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+/*************************************************************************/
+/* gltf_skin.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_SKIN_H
+#define GLTF_SKIN_H
+
+#include "core/io/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<Transform3D> 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