// Copyright (c) 2008-2023 the Urho3D project // License: MIT /// \file #pragma once #include "../Math/BoundingBox.h" #include "../Scene/Node.h" namespace Urho3D { enum BoneCollisionShape : unsigned char { BONECOLLISION_NONE = 0x0, BONECOLLISION_SPHERE = 0x1, BONECOLLISION_BOX = 0x2, }; URHO3D_FLAGSET(BoneCollisionShape, BoneCollisionShapeFlags); class Deserializer; class ResourceCache; class Serializer; /// %Bone in a skeleton. /// @nocount struct Bone { /// Construct with defaults. Bone() : parentIndex_(0), initialPosition_(Vector3::ZERO), initialRotation_(Quaternion::IDENTITY), initialScale_(Vector3::ONE), animated_(true), radius_(0.0f) { } /// Bone name. String name_; /// Bone name hash. StringHash nameHash_; /// Parent bone index. i32 parentIndex_; /// Reset position. Vector3 initialPosition_; /// Reset rotation. Quaternion initialRotation_; /// Reset scale. Vector3 initialScale_; /// Offset matrix. Matrix3x4 offsetMatrix_; /// Animation enable flag. bool animated_; /// Supported collision types. BoneCollisionShapeFlags collisionMask_ = BONECOLLISION_NONE; /// Radius. float radius_; /// Local-space bounding box. BoundingBox boundingBox_; /// Scene node. WeakPtr node_; }; /// Hierarchical collection of bones. /// @nocount class URHO3D_API Skeleton { public: /// Construct an empty skeleton. Skeleton(); /// Destruct. ~Skeleton(); /// Read from a stream. Return true if successful. bool Load(Deserializer& source); /// Write to a stream. Return true if successful. bool Save(Serializer& dest) const; /// Define from another skeleton. void Define(const Skeleton& src); /// Set root bone's index. void SetRootBoneIndex(i32 index); /// Clear bones. void ClearBones(); /// Reset all animating bones to initial positions. void Reset(); /// Return all bones. /// @nobindtemp const Vector& GetBones() const { return bones_; } /// Return modifiable bones. Vector& GetModifiableBones() { return bones_; } /// Return number of bones. /// @property i32 GetNumBones() const { return bones_.Size(); } /// Return root bone. /// @property Bone* GetRootBone(); /// Return index of the bone by name. Return NINDEX if not found. i32 GetBoneIndex(const String& boneName) const; /// Return index of the bone by name hash. Return NINDEX if not found. i32 GetBoneIndex(const StringHash& boneNameHash) const; /// Return index of the bone by the bone pointer. Return NINDEX if not found. i32 GetBoneIndex(const Bone* bone) const; /// Return parent of the given bone. Return null for root bones. Bone* GetBoneParent(const Bone* bone); /// Return bone by index. /// @property{get_bones} Bone* GetBone(i32 index); /// Return bone by name. Bone* GetBone(const String& name); /// Return bone by name. Bone* GetBone(const char* name); /// Return bone by name hash. Bone* GetBone(const StringHash& boneNameHash); /// Reset all animating bones to initial positions without marking the nodes dirty. Requires the node dirtying to be performed later. void ResetSilent(); private: /// Bones. Vector bones_; /// Root bone index. i32 rootBoneIndex_; }; }