1/**************************************************************************/
2/* gltf_skeleton.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
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21/* */
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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
38class GLTFSkeleton : public Resource {
39 GDCLASS(GLTFSkeleton, Resource);
40 friend class GLTFDocument;
41
42private:
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
60protected:
61 static void _bind_methods();
62
63public:
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