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- /**************************************************************************/
- /* skin_tool.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 SKIN_TOOL_H
- #define SKIN_TOOL_H
- #include "gltf_defines.h"
- #include "structures/gltf_node.h"
- #include "structures/gltf_skeleton.h"
- #include "structures/gltf_skin.h"
- #include "core/math/disjoint_set.h"
- #include "core/templates/rb_set.h"
- using SkinNodeIndex = int;
- using SkinSkeletonIndex = int;
- class SkinTool {
- public:
- static String _sanitize_bone_name(const String &p_name);
- static String _gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name);
- static SkinNodeIndex _find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<SkinNodeIndex> &p_subset);
- static bool _capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &p_nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index);
- static void _capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
- static void _recurse_children(
- Vector<Ref<GLTFNode>> &r_nodes,
- const SkinNodeIndex p_node_index,
- RBSet<SkinNodeIndex> &r_all_skin_nodes,
- HashSet<SkinNodeIndex> &r_child_visited_set);
- static Error _reparent_non_joint_skeleton_subtrees(
- Vector<Ref<GLTFNode>> &r_nodes,
- Ref<GLTFSkeleton> p_skeleton,
- const Vector<SkinNodeIndex> &p_non_joints);
- static Error _determine_skeleton_roots(
- Vector<Ref<GLTFNode>> &r_nodes,
- Vector<Ref<GLTFSkeleton>> &r_skeletons,
- const SkinSkeletonIndex p_skel_i);
- static Error _map_skin_joints_indices_to_skeleton_bone_indices(
- Vector<Ref<GLTFSkin>> &r_skins,
- Vector<Ref<GLTFSkeleton>> &r_skeletons,
- Vector<Ref<GLTFNode>> &r_nodes);
- static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
- static bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
- static void _remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins);
- public:
- static Error _expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
- static Error _verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
- static Error _asset_parse_skins(
- const Vector<SkinNodeIndex> &p_input_skin_indices,
- const Vector<Ref<GLTFSkin>> &p_input_skins,
- const Vector<Ref<GLTFNode>> &p_input_nodes,
- Vector<SkinNodeIndex> &r_output_skin_indices,
- Vector<Ref<GLTFSkin>> &r_output_skins,
- HashMap<GLTFNodeIndex, bool> &r_joint_mapping);
- static Error _determine_skeletons(
- Vector<Ref<GLTFSkin>> &r_skins,
- Vector<Ref<GLTFNode>> &r_nodes,
- Vector<Ref<GLTFSkeleton>> &r_skeletons,
- const Vector<GLTFNodeIndex> &p_single_skeleton_roots);
- static Error _create_skeletons(
- HashSet<String> &r_unique_names,
- Vector<Ref<GLTFSkin>> &r_skins,
- Vector<Ref<GLTFNode>> &r_nodes,
- HashMap<ObjectID, GLTFSkeletonIndex> &r_skeleton3d_to_fbx_skeleton,
- Vector<Ref<GLTFSkeleton>> &r_skeletons,
- HashMap<GLTFNodeIndex, Node *> &r_scene_nodes);
- static Error _create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names);
- };
- #endif // SKIN_TOOL_H
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