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https://github.com/godotengine/godot
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652ef966f9
Adds a bool import option `nodes/import_as_skeleton_bones`. This is supported in all FBX or GLTF document based formats. It is especially useful for retargeting and importing animations.
99 lines
5.1 KiB
C++
99 lines
5.1 KiB
C++
/**************************************************************************/
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/* skin_tool.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 SKIN_TOOL_H
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#define SKIN_TOOL_H
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#include "gltf_defines.h"
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#include "structures/gltf_node.h"
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#include "structures/gltf_skeleton.h"
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#include "structures/gltf_skin.h"
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#include "core/math/disjoint_set.h"
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#include "core/templates/rb_set.h"
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using SkinNodeIndex = int;
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using SkinSkeletonIndex = int;
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class SkinTool {
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public:
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static String _sanitize_bone_name(const String &p_name);
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static String _gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name);
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static SkinNodeIndex _find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<SkinNodeIndex> &p_subset);
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static bool _capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &p_nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index);
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static void _capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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static void _recurse_children(
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Vector<Ref<GLTFNode>> &r_nodes,
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const SkinNodeIndex p_node_index,
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RBSet<SkinNodeIndex> &r_all_skin_nodes,
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HashSet<SkinNodeIndex> &r_child_visited_set);
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static Error _reparent_non_joint_skeleton_subtrees(
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Vector<Ref<GLTFNode>> &r_nodes,
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Ref<GLTFSkeleton> p_skeleton,
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const Vector<SkinNodeIndex> &p_non_joints);
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static Error _determine_skeleton_roots(
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Vector<Ref<GLTFNode>> &r_nodes,
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Vector<Ref<GLTFSkeleton>> &r_skeletons,
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const SkinSkeletonIndex p_skel_i);
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static Error _map_skin_joints_indices_to_skeleton_bone_indices(
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Vector<Ref<GLTFSkin>> &r_skins,
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Vector<Ref<GLTFSkeleton>> &r_skeletons,
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Vector<Ref<GLTFNode>> &r_nodes);
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static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
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static bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
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static void _remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins);
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public:
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static Error _expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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static Error _verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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static Error _asset_parse_skins(
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const Vector<SkinNodeIndex> &p_input_skin_indices,
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const Vector<Ref<GLTFSkin>> &p_input_skins,
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const Vector<Ref<GLTFNode>> &p_input_nodes,
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Vector<SkinNodeIndex> &r_output_skin_indices,
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Vector<Ref<GLTFSkin>> &r_output_skins,
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HashMap<GLTFNodeIndex, bool> &r_joint_mapping);
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static Error _determine_skeletons(
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Vector<Ref<GLTFSkin>> &r_skins,
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Vector<Ref<GLTFNode>> &r_nodes,
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Vector<Ref<GLTFSkeleton>> &r_skeletons,
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const Vector<GLTFNodeIndex> &p_single_skeleton_roots);
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static Error _create_skeletons(
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HashSet<String> &r_unique_names,
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Vector<Ref<GLTFSkin>> &r_skins,
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Vector<Ref<GLTFNode>> &r_nodes,
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HashMap<ObjectID, GLTFSkeletonIndex> &r_skeleton3d_to_fbx_skeleton,
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Vector<Ref<GLTFSkeleton>> &r_skeletons,
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HashMap<GLTFNodeIndex, Node *> &r_scene_nodes);
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static Error _create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names);
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};
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#endif // SKIN_TOOL_H
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