pandemonium_engine/modules/gltf/structures/gltf_skeleton.h

103 lines
4.0 KiB
C++

#ifndef GLTF_SKELETON_H
#define GLTF_SKELETON_H
/*************************************************************************/
/* gltf_skeleton.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#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;
// }
Array get_unique_names();
void set_unique_names(Array 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