初始提交: UE5.3项目基础框架
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Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumGltf/Node.h
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Plugins/CesiumForUnreal/Source/ThirdParty/include/CesiumGltf/Node.h
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// This file was generated by generate-classes.
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// DO NOT EDIT THIS FILE!
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#pragma once
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#include <CesiumGltf/Library.h>
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#include <CesiumGltf/NamedObject.h>
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#include <cstdint>
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#include <vector>
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namespace CesiumGltf {
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/**
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* @brief A node in the node hierarchy. When the node contains `skin`, all
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* `mesh.primitives` **MUST** contain `JOINTS_0` and `WEIGHTS_0` attributes. A
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* node **MAY** have either a `matrix` or any combination of
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* `translation`/`rotation`/`scale` (TRS) properties. TRS properties are
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* converted to matrices and postmultiplied in the `T * R * S` order to compose
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* the transformation matrix; first the scale is applied to the vertices, then
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* the rotation, and then the translation. If none are provided, the transform
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* is the identity. When a node is targeted for animation (referenced by an
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* animation.channel.target), `matrix` **MUST NOT** be present.
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*/
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struct CESIUMGLTF_API Node final : public CesiumGltf::NamedObject {
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/**
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* @brief The original name of this type.
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*/
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static constexpr const char* TypeName = "Node";
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/**
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* @brief The index of the camera referenced by this node.
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*/
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int32_t camera = -1;
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/**
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* @brief The indices of this node's children.
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*/
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std::vector<int32_t> children;
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/**
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* @brief The index of the skin referenced by this node.
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*
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* When a skin is referenced by a node within a scene, all joints used by the
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* skin **MUST** belong to the same scene. When defined, `mesh` **MUST** also
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* be defined.
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*/
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int32_t skin = -1;
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/**
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* @brief A floating-point 4x4 transformation matrix stored in column-major
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* order.
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*/
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std::vector<double> matrix = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
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/**
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* @brief The index of the mesh in this node.
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*/
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int32_t mesh = -1;
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/**
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* @brief The node's unit quaternion rotation in the order (x, y, z, w), where
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* w is the scalar.
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*/
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std::vector<double> rotation = {0, 0, 0, 1};
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/**
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* @brief The node's non-uniform scale, given as the scaling factors along the
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* x, y, and z axes.
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*/
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std::vector<double> scale = {1, 1, 1};
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/**
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* @brief The node's translation along the x, y, and z axes.
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*/
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std::vector<double> translation = {0, 0, 0};
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/**
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* @brief The weights of the instantiated morph target. The number of array
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* elements **MUST** match the number of morph targets of the referenced mesh.
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* When defined, `mesh` **MUST** also be defined.
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*/
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std::vector<double> weights;
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/**
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* @brief Calculates the size in bytes of this object, including the contents
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* of all collections, pointers, and strings. This will NOT include the size
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* of any extensions attached to the object. Calling this method may be slow
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* as it requires traversing the object's entire structure.
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*/
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int64_t getSizeBytes() const {
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int64_t accum = 0;
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accum += int64_t(sizeof(Node));
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accum += CesiumGltf::NamedObject::getSizeBytes() -
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int64_t(sizeof(CesiumGltf::NamedObject));
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accum += int64_t(sizeof(int32_t) * this->children.capacity());
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accum += int64_t(sizeof(double) * this->matrix.capacity());
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accum += int64_t(sizeof(double) * this->rotation.capacity());
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accum += int64_t(sizeof(double) * this->scale.capacity());
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accum += int64_t(sizeof(double) * this->translation.capacity());
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accum += int64_t(sizeof(double) * this->weights.capacity());
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return accum;
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}
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};
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} // namespace CesiumGltf
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