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SkeletonData.h
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/*
* Copyright (c) scott.cgi All Rights Reserved.
*
* This source code belongs to project Mojoc, which is a pure C Game Engine hosted on GitHub.
* The Mojoc Game Engine is licensed under the MIT License, and will continue to be iterated with coding passion.
*
* License : https://github.com/scottcgi/Mojoc/blob/master/LICENSE
* GitHub : https://github.com/scottcgi/Mojoc
* CodeStyle: https://github.com/scottcgi/Mojoc/blob/master/Docs/CodeStyle.md
*
* Since : 2013-6-27
* Update : 2019-2-13
* Author : scott.cgi
*/
#ifndef SKELETON_DATA_H
#define SKELETON_DATA_H
#include <stdbool.h>
#include "Engine/Toolkit/Utils/ArrayStrMap.h"
#include "Engine/Graphics/Draw/Color.h"
#include "Engine/Graphics/OpenGL/Mesh.h"
#include "Engine/Extension/TextureAtlas.h"
typedef struct SkeletonBoneData SkeletonBoneData;
/**
* The skeleton bone data read from json file.
*/
struct SkeletonBoneData
{
SkeletonBoneData* parent;
const char* name;
float length;
float x;
float y;
float rotationZ;
float scaleX;
float scaleY;
bool isInheritScale;
bool isInheritRotation;
};
/**
* The skeleton slot data read from json file.
*/
typedef struct
{
const char* name;
const char* attachmentName;
bool isAdditiveBlending;
SkeletonBoneData* boneData;
Color color[1];
/**
* The skin's SkeletonAttachmentData may not exits.
*/
ArrayList(SkeletonAttachmentData*)* attachmentDataList;
}
SkeletonSlotData;
/**
* The skeleton event data read from json file.
*/
typedef struct
{
const char* name;
const char* stringValue;
int intValue;
float floatValue;
}
SkeletonEventData;
/**
* The skeleton animation data read from json file.
*/
typedef struct
{
const char* name;
float duration;
ArrayList(SkeletonTimeline*) timelineArr[1];
}
SkeletonAnimationData;
/**
* The skeleton skin data read from json file.
*/
typedef struct
{
/**
* The slotAttachmentMap key is slotData name, value is attachmentDataMap.
* the attachmentDataMap key is slot attachment name, value is SkeletonAttachmentData.
*/
ArrayStrMap
(
slotName,
ArrayStrMap(attachmentName, SkeletonAttachmentData*)*
)
slotAttachmentMap[1];
const char* name;
}
SkeletonSkinData;
//----------------------------------------------------------------------------------------------------------------------
typedef enum
{
SkeletonAttachmentDataType_Region,
SkeletonAttachmentDataType_Mesh,
SkeletonAttachmentDataType_SkinnedMesh,
SkeletonAttachmentDataType_BoundingBox,
}
SkeletonAttachmentDataType;
/**
* The abstract skeleton attachment data.
*/
typedef struct
{
/**
* Attachment actual name.
*/
const char* name;
/**
* Subclass attachment pointer.
*/
void* childPtr;
SkeletonAttachmentDataType type;
}
SkeletonAttachmentData;
/**
* The skeleton region attachment data read from json file.
*/
typedef struct
{
float x;
float y;
float rotationZ;
float scaleX;
float scaleY;
float width;
float height;
SkeletonAttachmentData attachmentData[1];
/**
* Index of meshList in Skeleton.
*/
int meshIndex;
/**
* Index of SubMeshList in Mesh.
*/
int subMeshIndex;
/**
* Texture atlas quad.
*/
Quad* quad;
}
SkeletonRegionAttachmentData;
/**
* The skeleton boundingBox attachment data read from json file.
*/
typedef struct
{
SkeletonAttachmentData attachmentData[1];
Array(float) vertexArr [1];
}
SkeletonBoundingBoxAttachmentData;
/**
* The skeleton mesh attachment data read from json file.
*/
typedef struct
{
float width;
float height;
SkeletonAttachmentData attachmentData[1];
Array(float) vertexArr [1];
Array(float) uvArr [1];
/**
* Careful 4 byte aligned.
