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![reduz](/assets/img/avatar_default.png)
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
102 lines
4 KiB
C++
102 lines
4 KiB
C++
/*************************************************************************/
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/* gltf_skeleton.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GLTF_SKELETON_H
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#define GLTF_SKELETON_H
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#include "core/io/resource.h"
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#include "gltf_document.h"
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class GLTFSkeleton : public Resource {
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GDCLASS(GLTFSkeleton, Resource);
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friend class GLTFDocument;
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private:
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// The *synthesized* skeletons joints
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Vector<GLTFNodeIndex> joints;
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// The roots of the skeleton. If there are multiple, each root must have the
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// same parent (ie roots are siblings)
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Vector<GLTFNodeIndex> roots;
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// The created Skeleton3D for the scene
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Skeleton3D *godot_skeleton = nullptr;
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// Set of unique bone names for the skeleton
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RBSet<String> unique_names;
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HashMap<int32_t, GLTFNodeIndex> godot_bone_node;
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Vector<BoneAttachment3D *> bone_attachments;
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protected:
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static void _bind_methods();
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public:
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Vector<GLTFNodeIndex> get_joints();
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void set_joints(Vector<GLTFNodeIndex> p_joints);
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Vector<GLTFNodeIndex> get_roots();
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void set_roots(Vector<GLTFNodeIndex> p_roots);
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Skeleton3D *get_godot_skeleton();
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// Skeleton *get_godot_skeleton() {
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// return this->godot_skeleton;
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// }
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// void set_godot_skeleton(Skeleton p_*godot_skeleton) {
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// this->godot_skeleton = p_godot_skeleton;
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// }
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Array get_unique_names();
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void set_unique_names(Array p_unique_names);
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//RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
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// return this->godot_bone_node;
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//}
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//void set_godot_bone_node(RBMap<int32_t, GLTFNodeIndex> p_godot_bone_node) {
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// this->godot_bone_node = p_godot_bone_node;
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//}
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Dictionary get_godot_bone_node();
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void set_godot_bone_node(Dictionary p_indict);
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//Dictionary get_godot_bone_node() {
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// return VariantConversion::to_dict(this->godot_bone_node);
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//}
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//void set_godot_bone_node(Dictionary p_indict) {
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// VariantConversion::set_from_dict(this->godot_bone_node, p_indict);
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//}
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BoneAttachment3D *get_bone_attachment(int idx);
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int32_t get_bone_attachment_count();
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};
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#endif // GLTF_SKELETON_H
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