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- /**************************************************************************/
- /* gltf_skeleton.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GLTF_SKELETON_H
- #define GLTF_SKELETON_H
- #include "../gltf_defines.h"
- #include "core/io/resource.h"
- #include "scene/3d/bone_attachment_3d.h"
- #include "scene/3d/skeleton_3d.h"
- class GLTFSkeleton : public Resource {
- GDCLASS(GLTFSkeleton, Resource);
- friend class GLTFDocument;
- friend class SkinTool;
- friend class FBXDocument;
- private:
- // The *synthesized* skeletons joints
- Vector<GLTFNodeIndex> joints;
- // The roots of the skeleton. If there are multiple, each root must have the
- // same parent (ie roots are siblings)
- Vector<GLTFNodeIndex> roots;
- // The created Skeleton3D for the scene
- Skeleton3D *godot_skeleton = nullptr;
- // Set of unique bone names for the skeleton
- HashSet<String> unique_names;
- HashMap<int32_t, GLTFNodeIndex> godot_bone_node;
- Vector<BoneAttachment3D *> bone_attachments;
- protected:
- static void _bind_methods();
- public:
- Vector<GLTFNodeIndex> get_joints();
- void set_joints(Vector<GLTFNodeIndex> p_joints);
- Vector<GLTFNodeIndex> get_roots();
- void set_roots(Vector<GLTFNodeIndex> p_roots);
- Skeleton3D *get_godot_skeleton();
- // Skeleton *get_godot_skeleton() {
- // return godot_skeleton;
- // }
- // void set_godot_skeleton(Skeleton p_*godot_skeleton) {
- // godot_skeleton = p_godot_skeleton;
- // }
- TypedArray<String> get_unique_names();
- void set_unique_names(TypedArray<String> p_unique_names);
- //RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
- // return godot_bone_node;
- //}
- //void set_godot_bone_node(const RBMap<int32_t, GLTFNodeIndex> &p_godot_bone_node) {
- // godot_bone_node = p_godot_bone_node;
- //}
- Dictionary get_godot_bone_node();
- void set_godot_bone_node(Dictionary p_indict);
- //Dictionary get_godot_bone_node() {
- // return VariantConversion::to_dict(godot_bone_node);
- //}
- //void set_godot_bone_node(Dictionary p_indict) {
- // VariantConversion::set_from_dict(godot_bone_node, p_indict);
- //}
- BoneAttachment3D *get_bone_attachment(int idx);
- int32_t get_bone_attachment_count();
- };
- #endif // GLTF_SKELETON_H
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