7#include <glm/mat4x4.hpp>
8#include <glm/gtc/quaternion.hpp>
10#include <unordered_map>
69 for (uint32_t i = 0; i <
joints_.size(); ++i) {
Base class for asset wrappers. The data is stored in the private member variable 'data' in form of en...
A manager which is used to look up existing assets and their loading state.
SkinAssetManager()=default
std::unordered_map< std::string, int32_t > jointNameMap_
void buildNameIndex()
Rebuilds the name-to-index lookup table.
const Joint & getJoint(uint32_t index) const
Getter.
glm::mat4 armatureTransform_
int32_t getSkeletonRootIndex() const
Getter.
int32_t findJointByName(const std::string &name) const
Finds joint index by name.
int32_t skeletonRootIndex_
std::vector< Joint > joints_
const std::vector< Joint > & getJoints() const
Getter.
uint32_t getBoneCount() const
Getter.
A single joint in a skeleton hierarchy.
glm::mat4 inverseBindMatrix
glm::vec3 restTranslation