90019676b0
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
103 lines
4.0 KiB
C++
103 lines
4.0 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) 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_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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Array get_unique_names();
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void set_unique_names(Array 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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