godot-module-template/engine/thirdparty/jolt_physics/Jolt/Skeleton/Skeleton.h

73 lines
2.7 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/Reference.h>
#include <Jolt/Core/Result.h>
#include <Jolt/ObjectStream/SerializableObject.h>
JPH_NAMESPACE_BEGIN
class StreamIn;
class StreamOut;
/// Resource that contains the joint hierarchy for a skeleton
class JPH_EXPORT Skeleton : public RefTarget<Skeleton>
{
JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Skeleton)
public:
using SkeletonResult = Result<Ref<Skeleton>>;
/// Declare internal structure for a joint
class Joint
{
JPH_DECLARE_SERIALIZABLE_NON_VIRTUAL(JPH_EXPORT, Joint)
public:
Joint() = default;
Joint(const string_view &inName, const string_view &inParentName, int inParentJointIndex) : mName(inName), mParentName(inParentName), mParentJointIndex(inParentJointIndex) { }
String mName; ///< Name of the joint
String mParentName; ///< Name of parent joint
int mParentJointIndex = -1; ///< Index of parent joint (in mJoints) or -1 if it has no parent
};
using JointVector = Array<Joint>;
///@name Access to the joints
///@{
const JointVector & GetJoints() const { return mJoints; }
JointVector & GetJoints() { return mJoints; }
int GetJointCount() const { return (int)mJoints.size(); }
const Joint & GetJoint(int inJoint) const { return mJoints[inJoint]; }
Joint & GetJoint(int inJoint) { return mJoints[inJoint]; }
uint AddJoint(const string_view &inName, const string_view &inParentName = string_view()) { mJoints.emplace_back(inName, inParentName, -1); return (uint)mJoints.size() - 1; }
uint AddJoint(const string_view &inName, int inParentIndex) { mJoints.emplace_back(inName, inParentIndex >= 0? mJoints[inParentIndex].mName : String(), inParentIndex); return (uint)mJoints.size() - 1; }
///@}
/// Find joint by name
int GetJointIndex(const string_view &inName) const;
/// Fill in parent joint indices based on name
void CalculateParentJointIndices();
/// Many of the algorithms that use the Skeleton class require that parent joints are in the mJoints array before their children.
/// This function returns true if this is the case, false if not.
bool AreJointsCorrectlyOrdered() const;
/// Saves the state of this object in binary form to inStream.
void SaveBinaryState(StreamOut &inStream) const;
/// Restore the state of this object from inStream.
static SkeletonResult sRestoreFromBinaryState(StreamIn &inStream);
private:
/// Joints
JointVector mJoints;
};
JPH_NAMESPACE_END