| 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 | |