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- /*************************************************************************/
- /* gltf_skin.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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_SKIN_H
- #define GLTF_SKIN_H
- #include "core/resource.h"
- #include "gltf_document.h"
- class GLTFSkin : public Resource {
- GDCLASS(GLTFSkin, Resource);
- friend class GLTFDocument;
- private:
- // The "skeleton" property defined in the gltf spec. -1 = Scene Root
- GLTFNodeIndex skin_root = -1;
- Vector<GLTFNodeIndex> joints_original;
- Vector<Transform> inverse_binds;
- // Note: joints + non_joints should form a complete subtree, or subtrees
- // with a common parent
- // All nodes that are skins that are caught in-between the original joints
- // (inclusive of joints_original)
- Vector<GLTFNodeIndex> joints;
- // All Nodes that are caught in-between skin joint nodes, and are not
- // defined as joints by any skin
- Vector<GLTFNodeIndex> non_joints;
- // The roots of the skin. In the case of multiple roots, their parent *must*
- // be the same (the roots must be siblings)
- Vector<GLTFNodeIndex> roots;
- // The GLTF Skeleton this Skin points to (after we determine skeletons)
- GLTFSkeletonIndex skeleton = -1;
- // A mapping from the joint indices (in the order of joints_original) to the
- // Godot Skeleton's bone_indices
- Map<int, int> joint_i_to_bone_i;
- Map<int, StringName> joint_i_to_name;
- // The Actual Skin that will be created as a mapping between the IBM's of
- // this skin to the generated skeleton for the mesh instances.
- Ref<Skin> godot_skin;
- protected:
- static void _bind_methods();
- public:
- GLTFNodeIndex get_skin_root();
- void set_skin_root(GLTFNodeIndex p_skin_root);
- Vector<GLTFNodeIndex> get_joints_original();
- void set_joints_original(Vector<GLTFNodeIndex> p_joints_original);
- Array get_inverse_binds();
- void set_inverse_binds(Array p_inverse_binds);
- Vector<GLTFNodeIndex> get_joints();
- void set_joints(Vector<GLTFNodeIndex> p_joints);
- Vector<GLTFNodeIndex> get_non_joints();
- void set_non_joints(Vector<GLTFNodeIndex> p_non_joints);
- Vector<GLTFNodeIndex> get_roots();
- void set_roots(Vector<GLTFNodeIndex> p_roots);
- int get_skeleton();
- void set_skeleton(int p_skeleton);
- Dictionary get_joint_i_to_bone_i();
- void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i);
- Dictionary get_joint_i_to_name();
- void set_joint_i_to_name(Dictionary p_joint_i_to_name);
- Ref<Skin> get_godot_skin();
- void set_godot_skin(Ref<Skin> p_godot_skin);
- };
- #endif // GLTF_SKIN_H
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