Implmented GLTF Compile and Load Overhaul #404
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@ -18,71 +18,53 @@
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namespace SHADE
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{
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enum class SHAnimationBehaviour : uint8_t
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enum class AnimationInterpolation : uint8_t
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{
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DEFAULT = 0x0,
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CONSTANT = 0x1,
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LINEAR = 0x2,
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REPEAT = 0x3
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DEFAULT = 0x1,
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LINEAR = 0x1,
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STEP = 0x2,
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CUBICSPLINE = 0x3
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};
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// Base
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struct KeyBase
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{
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float time;
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SHVec3 value;
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};
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// Smallest data containers
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struct PositionKey
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{
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float time;
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SHVec3 value;
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};
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struct PositionKey :KeyBase {};
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struct RotationKey
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{
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float time;
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SHVec4 value;
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};
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struct RotationKey : KeyBase {};
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struct ScaleKey
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{
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float time;
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SHVec3 value;
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};
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struct ScaleKey :KeyBase {};
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// Headers for read/write
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struct SHAnimNodeInfo
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{
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uint32_t charCount;
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uint32_t posKeyCount;
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uint32_t rotKeyCount;
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uint32_t scaKeyCount;
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};
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struct SHAnimDataHeader
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{
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uint32_t charCount;
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uint32_t animNodeCount;
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std::vector<SHAnimNodeInfo> nodeHeaders;
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uint32_t frameCount;
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};
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// Main data containers
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struct SHAnimData
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struct SHAnimNode
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{
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std::string name;
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SHAnimationBehaviour pre;
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SHAnimationBehaviour post;
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std::vector<PositionKey> positionKeys;
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std::vector<RotationKey> rotationKeys;
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std::vector<ScaleKey> scaleKeys;
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};
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struct SH_API SHAnimAsset : SHAssetData
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struct SH_API SHAnimAsset final : SHAssetData
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{
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std::string name;
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double duration;
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double ticksPerSecond;
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double duration{};
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double ticksPerSecond{};
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std::vector<SHAnimData> nodeChannels;
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//std::vector<aiMeshAnim*> meshChannels;
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//std::vector<aiMeshMorphAnim*> morphMeshChannels;
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std::vector<SHAnimNode> nodeChannels{};
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};
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}
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@ -19,45 +19,31 @@
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namespace SHADE
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{
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constexpr int BONE_INDEX_ALIGHTMENT = 4;
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struct SHMeshDataHeader
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{
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uint32_t vertexCount;
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uint32_t indexCount;
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uint32_t charCount;
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uint32_t boneCount;
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bool hasWeights;
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};
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struct MeshBoneInfo
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struct VertexWeight
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{
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uint32_t charCount;
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uint32_t weightCount; // Size should be same as boneCount
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};
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struct BoneWeight
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{
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uint32_t index;
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float weight;
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};
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struct MeshBone
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{
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std::string name;
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SHMatrix offset;
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std::vector<BoneWeight> weights;
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SHVec4 weights;
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SHVec4U joints;
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};
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struct SH_API SHMeshAsset : SHAssetData
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{
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std::string name;
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std::vector<SHVec3> VertexPositions;
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std::vector<SHVec3> VertexTangents;
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std::vector<SHVec3> VertexNormals;
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std::vector<SHVec2> VertexTexCoords;
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std::vector<uint32_t> Indices;
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std::vector<SHVec4U> VertexBoneIndices;
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std::vector<SHVec4> VertexBoneWeights;
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uint32_t BoneCount;
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std::vector<SHVec3> VertexPositions{};
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std::vector<SHVec3> VertexTangents{};
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std::vector<SHVec3> VertexNormals{};
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std::vector<SHVec2> VertexTexCoords{};
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std::vector<uint32_t> Indices{};
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//Variables
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std::vector<VertexWeight> VertexWeights{};
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};
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}
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@ -17,31 +17,41 @@
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namespace SHADE
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{
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using NodeDataFlag = unsigned char;
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constexpr NodeDataFlag NODE_DATA_ROTATION = 0b0001;
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constexpr NodeDataFlag NODE_DATA_SCALE = 0b0010;
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constexpr NodeDataFlag NODE_DATA_TRANSLATION = 0b0100;
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constexpr NodeDataFlag NODE_DATA_MATRIX = 0b1000;
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constexpr size_t NODE_COMPONENT_COUNT_ROTATION{ 4 };
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constexpr size_t NODE_COMPONENT_COUNT_SCALE{ 3 };
