/**************************************************************************/ /* gltf_skin.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "gltf_skin.h" #include "../gltf_template_convert.h" #include "core/variant/typed_array.h" #include "scene/resources/3d/skin.h" void GLTFSkin::_bind_methods() { … } GLTFNodeIndex GLTFSkin::get_skin_root() { … } void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) { … } Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() { … } void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) { … } TypedArray<Transform3D> GLTFSkin::get_inverse_binds() { … } void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) { … } Vector<GLTFNodeIndex> GLTFSkin::get_joints() { … } void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) { … } Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() { … } void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) { … } Vector<GLTFNodeIndex> GLTFSkin::get_roots() { … } void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) { … } int GLTFSkin::get_skeleton() { … } void GLTFSkin::set_skeleton(int p_skeleton) { … } Dictionary GLTFSkin::get_joint_i_to_bone_i() { … } void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) { … } Dictionary GLTFSkin::get_joint_i_to_name() { … } void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) { … } Ref<Skin> GLTFSkin::get_godot_skin() { … } void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) { … } Error GLTFSkin::from_dictionary(const Dictionary &dict) { … } Dictionary GLTFSkin::to_dictionary() { … }