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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  gltf_skeleton.h                                                       */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* 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.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
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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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										 |  |  | #include "scene/3d/bone_attachment_3d.h"
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							|  |  |  | #include "scene/3d/skeleton_3d.h"
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							|  |  |  | class GLTFSkeleton : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(GLTFSkeleton, Resource); | 
					
						
							|  |  |  | 	friend class GLTFDocument; | 
					
						
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										 |  |  | 	friend class SkinTool; | 
					
						
							|  |  |  | 	friend class FBXDocument; | 
					
						
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							|  |  |  | private: | 
					
						
							|  |  |  | 	// 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: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	Vector<GLTFNodeIndex> get_joints(); | 
					
						
							|  |  |  | 	void set_joints(Vector<GLTFNodeIndex> p_joints); | 
					
						
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							|  |  |  | 	Vector<GLTFNodeIndex> get_roots(); | 
					
						
							|  |  |  | 	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 godot_skeleton;
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										 |  |  | 	// }
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							|  |  |  | 	// void set_godot_skeleton(Skeleton p_*godot_skeleton) {
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										 |  |  | 	// 	godot_skeleton = p_godot_skeleton;
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										 |  |  | 	// }
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										 |  |  | 	TypedArray<String> get_unique_names(); | 
					
						
							|  |  |  | 	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 godot_bone_node;
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										 |  |  | 	//}
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										 |  |  | 	//void set_godot_bone_node(const RBMap<int32_t, GLTFNodeIndex> &p_godot_bone_node) {
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										 |  |  | 	//	godot_bone_node = p_godot_bone_node;
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										 |  |  | 	//}
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							|  |  |  | 	Dictionary get_godot_bone_node(); | 
					
						
							|  |  |  | 	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(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(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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										 |  |  | #endif // GLTF_SKELETON_H
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