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Diffstat (limited to 'modules/gltf/gltf_skeleton.h')
-rw-r--r-- | modules/gltf/gltf_skeleton.h | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/modules/gltf/gltf_skeleton.h b/modules/gltf/gltf_skeleton.h new file mode 100644 index 0000000000..d6986eb35a --- /dev/null +++ b/modules/gltf/gltf_skeleton.h @@ -0,0 +1,101 @@ +/*************************************************************************/ +/* gltf_skeleton.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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_SKELETON_H +#define GLTF_SKELETON_H + +#include "core/io/resource.h" +#include "gltf_document.h" + +class GLTFSkeleton : public Resource { + GDCLASS(GLTFSkeleton, Resource); + friend class GLTFDocument; + +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 + Set<String> unique_names; + + Map<int32_t, GLTFNodeIndex> godot_bone_node; + + 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() { + // return this->godot_skeleton; + // } + // void set_godot_skeleton(Skeleton p_*godot_skeleton) { + // this->godot_skeleton = p_godot_skeleton; + // } + + Array get_unique_names(); + void set_unique_names(Array p_unique_names); + + //Map<int32_t, GLTFNodeIndex> get_godot_bone_node() { + // return this->godot_bone_node; + //} + //void set_godot_bone_node(Map<int32_t, GLTFNodeIndex> p_godot_bone_node) { + // this->godot_bone_node = p_godot_bone_node; + //} + Dictionary get_godot_bone_node(); + void set_godot_bone_node(Dictionary p_indict); + + //Dictionary get_godot_bone_node() { + // return VariantConversion::to_dict(this->godot_bone_node); + //} + //void set_godot_bone_node(Dictionary p_indict) { + // VariantConversion::set_from_dict(this->godot_bone_node, p_indict); + //} + + BoneAttachment3D *get_bone_attachment(int idx); + + int32_t get_bone_attachment_count(); +}; +#endif // GLTF_SKELETON_H |