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/*************************************************************************/
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/* gltf_skin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GLTF_SKIN_H
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#define GLTF_SKIN_H
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#include "core/resource.h"
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#include "gltf_document.h"
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class GLTFSkin : public Resource {
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GDCLASS(GLTFSkin, Resource);
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friend class GLTFDocument;
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private:
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// The "skeleton" property defined in the gltf spec. -1 = Scene Root
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GLTFNodeIndex skin_root = -1;
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Vector<GLTFNodeIndex> joints_original;
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Vector<Transform> inverse_binds;
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// Note: joints + non_joints should form a complete subtree, or subtrees
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// with a common parent
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// All nodes that are skins that are caught in-between the original joints
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// (inclusive of joints_original)
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Vector<GLTFNodeIndex> joints;
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// All Nodes that are caught in-between skin joint nodes, and are not
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// defined as joints by any skin
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Vector<GLTFNodeIndex> non_joints;
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// The roots of the skin. In the case of multiple roots, their parent *must*
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// be the same (the roots must be siblings)
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Vector<GLTFNodeIndex> roots;
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// The GLTF Skeleton this Skin points to (after we determine skeletons)
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GLTFSkeletonIndex skeleton = -1;
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// A mapping from the joint indices (in the order of joints_original) to the
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// Godot Skeleton's bone_indices
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Map<int, int> joint_i_to_bone_i;
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Map<int, StringName> joint_i_to_name;
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// The Actual Skin that will be created as a mapping between the IBM's of
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// this skin to the generated skeleton for the mesh instances.
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Ref<Skin> godot_skin;
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protected:
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static void _bind_methods();
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public:
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GLTFNodeIndex get_skin_root();
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void set_skin_root(GLTFNodeIndex p_skin_root);
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Vector<GLTFNodeIndex> get_joints_original();
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void set_joints_original(Vector<GLTFNodeIndex> p_joints_original);
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Array get_inverse_binds();
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void set_inverse_binds(Array p_inverse_binds);
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Vector<GLTFNodeIndex> get_joints();
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void set_joints(Vector<GLTFNodeIndex> p_joints);
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Vector<GLTFNodeIndex> get_non_joints();
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void set_non_joints(Vector<GLTFNodeIndex> p_non_joints);
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Vector<GLTFNodeIndex> get_roots();
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void set_roots(Vector<GLTFNodeIndex> p_roots);
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int get_skeleton();
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void set_skeleton(int p_skeleton);
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Dictionary get_joint_i_to_bone_i();
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void set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i);
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Dictionary get_joint_i_to_name();
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void set_joint_i_to_name(Dictionary p_joint_i_to_name);
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Ref<Skin> get_godot_skin();
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void set_godot_skin(Ref<Skin> p_godot_skin);
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};
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2021-03-03 05:20:20 +01:00
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#endif // GLTF_SKIN_H
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