/*************************************************************************/ /* gltf_skeleton.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_SKELETON_H #define GLTF_SKELETON_H #include "core/io/resource.h" #include "gltf_document.h" class GLTFSkeleton : public Resource { GDCLASS(GLTFSkeleton, Resource); friend class GLTFDocument; private: // The *synthesized* skeletons joints Vector<GLTFNodeIndex> joints; // The roots of the skeleton. If there are multiple, each root must have the // same parent (ie roots are siblings) Vector<GLTFNodeIndex> roots; // The created Skeleton3D for the scene Skeleton3D *godot_skeleton = nullptr; // Set of unique bone names for the skeleton Set<String> unique_names; Map<int32_t, GLTFNodeIndex> godot_bone_node; Vector<BoneAttachment3D *> bone_attachments; protected: static void _bind_methods(); public: Vector<GLTFNodeIndex> get_joints(); void set_joints(Vector<GLTFNodeIndex> p_joints); Vector<GLTFNodeIndex> get_roots(); void set_roots(Vector<GLTFNodeIndex> p_roots); Skeleton3D *get_godot_skeleton(); // Skeleton *get_godot_skeleton() { // return this->godot_skeleton; // } // void set_godot_skeleton(Skeleton p_*godot_skeleton) { // this->godot_skeleton = p_godot_skeleton; // } Array get_unique_names(); void set_unique_names(Array p_unique_names); //Map<int32_t, GLTFNodeIndex> get_godot_bone_node() { // return this->godot_bone_node; //} //void set_godot_bone_node(Map<int32_t, GLTFNodeIndex> p_godot_bone_node) { // this->godot_bone_node = p_godot_bone_node; //} Dictionary get_godot_bone_node(); void set_godot_bone_node(Dictionary p_indict); //Dictionary get_godot_bone_node() { // return VariantConversion::to_dict(this->godot_bone_node); //} //void set_godot_bone_node(Dictionary p_indict) { // VariantConversion::set_from_dict(this->godot_bone_node, p_indict); //} BoneAttachment3D *get_bone_attachment(int idx); int32_t get_bone_attachment_count(); }; #endif // GLTF_SKELETON_H