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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
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