76 lines
2.9 KiB
C++
76 lines
2.9 KiB
C++
/*************************************************************************/
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/* gltf_animation.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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_ANIMATION_H
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#define GLTF_ANIMATION_H
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#include "core/resource.h"
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class GLTFAnimation : public Resource {
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GDCLASS(GLTFAnimation, Resource);
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protected:
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static void _bind_methods();
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public:
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enum Interpolation {
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INTERP_LINEAR,
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INTERP_STEP,
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INTERP_CATMULLROMSPLINE,
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INTERP_CUBIC_SPLINE,
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};
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template <class T>
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struct Channel {
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Interpolation interpolation;
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Vector<float> times;
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Vector<T> values;
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};
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struct Track {
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Channel<Vector3> translation_track;
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Channel<Quat> rotation_track;
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Channel<Vector3> scale_track;
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Vector<Channel<float>> weight_tracks;
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};
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public:
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bool get_loop() const;
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void set_loop(bool p_val);
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Map<int, GLTFAnimation::Track> &get_tracks();
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GLTFAnimation();
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private:
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bool loop = false;
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Map<int, Track> tracks;
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};
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#endif // GLTF_ANIMATION_H
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