virtualx-engine/modules/gltf/structures/gltf_skeleton.h
Rémi Verschelde 25b2f1780a
Style: Harmonize header includes in modules
This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:

Includes from the platform port or module ("local" includes) should be listed
first in their own block using relative paths, before Godot's "core" includes
which use "absolute" (project folder relative) paths, and finally thirdparty
includes.

Includes in `#ifdef`s come after their relevant section, i.e. the overall
structure is:

- Local includes
  * Conditional local includes
- Core includes
  * Conditional core includes
- Thirdparty includes
  * Conditional thirdparty includes
2023-06-15 14:35:45 +02:00

103 lines
4 KiB
C++

/**************************************************************************/
/* gltf_skeleton.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "../gltf_defines.h"
#include "core/io/resource.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
HashSet<String> unique_names;
HashMap<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;
// }
TypedArray<String> get_unique_names();
void set_unique_names(TypedArray<String> p_unique_names);
//RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
// return this->godot_bone_node;
//}
//void set_godot_bone_node(RBMap<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