virtualx-engine/modules/gltf/structures/gltf_skin.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

114 lines
4.5 KiB
C++

/**************************************************************************/
/* gltf_skin.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_SKIN_H
#define GLTF_SKIN_H
#include "../gltf_defines.h"
#include "core/io/resource.h"
template <typename T>
class TypedArray;
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<Transform3D> 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
HashMap<int, int> joint_i_to_bone_i;
HashMap<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);
TypedArray<Transform3D> get_inverse_binds();
void set_inverse_binds(TypedArray<Transform3D> 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