godot/modules/gltf/skin_tool.cpp

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/*  skin_tool.cpp                                                         */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "skin_tool.h"

SkinNodeIndex SkinTool::_find_highest_node(Vector<Ref<GLTFNode>> &r_nodes, const Vector<GLTFNodeIndex> &p_subset) {}

bool SkinTool::_capture_nodes_in_skin(const Vector<Ref<GLTFNode>> &nodes, Ref<GLTFSkin> p_skin, const SkinNodeIndex p_node_index) {}

void SkinTool::_capture_nodes_for_multirooted_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {}

Error SkinTool::_expand_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {}

Error SkinTool::_verify_skin(Vector<Ref<GLTFNode>> &r_nodes, Ref<GLTFSkin> p_skin) {}

void SkinTool::_recurse_children(
		Vector<Ref<GLTFNode>> &nodes,
		const SkinNodeIndex p_node_index,
		RBSet<GLTFNodeIndex> &p_all_skin_nodes,
		HashSet<GLTFNodeIndex> &p_child_visited_set) {}

Error SkinTool::_determine_skeletons(
		Vector<Ref<GLTFSkin>> &skins,
		Vector<Ref<GLTFNode>> &nodes,
		Vector<Ref<GLTFSkeleton>> &skeletons,
		const Vector<GLTFNodeIndex> &p_single_skeleton_roots) {}

Error SkinTool::_reparent_non_joint_skeleton_subtrees(
		Vector<Ref<GLTFNode>> &nodes,
		Ref<GLTFSkeleton> p_skeleton,
		const Vector<SkinNodeIndex> &p_non_joints) {}

Error SkinTool::_determine_skeleton_roots(
		Vector<Ref<GLTFNode>> &nodes,
		Vector<Ref<GLTFSkeleton>> &skeletons,
		const SkinSkeletonIndex p_skel_i) {}

Error SkinTool::_create_skeletons(
		HashSet<String> &unique_names,
		Vector<Ref<GLTFSkin>> &skins,
		Vector<Ref<GLTFNode>> &nodes,
		HashMap<ObjectID, GLTFSkeletonIndex> &skeleton3d_to_gltf_skeleton,
		Vector<Ref<GLTFSkeleton>> &skeletons,
		HashMap<GLTFNodeIndex, Node *> &scene_nodes) {}

Error SkinTool::_map_skin_joints_indices_to_skeleton_bone_indices(
		Vector<Ref<GLTFSkin>> &skins,
		Vector<Ref<GLTFSkeleton>> &skeletons,
		Vector<Ref<GLTFNode>> &nodes) {}

Error SkinTool::_create_skins(Vector<Ref<GLTFSkin>> &skins, Vector<Ref<GLTFNode>> &nodes, bool use_named_skin_binds, HashSet<String> &unique_names) {}

// FIXME: Duplicated from FBXDocument, very similar code in GLTFDocument too,
// and even below in this class for bone names.
String SkinTool::_gen_unique_name(HashSet<String> &unique_names, const String &p_name) {}

bool SkinTool::_skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b) {}

void SkinTool::_remove_duplicate_skins(Vector<Ref<GLTFSkin>> &r_skins) {}

String SkinTool::_gen_unique_bone_name(HashSet<String> &r_unique_names, const String &p_name) {}

Error SkinTool::_asset_parse_skins(
		const Vector<SkinNodeIndex> &input_skin_indices,
		const Vector<Ref<GLTFSkin>> &input_skins,
		const Vector<Ref<GLTFNode>> &input_nodes,
		Vector<SkinNodeIndex> &output_skin_indices,
		Vector<Ref<GLTFSkin>> &output_skins,
		HashMap<GLTFNodeIndex, bool> &joint_mapping) {}

String SkinTool::_sanitize_bone_name(const String &p_name) {}