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