1 | /**************************************************************************/ |
2 | /* gltf_skin.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 */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
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_SKIN_H |
32 | #define GLTF_SKIN_H |
33 | |
34 | #include "../gltf_defines.h" |
35 | |
36 | #include "core/io/resource.h" |
37 | |
38 | template <typename T> |
39 | class TypedArray; |
40 | |
41 | class GLTFSkin : public Resource { |
42 | GDCLASS(GLTFSkin, Resource); |
43 | friend class GLTFDocument; |
44 | |
45 | private: |
46 | // The "skeleton" property defined in the gltf spec. -1 = Scene Root |
47 | GLTFNodeIndex skin_root = -1; |
48 | |
49 | Vector<GLTFNodeIndex> joints_original; |
50 | Vector<Transform3D> inverse_binds; |
51 | |
52 | // Note: joints + non_joints should form a complete subtree, or subtrees |
53 | // with a common parent |
54 | |
55 | // All nodes that are skins that are caught in-between the original joints |
56 | // (inclusive of joints_original) |
57 | Vector<GLTFNodeIndex> joints; |
58 | |
59 | // All Nodes that are caught in-between skin joint nodes, and are not |
60 | // defined as joints by any skin |
61 | Vector<GLTFNodeIndex> non_joints; |
62 | |
63 | // The roots of the skin. In the case of multiple roots, their parent *must* |
64 | // be the same (the roots must be siblings) |
65 | Vector<GLTFNodeIndex> roots; |
66 | |
67 | // The GLTF Skeleton this Skin points to (after we determine skeletons) |
68 | GLTFSkeletonIndex skeleton = -1; |
69 | |
70 | // A mapping from the joint indices (in the order of joints_original) to the |
71 | // Godot Skeleton's bone_indices |
72 | HashMap<int, int> joint_i_to_bone_i; |
73 | HashMap<int, StringName> joint_i_to_name; |
74 | |
75 | // The Actual Skin that will be created as a mapping between the IBM's of |
76 | // this skin to the generated skeleton for the mesh instances. |
77 | Ref<Skin> godot_skin; |
78 | |
79 | protected: |
80 | static void _bind_methods(); |
81 | |
82 | public: |
83 | GLTFNodeIndex get_skin_root(); |
84 | void set_skin_root(GLTFNodeIndex p_skin_root); |
85 | |
86 | Vector<GLTFNodeIndex> get_joints_original(); |
87 | void set_joints_original(Vector<GLTFNodeIndex> p_joints_original); |
88 | |
89 | TypedArray<Transform3D> get_inverse_binds(); |
90 | void set_inverse_binds(TypedArray<Transform3D> p_inverse_binds); |
91 | |
92 | Vector<GLTFNodeIndex> get_joints(); |
93 | void set_joints(Vector<GLTFNodeIndex> p_joints); |
94 | |
95 | Vector<GLTFNodeIndex> get_non_joints(); |
96 | void set_non_joints(Vector<GLTFNodeIndex> p_non_joints); |
97 | |
98 | Vector<GLTFNodeIndex> get_roots(); |
99 | void set_roots(Vector<GLTFNodeIndex> p_roots); |
100 | |
101 | int get_skeleton(); |
102 | void set_skeleton(int p_skeleton); |
103 | |
104 | Dictionary get_joint_i_to_bone_i(); |
105 | void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i); |
106 | |
107 | Dictionary get_joint_i_to_name(); |
108 | void set_joint_i_to_name(Dictionary p_joint_i_to_name); |
109 | |
110 | Ref<Skin> get_godot_skin(); |
111 | void set_godot_skin(Ref<Skin> p_godot_skin); |
112 | }; |
113 | |
114 | #endif // GLTF_SKIN_H |
115 | |