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/*
* Copyright 2022-2023 Frederico de Oliveira Linhares
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef CANDY_GEAR_VK_ANIMATION_H
#define CANDY_GEAR_VK_ANIMATION_H 1
#include <vector>
#include "core.hpp"
#include "animation/frame.hpp"
namespace VK
{
struct Bone
{
glm::mat4x4 offset_matrix;
Bone(glm::mat4 offset_matrix);
};
struct BoneTransform
{
uint32_t bone_id;
Channel<glm::vec3> positions;
Channel<glm::quat> rotations;
Channel<glm::vec3> scales;
};
struct Animation
{
std::vector<BoneTransform> bone_transforms;
float final_time;
};
}
#endif /* CANDY_GEAR_VK_ANIMATION_H */
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