vkmEngine
1.0.0
A C++ game engine ·
vkmengine.com
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ragdoll_pose.h
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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#include "resource/asset/skeleton_asset.h"
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#include "system/animation/pose_buffer.h"
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namespace
Vkm::Engine {
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class
Scene
;
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struct
Ragdoll
;
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struct
RagdollBodyPose
{
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glm::mat4
world
= glm::mat4(1.0f);
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bool
simulated
=
false
;
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};
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void
gatherRagdollBodies(
const
Scene
& scene,
const
Ragdoll
& ragdoll, std::vector<RagdollBodyPose>& out);
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void
composeRagdollPose(
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const
Ragdoll
& ragdoll,
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const
RagdollBodyPose
* bodies,
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const
SkeletonAsset
& skeleton,
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const
glm::mat4& rigWorld,
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const
PoseWrite
& out
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);
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}
// namespace Vkm::Engine
Vkm::Engine::Scene
Central registry managing entities and an open set of component types.
Definition
scene.h:29
Vkm::Engine::PoseWrite
Writable view of one slice, handed to whatever composes the pose.
Definition
pose_buffer.h:34
Vkm::Engine::RagdollBodyPose
One bone body's world pose, read out of the scene ahead of composing.
Definition
ragdoll_pose.h:21
Vkm::Engine::RagdollBodyPose::world
glm::mat4 world
The body's world matrix.
Definition
ragdoll_pose.h:22
Vkm::Engine::RagdollBodyPose::simulated
bool simulated
False: the bone follows its parent.
Definition
ragdoll_pose.h:23
Vkm::Engine::Ragdoll
Turns a rig over to physics, and back.
Definition
ragdoll.h:49
Vkm::Engine::SkeletonAsset
A rig: a flat, parent-before-child bone array plus its bind pose.
Definition
skeleton_asset.h:33
system
animation
ragdoll_pose.h
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1.14.0