/*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef GLTF_SKELETON_H #define GLTF_SKELETON_H #include "core/resource.h" #include "gltf_defines.h" class GLTFSkeleton : public Resource { GDCLASS(GLTFSkeleton, Resource); friend class GLTFDocument; private: // The *synthesized* skeletons joints PoolVector joints; // The roots of the skeleton. If there are multiple, each root must have the // same parent (ie roots are siblings) PoolVector roots; // The created Skeleton for the scene Skeleton *godot_skeleton = nullptr; // Set of unique bone names for the skeleton Set unique_names; Map godot_bone_node; PoolVector bone_attachments; protected: static void _bind_methods(); public: PoolVector get_joints(); void set_joints(PoolVector p_joints); PoolVector get_roots(); void set_roots(PoolVector p_roots); Skeleton *get_godot_skeleton(); Array get_unique_names(); void set_unique_names(Array p_unique_names); Dictionary get_godot_bone_node(); void set_godot_bone_node(Dictionary p_indict); BoneAttachment *get_bone_attachment(int idx); int32_t get_bone_attachment_count(); }; #endif // GLTF_SKELETON_H