(aiMesh const& mesh, MeshData& meshData) noexcept;
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static void BuildHeaders(ModelRef asset) noexcept;
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static void BuildHeaders(ModelRef asset) noexcept;
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@ -52,8 +52,7 @@ namespace SH_COMP
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static void LoadFromFile(AssetPath path, ModelRef asset) noexcept;
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static void LoadFromFile(AssetPath path, ModelRef asset) noexcept;
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static void CompileMeshBinary(AssetPath path, ModelConstRef asset) noexcept;
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static void CompileMeshBinary(AssetPath path, ModelConstRef asset) noexcept;
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static void BuildArmature(aiNode const& node, RigNode*& root) noexcept;
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static void BuildArmature(aiNode const& node, RigData& rig) noexcept;
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static void CopyNode(aiNode const& source, RigNode* parent) noexcept;
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static void ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept;
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static void ParseAnimations(aiScene const& scene, std::vector<AnimData>& anims) noexcept;
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public:
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public:
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@ -13,25 +13,13 @@
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#pragma once
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#pragma once
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#include <vector>
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#include <vector>
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#include <string>
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#include "MeshAsset.h"
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#include "MeshAsset.h"
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#include "AnimationAsset.h"
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#include "AnimationAsset.h"
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#include "RigAsset.h"
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namespace SH_COMP
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namespace SH_COMP
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{
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{
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struct RigNode
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{
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std::string name;
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uint32_t id;
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SHMat4 transform;
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std::vector<RigNode*> children;
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};
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struct RigData
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{
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RigNode* root;
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};
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struct ModelAssetHeader
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struct ModelAssetHeader
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{
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{
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@ -1 +1,34 @@
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#pragma once
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#pragma once
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#include <string>
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#include <vector>
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#include <map>
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#include "PseudoMath.h"
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namespace SH_COMP
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{
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struct RigDataHeader
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{
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uint32_t nodeCount;
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std::vector<uint32_t> charCounts;
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};
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struct RigNodeData
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{
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std::string name;
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SHMat4 transform;
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};
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struct RigNode
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{
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uint32_t idRef;
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std::vector<uint32_t> children;
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};
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struct RigData
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{
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std::map<uint32_t, RigNodeData> nodeDataCollection;
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RigNode root;
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};
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}
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