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		652ef966f9
		
	
	
	
	
		
			
			Adds a bool import option `nodes/import_as_skeleton_bones`. This is supported in all FBX or GLTF document based formats. It is especially useful for retargeting and importing animations.
		
			
				
	
	
		
			99 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			99 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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| /*  skin_tool.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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| 
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| #ifndef SKIN_TOOL_H
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| #define SKIN_TOOL_H
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| 
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| #include "gltf_defines.h"
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| 
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| #include "structures/gltf_node.h"
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| #include "structures/gltf_skeleton.h"
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| #include "structures/gltf_skin.h"
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| 
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| #include "core/math/disjoint_set.h"
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| #include "core/templates/rb_set.h"
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| 
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| using SkinNodeIndex = int;
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| using SkinSkeletonIndex = int;
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| 
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| class SkinTool {
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| public:
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| 	static String _sanitize_bone_name(const String &p_name);
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| 	static String _gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name);
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| 	static SkinNodeIndex _find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<SkinNodeIndex> &p_subset);
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| 	static bool _capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &p_nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index);
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| 	static void _capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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| 	static void _recurse_children(
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| 			Vector<Ref<GLTFNode>> &r_nodes,
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| 			const SkinNodeIndex p_node_index,
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| 			RBSet<SkinNodeIndex> &r_all_skin_nodes,
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| 			HashSet<SkinNodeIndex> &r_child_visited_set);
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| 	static Error _reparent_non_joint_skeleton_subtrees(
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| 			Vector<Ref<GLTFNode>> &r_nodes,
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| 			Ref<GLTFSkeleton> p_skeleton,
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| 			const Vector<SkinNodeIndex> &p_non_joints);
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| 	static Error _determine_skeleton_roots(
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| 			Vector<Ref<GLTFNode>> &r_nodes,
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| 			Vector<Ref<GLTFSkeleton>> &r_skeletons,
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| 			const SkinSkeletonIndex p_skel_i);
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| 	static Error _map_skin_joints_indices_to_skeleton_bone_indices(
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| 			Vector<Ref<GLTFSkin>> &r_skins,
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| 			Vector<Ref<GLTFSkeleton>> &r_skeletons,
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| 			Vector<Ref<GLTFNode>> &r_nodes);
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| 	static String _gen_unique_name(HashSet<String> &unique_names, const String &p_name);
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| 	static bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
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| 	static void _remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins);
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| 
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| public:
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| 	static Error _expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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| 	static Error _verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin);
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| 	static Error _asset_parse_skins(
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| 			const Vector<SkinNodeIndex> &p_input_skin_indices,
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| 			const Vector<Ref<GLTFSkin>> &p_input_skins,
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| 			const Vector<Ref<GLTFNode>> &p_input_nodes,
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| 			Vector<SkinNodeIndex> &r_output_skin_indices,
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| 			Vector<Ref<GLTFSkin>> &r_output_skins,
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| 			HashMap<GLTFNodeIndex, bool> &r_joint_mapping);
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| 	static Error _determine_skeletons(
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| 			Vector<Ref<GLTFSkin>> &r_skins,
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| 			Vector<Ref<GLTFNode>> &r_nodes,
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| 			Vector<Ref<GLTFSkeleton>> &r_skeletons,
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| 			const Vector<GLTFNodeIndex> &p_single_skeleton_roots);
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| 	static Error _create_skeletons(
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| 			HashSet<String> &r_unique_names,
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| 			Vector<Ref<GLTFSkin>> &r_skins,
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| 			Vector<Ref<GLTFNode>> &r_nodes,
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| 			HashMap<ObjectID, GLTFSkeletonIndex> &r_skeleton3d_to_fbx_skeleton,
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| 			Vector<Ref<GLTFSkeleton>> &r_skeletons,
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| 			HashMap<GLTFNodeIndex, Node *> &r_scene_nodes);
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| 	static Error _create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names);
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| };
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| 
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| #endif // SKIN_TOOL_H
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