feature: bone model overriding
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4a0bc016ce
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@ -118,6 +118,10 @@ local rig = entity.skeleton
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-- Returns the model name assigned to the bone at the specified index
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rig:get_model(index: int) -> str
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-- Reassigns the bone model at the specified index
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-- Resets to original if name is not specified
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rig:set_model(index: int, name: str)
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-- Returns the bone transformation matrix at the specified index
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rig:get_matrix(index: int) -> mat4
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-- Sets the bone transformation matrix at the specified index
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@ -119,6 +119,10 @@ local rig = entity.skeleton
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-- Возвращает имя модели, назначенной на кость с указанным индексом
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rig:get_model(index: int) -> str
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-- Переназначает модель кости с указанным индексом
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-- Сбрасывает до изначальной, если не указывать имя
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rig:set_model(index: int, name: str)
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-- Возвращает матрицу трансформации кости с указанным индексом
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rig:get_matrix(index: int) -> mat4
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-- Устанавливает матрицу трансформации кости с указанным индексом
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@ -39,6 +39,7 @@ end
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local Skeleton = {__index={
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get_model=function(self, i) return __skeleton.get_model(self.eid, i) end,
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set_model=function(self, i, s) return __skeleton.set_model(self.eid, i, s) end,
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get_matrix=function(self, i) return __skeleton.get_matrix(self.eid, i) end,
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set_matrix=function(self, i, m) return __skeleton.set_matrix(self.eid, i, m) end,
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get_texture=function(self, s) return __skeleton.get_texture(self.eid, s) end,
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@ -20,6 +20,7 @@ enum class BlockInteraction {
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placing
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};
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/// @brief Player argument is nullable
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using on_block_interaction = std::function<void(
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Player*, glm::ivec3, const Block*, BlockInteraction type
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)>;
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@ -76,6 +77,7 @@ public:
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BlockInteraction type
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);
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/// @brief Add block interaction callback
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void listenBlockInteraction(const on_block_interaction& callback);
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};
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@ -16,7 +16,25 @@ static int l_get_model(lua::State* L) {
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auto& skeleton = entity->getSkeleton();
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auto* rigConfig = skeleton.config;
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auto index = index_range_check(skeleton, lua::tointeger(L, 2));
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return lua::pushstring(L, rigConfig->getNodes()[index]->getModelName());
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const auto& modelOverride = skeleton.modelOverrides[index];
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if (!modelOverride.model) {
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return lua::pushstring(L, modelOverride.name);
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}
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return lua::pushstring(L, rigConfig->getNodes()[index]->model.name);
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}
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return 0;
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}
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static int l_set_model(lua::State* L) {
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if (auto entity = get_entity(L, 1)) {
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auto& skeleton = entity->getSkeleton();
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auto index = index_range_check(skeleton, lua::tointeger(L, 2));
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auto& modelOverride = skeleton.modelOverrides[index];
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if (lua::isnoneornil(L, 3)) {
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modelOverride = {"", nullptr, true};
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} else {
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modelOverride = {lua::require_string(L, 3), nullptr, true};
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}
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}
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return 0;
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}
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@ -96,6 +114,7 @@ static int l_set_visible(lua::State* L) {
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const luaL_Reg skeletonlib [] = {
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{"get_model", lua::wrap<l_get_model>},
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{"set_model", lua::wrap<l_set_model>},
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{"get_matrix", lua::wrap<l_get_matrix>},
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{"set_matrix", lua::wrap<l_set_matrix>},
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{"get_texture", lua::wrap<l_get_texture>},
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@ -7,6 +7,13 @@
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using namespace rigging;
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void ModelReference::refresh(const Assets* assets) {
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if (updateFlag) {
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model = assets->get<model::Model>(name);
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updateFlag = false;
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}
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}
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Bone::Bone(
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size_t index,
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std::string name,
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@ -14,22 +21,27 @@ Bone::Bone(
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std::vector<std::unique_ptr<Bone>> bones)
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: index(index),
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name(std::move(name)),
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modelName(std::move(model)),
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bones(std::move(bones))
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bones(std::move(bones)),
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model({model, nullptr, true})
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{}
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void Bone::setModel(const std::string& name) {
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if (modelName == name) {
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if (model.name == name) {
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return;
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}
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modelName = name;
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modelUpdated = true;
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model = {name, nullptr, true};
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}
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void Bone::refreshModel(const Assets* assets) {
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if (modelUpdated) {
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model = assets->get<model::Model>(modelName);
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modelUpdated = false;
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Skeleton::Skeleton(const SkeletonConfig* config)
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: config(config),
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pose(config->getNodes().size()),
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calculated(config->getNodes().size()),
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flags(config->getNodes().size()),
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textures(),
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modelOverrides(config->getNodes().size()),
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visible(true) {
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for (size_t i = 0; i < config->getNodes().size(); i++) {
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flags[i].visible = true;
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}
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}
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@ -76,11 +88,17 @@ void SkeletonConfig::render(
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}
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for (size_t i = 0; i < nodes.size(); i++) {
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auto* node = nodes[i];
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node->refreshModel(assets);
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if (!skeleton.flags[i].visible) {
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continue;
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}
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if (auto model = node->getModel()) {
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node->model.refresh(assets);
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auto model = node->model.model;
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auto& modelOverride = skeleton.modelOverrides.at(i);
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if (!modelOverride.updateFlag) {
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modelOverride.refresh(assets);
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}
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model = modelOverride.model ? modelOverride.model : model;
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if (model) {
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batch.pushMatrix(skeleton.calculated.matrices[i]);
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batch.draw(model, &skeleton.textures);
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batch.popMatrix();
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@ -28,14 +28,20 @@ namespace rigging {
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}
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};
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struct ModelReference {
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std::string name;
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model::Model* model;
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bool updateFlag;
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void refresh(const Assets* assets);
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};
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class Bone {
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size_t index;
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std::string name;
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std::string modelName;
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std::vector<std::unique_ptr<Bone>> bones;
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model::Model* model = nullptr;
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bool modelUpdated = true;
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public:
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ModelReference model;
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Bone(
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size_t index,
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std::string name,
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@ -44,20 +50,10 @@ namespace rigging {
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void setModel(const std::string& name);
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void refreshModel(const Assets* assets);
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const std::string& getName() const {
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return name;
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}
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const std::string& getModelName() const {
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return modelName;
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}
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model::Model* getModel() const {
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return model;
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}
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size_t getIndex() const {
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return index;
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}
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@ -77,7 +73,10 @@ namespace rigging {
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Pose calculated;
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std::vector<BoneFlags> flags;
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std::unordered_map<std::string, std::string> textures;
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std::vector<ModelReference> modelOverrides;
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bool visible;
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Skeleton(const SkeletonConfig* config);
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};
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class SkeletonConfig {
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@ -110,13 +109,7 @@ namespace rigging {
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const glm::mat4& matrix) const;
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Skeleton instance() const {
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auto rig = Skeleton {
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this, Pose(nodes.size()), Pose(nodes.size()), {}, {}, true
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};
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for (size_t i = 0; i < nodes.size(); i++) {
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rig.flags.push_back({true});
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}
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return rig;
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return Skeleton(this);
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}
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Bone* find(std::string_view str) const;
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