*/
Array(short) triangleArr [1];
/**
* Index of meshList in Skeleton.
*/
int meshIndex;
/**
* Index of SubMeshList in Mesh.
*/
int subMeshIndex;
/**
* Texture atlas quad.
*/
Quad* quad;
/**
* Whether convert uv data to TextureAtlas.
*/
bool isUVMappedInTexture;
}
SkeletonMeshAttachmentData;
/**
* The skeleton skinned mesh attachment data read from json file.
*/
typedef struct
{
Array(int) boneArr [1];
Array(float) weightArr [1];
Array(float) weightVertexArr [1];
SkeletonMeshAttachmentData meshAttachmentData[1];
}
SkeletonSkinnedMeshAttachmentData;
typedef enum
{
SkeletonAttachmentMeshOffset_RegionIndex = (int) offsetof(SkeletonRegionAttachmentData, meshIndex),
SkeletonAttachmentMeshOffset_MeshIndex = (int) offsetof(SkeletonMeshAttachmentData, meshIndex),
SkeletonAttachmentMeshOffset_SkinnedMeshIndex = (int) offsetof
(
SkeletonSkinnedMeshAttachmentData,
meshAttachmentData
)
+ SkeletonAttachmentMeshOffset_MeshIndex,
}
SkeletonAttachmentMeshOffset;
extern SkeletonAttachmentMeshOffset skeletonAttachmentMeshOffset[3];
typedef enum
{
SkeletonAttachmentSubMeshOffset_RegionSubIndex = (int) offsetof(SkeletonRegionAttachmentData, subMeshIndex),
SkeletonAttachmentSubMeshOffset_MeshSubIndex = (int) offsetof(SkeletonMeshAttachmentData, subMeshIndex),
SkeletonAttachmentSubMeshOffset_SkinnedMeshSubIndex = (int) offsetof
(
SkeletonSkinnedMeshAttachmentData,
meshAttachmentData
)
+ SkeletonAttachmentSubMeshOffset_MeshSubIndex,
}
SkeletonAttachmentSubMeshOffset;
extern SkeletonAttachmentSubMeshOffset skeletonAttachmentSubMeshOffset[3];
//----------------------------------------------------------------------------------------------------------------------
/**
* The skeleton data read from json file.
*/
typedef struct
{
float width;
float height;
const char* filePath;
TextureAtlas* textureAtlas;
SkeletonSkinData* skinDataDefault;
ArrayStrMap(boneName, SkeletonBoneData*) boneDataMap [1];
ArrayStrMap(slotName, SkeletonSlotData*) slotDataMap [1];
ArrayStrMap(skinName, SkeletonSkinData*) skinDataMap [1];
ArrayStrMap(animationName, SkeletonAnimationDataMap*) animationDataMap[1];
ArrayStrMap(eventName, SkeletonEventDataMap*) eventDataMap [1];
/**
* All SkeletonBoneData order same as in JSON.
*/
Array(SkeletonBoneData*)* boneDataOrderArr;
/**
* All SkeletonSlotData order same as in JSON.
*/
Array(SkeletonSlotData*)* slotDataOrderArr;
/**
* All slot attachments.
*/
ArrayList(SkeletonAttachmentData*) attachmentDataList[1];
}
SkeletonData;
/**
* Control and mange SkeletonData.
*/
struct ASkeletonData
{
/**
* Scales the bones, images, and animations as they are loaded, default 1.0.
*/
float scale;
/**
* Get SkeletonData by jsonFilePath, not found will create one.
*
* jsonFilePath:
* Android: assets
* IOS : NSBundle
*/
SkeletonData* (*Get) (const char* jsonFilePath);
void (*Release) (SkeletonData* skeletonData);
SkeletonAttachmentData* (*GetAttachmentDataBySkinData)(
SkeletonSkinData* skinData,
const char* slotName,
const char* attachmentName
);
};
extern struct ASkeletonData ASkeletonData[1];
#endif