1 | /**************************************************************************/ |
2 | /* gltf_skeleton.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
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25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
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27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GLTF_SKELETON_H |
32 | #define GLTF_SKELETON_H |
33 | |
34 | #include "../gltf_defines.h" |
35 | |
36 | #include "core/io/resource.h" |
37 | |
38 | class GLTFSkeleton : public Resource { |
39 | GDCLASS(GLTFSkeleton, Resource); |
40 | friend class GLTFDocument; |
41 | |
42 | private: |
43 | // The *synthesized* skeletons joints |
44 | Vector<GLTFNodeIndex> joints; |
45 | |
46 | // The roots of the skeleton. If there are multiple, each root must have the |
47 | // same parent (ie roots are siblings) |
48 | Vector<GLTFNodeIndex> roots; |
49 | |
50 | // The created Skeleton3D for the scene |
51 | Skeleton3D *godot_skeleton = nullptr; |
52 | |
53 | // Set of unique bone names for the skeleton |
54 | HashSet<String> unique_names; |
55 | |
56 | HashMap<int32_t, GLTFNodeIndex> godot_bone_node; |
57 | |
58 | Vector<BoneAttachment3D *> bone_attachments; |
59 | |
60 | protected: |
61 | static void _bind_methods(); |
62 | |
63 | public: |
64 | Vector<GLTFNodeIndex> get_joints(); |
65 | void set_joints(Vector<GLTFNodeIndex> p_joints); |
66 | |
67 | Vector<GLTFNodeIndex> get_roots(); |
68 | void set_roots(Vector<GLTFNodeIndex> p_roots); |
69 | |
70 | Skeleton3D *get_godot_skeleton(); |
71 | |
72 | // Skeleton *get_godot_skeleton() { |
73 | // return this->godot_skeleton; |
74 | // } |
75 | // void set_godot_skeleton(Skeleton p_*godot_skeleton) { |
76 | // this->godot_skeleton = p_godot_skeleton; |
77 | // } |
78 | |
79 | TypedArray<String> get_unique_names(); |
80 | void set_unique_names(TypedArray<String> p_unique_names); |
81 | |
82 | //RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() { |
83 | // return this->godot_bone_node; |
84 | //} |
85 | //void set_godot_bone_node(RBMap<int32_t, GLTFNodeIndex> p_godot_bone_node) { |
86 | // this->godot_bone_node = p_godot_bone_node; |
87 | //} |
88 | Dictionary get_godot_bone_node(); |
89 | void set_godot_bone_node(Dictionary p_indict); |
90 | |
91 | //Dictionary get_godot_bone_node() { |
92 | // return VariantConversion::to_dict(this->godot_bone_node); |
93 | //} |
94 | //void set_godot_bone_node(Dictionary p_indict) { |
95 | // VariantConversion::set_from_dict(this->godot_bone_node, p_indict); |
96 | //} |
97 | |
98 | BoneAttachment3D *get_bone_attachment(int idx); |
99 | |
100 | int32_t get_bone_attachment_count(); |
101 | }; |
102 | |
103 | #endif // GLTF_SKELETON_H |
104 | |