2020-12-21 15:39:32 +00:00
|
|
|
/**************************************************************************/
|
|
|
|
/* 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
|
|
|
|
|
2022-07-24 19:20:50 +00:00
|
|
|
#include "../gltf_defines.h"
|
2023-06-13 14:56:21 +00:00
|
|
|
|
2020-12-21 15:39:32 +00:00
|
|
|
#include "core/io/resource.h"
|
2024-02-16 13:25:15 +00:00
|
|
|
#include "scene/3d/bone_attachment_3d.h"
|
|
|
|
#include "scene/3d/skeleton_3d.h"
|
2020-12-21 15:39:32 +00:00
|
|
|
|
|
|
|
class GLTFSkeleton : public Resource {
|
|
|
|
GDCLASS(GLTFSkeleton, Resource);
|
|
|
|
friend class GLTFDocument;
|
2024-02-16 13:25:15 +00:00
|
|
|
friend class SkinTool;
|
|
|
|
friend class FBXDocument;
|
2020-12-21 15:39:32 +00:00
|
|
|
|
|
|
|
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
|
2022-05-19 15:00:06 +00:00
|
|
|
HashSet<String> unique_names;
|
2020-12-21 15:39:32 +00:00
|
|
|
|
2022-05-13 13:04:37 +00:00
|
|
|
HashMap<int32_t, GLTFNodeIndex> godot_bone_node;
|
2020-12-21 15:39:32 +00:00
|
|
|
|
|
|
|
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() {
|
2024-01-28 20:51:39 +00:00
|
|
|
// return godot_skeleton;
|
2020-12-21 15:39:32 +00:00
|
|
|
// }
|
|
|
|
// void set_godot_skeleton(Skeleton p_*godot_skeleton) {
|
2024-01-28 20:51:39 +00:00
|
|
|
// godot_skeleton = p_godot_skeleton;
|
2020-12-21 15:39:32 +00:00
|
|
|
// }
|
|
|
|
|
2022-08-07 22:52:20 +00:00
|
|
|
TypedArray<String> get_unique_names();
|
|
|
|
void set_unique_names(TypedArray<String> p_unique_names);
|
2020-12-21 15:39:32 +00:00
|
|
|
|
2022-05-13 13:04:37 +00:00
|
|
|
//RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
|
2024-01-28 20:51:39 +00:00
|
|
|
// return godot_bone_node;
|
2020-12-21 15:39:32 +00:00
|
|
|
//}
|
2021-08-01 19:47:20 +00:00
|
|
|
//void set_godot_bone_node(const RBMap<int32_t, GLTFNodeIndex> &p_godot_bone_node) {
|
2024-01-28 20:51:39 +00:00
|
|
|
// godot_bone_node = p_godot_bone_node;
|
2020-12-21 15:39:32 +00:00
|
|
|
//}
|
|
|
|
Dictionary get_godot_bone_node();
|
|
|
|
void set_godot_bone_node(Dictionary p_indict);
|
|
|
|
|
|
|
|
//Dictionary get_godot_bone_node() {
|
2024-01-28 20:51:39 +00:00
|
|
|
// return VariantConversion::to_dict(godot_bone_node);
|
2020-12-21 15:39:32 +00:00
|
|
|
//}
|
|
|
|
//void set_godot_bone_node(Dictionary p_indict) {
|
2024-01-28 20:51:39 +00:00
|
|
|
// VariantConversion::set_from_dict(godot_bone_node, p_indict);
|
2020-12-21 15:39:32 +00:00
|
|
|
//}
|
|
|
|
|
|
|
|
BoneAttachment3D *get_bone_attachment(int idx);
|
|
|
|
|
|
|
|
int32_t get_bone_attachment_count();
|
|
|
|
};
|
2022-07-23 21:41:51 +00:00
|
|
|
|
2020-12-21 15:39:32 +00:00
|
|
|
#endif // GLTF_SKELETON_H
|