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constexpr size_t NODE_COMPONENT_COUNT_TRANSLATION{ 3 };
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constexpr size_t NODE_COMPONENT_COUNT_MATRIX{ 16 };
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struct SHRigDataHeader
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{
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uint32_t nodeCount;
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std::vector<uint32_t> charCounts;
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uint32_t nodeCount{};
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uint32_t startNode{};
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std::vector<uint32_t> charCounts{};
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std::vector<uint32_t> childCount{};
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std::vector<NodeDataFlag> dataFlags{};
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};
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struct SHRigNodeData
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{
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std::string name;
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SHMatrix transform;
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SHMatrix offset;
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std::vector<double>
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rotation,
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scale,
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translation,
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matrix;
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SHMatrix inverseBindMatrix;
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};
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struct SHRigNodeAsset
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struct SH_API SHRigAsset final : SHAssetData
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{
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uint32_t idRef;
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std::vector<SHRigNodeAsset*> children;
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};
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struct SH_API SHRigAsset : SHAssetData
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{
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~SHRigAsset();
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SHRigDataHeader header;
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std::vector<SHRigNodeData> nodeDataCollection;
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SHRigNodeAsset* root;
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std::vector<SHRigNodeData> nodeDataCollection{};
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};
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}
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@ -36,29 +36,12 @@ namespace SHADE
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if (asset.header.animCount > 0)
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{
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asset.animHeaders.resize(asset.header.animCount);
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for (auto i {0}; i < asset.header.animCount; ++i)
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for (auto& animHeader : asset.animHeaders)
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{
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auto& animHeader = asset.animHeaders[i];
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file.read(
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reinterpret_cast<char*>(&animHeader.charCount),
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sizeof(uint32_t)
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reinterpret_cast<char*>(&animHeader),
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sizeof(animHeader)
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);
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file.read(
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reinterpret_cast<char*>(&animHeader.animNodeCount),
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sizeof(uint32_t)
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);
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animHeader.nodeHeaders.resize(animHeader.animNodeCount);
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for (auto j {0}; j < animHeader.animNodeCount; ++j)
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{
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auto& nodeHeader = animHeader.nodeHeaders[j];
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file.read(
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reinterpret_cast<char*>(&nodeHeader),
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sizeof(SHAnimNodeInfo)
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);
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}
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}
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}
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}
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@ -73,11 +56,10 @@ namespace SHADE
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{
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ReadRigHeader(file, asset.rig.header);
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ReadRigData(file, asset.rig.header, asset.rig.nodeDataCollection);
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ReadRigTree(file, asset.rig.header, asset.rig.root);
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}
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}
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void SHModelLoader::ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data)
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void SHModelLoader::ReadAnimNode(FileReference file, SHAnimDataHeader const& info, SHAnimNode& data)
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{
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data.name.resize(info.charCount);
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file.read(
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@ -85,40 +67,8 @@ namespace SHADE
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info.charCount
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);
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file.read(
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reinterpret_cast<char*>(&data.pre),
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sizeof(SHAnimationBehaviour)
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);
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file.read(
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reinterpret_cast<char*>(&data.post),
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sizeof(SHAnimationBehaviour)
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);
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uint32_t keySize {0};
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file.read(
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reinterpret_cast<char*>(&keySize),
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sizeof(uint32_t)
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);
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data.positionKeys.resize(keySize);
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data.rotationKeys.resize(keySize);
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data.scaleKeys.resize(keySize);
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file.read(
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reinterpret_cast<char*>(data.positionKeys.data()),
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sizeof(PositionKey) * keySize
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);
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file.read(
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reinterpret_cast<char*>(data.rotationKeys.data()),
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sizeof(RotationKey) * keySize
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);
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file.read(
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reinterpret_cast<char*>(data.scaleKeys.data()),
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sizeof(ScaleKey) * keySize
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);
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//TODO read and parse data flags
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//TODO read channels
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}
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void SHModelLoader::ReadRigHeader(FileReference file, SHRigDataHeader& header)
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|
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@ -20,11 +20,11 @@ namespace SHADE
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{
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using FileReference = std::ifstream&;
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void ReadAnimNode(FileReference file, SHAnimNodeInfo const& info, SHAnimData& data);
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void ReadRigHeader(FileReference file, SHRigDataHeader& header);
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void ReadRigData(FileReference file, SHRigDataHeader const& header, std::vector<SHRigNodeData>& data);
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void ReadRigTree(FileReference file, SHRigDataHeader const& header, SHRigNodeAsset*& root);
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void ReadAnimNode(FileReference file, SHAnimDataHeader const& info, SHAnimNode& data);
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void ReadAnimNode(FileReference file, SHAnimNode& data);
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void ReadMeshData(FileReference file, std::vector<SHMeshDataHeader> const& headers, std::vector<SHMeshAsset*>& meshes);
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void ReadAnimData(FileReference file, std::vector<SHAnimDataHeader> const& headers, std::vector<SHAnimAsset*>& anims);
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|
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Loading…
Reference in New Issue