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/*************************************************************************/
/* gltf_animation.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_ANIMATION_H
#define GLTF_ANIMATION_H
#include "core/io/resource.h"
class GLTFAnimation : public Resource {
GDCLASS(GLTFAnimation, Resource);
protected:
static void _bind_methods();
public:
enum Interpolation {
INTERP_LINEAR,
INTERP_STEP,
INTERP_CATMULLROMSPLINE,
INTERP_CUBIC_SPLINE,
};
template <class T>
struct Channel {
Interpolation interpolation;
Vector<float> times;
Vector<T> values;
};
struct Track {
Channel<Vector3> translation_track;
Channel<Quaternion> rotation_track;
Channel<Vector3> scale_track;
Vector<Channel<float>> weight_tracks;
};
public:
bool get_loop() const;
void set_loop(bool p_val);
Map<int, GLTFAnimation::Track> &get_tracks();
GLTFAnimation();
private:
bool loop = false;
Map<int, Track> tracks;
};
#endif // GLTF_ANIMATION_H
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