d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
102 lines
4 KiB
C++
102 lines
4 KiB
C++
/**************************************************************************/
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/* gltf_skeleton.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_SKELETON_H
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#define GLTF_SKELETON_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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class GLTFSkeleton : public Resource {
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GDCLASS(GLTFSkeleton, Resource);
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friend class GLTFDocument;
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private:
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// The *synthesized* skeletons joints
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Vector<GLTFNodeIndex> joints;
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// The roots of the skeleton. If there are multiple, each root must have the
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// same parent (ie roots are siblings)
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Vector<GLTFNodeIndex> roots;
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// The created Skeleton3D for the scene
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Skeleton3D *godot_skeleton = nullptr;
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// Set of unique bone names for the skeleton
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HashSet<String> unique_names;
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HashMap<int32_t, GLTFNodeIndex> godot_bone_node;
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Vector<BoneAttachment3D *> bone_attachments;
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protected:
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static void _bind_methods();
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public:
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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_roots();
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void set_roots(Vector<GLTFNodeIndex> p_roots);
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Skeleton3D *get_godot_skeleton();
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// Skeleton *get_godot_skeleton() {
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// return this->godot_skeleton;
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// }
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// void set_godot_skeleton(Skeleton p_*godot_skeleton) {
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// this->godot_skeleton = p_godot_skeleton;
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// }
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TypedArray<String> get_unique_names();
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void set_unique_names(TypedArray<String> p_unique_names);
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//RBMap<int32_t, GLTFNodeIndex> get_godot_bone_node() {
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// return this->godot_bone_node;
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//}
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//void set_godot_bone_node(RBMap<int32_t, GLTFNodeIndex> p_godot_bone_node) {
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// this->godot_bone_node = p_godot_bone_node;
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//}
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Dictionary get_godot_bone_node();
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void set_godot_bone_node(Dictionary p_indict);
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//Dictionary get_godot_bone_node() {
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// return VariantConversion::to_dict(this->godot_bone_node);
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//}
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//void set_godot_bone_node(Dictionary p_indict) {
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// VariantConversion::set_from_dict(this->godot_bone_node, p_indict);
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//}
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BoneAttachment3D *get_bone_attachment(int idx);
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int32_t get_bone_attachment_count();
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};
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#endif // GLTF_SKELETON_H
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