godot/modules/gltf/skin_tool.h
Lyuma 652ef966f9 Add new scene import option to import as Skeleton
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.
2024-02-26 03:06:07 -08:00

99 lines
5.1 KiB
C++

/**************************************************************************/
/* skin_tool.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
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#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