/**************************************************************************/ /* gltf_skeleton.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_skeleton.h" #include "../gltf_template_convert.h" #include "scene/3d/bone_attachment_3d.h" void GLTFSkeleton::_bind_methods() { … } Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() { … } void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) { … } Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() { … } void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) { … } Skeleton3D *GLTFSkeleton::get_godot_skeleton() { … } TypedArray<String> GLTFSkeleton::get_unique_names() { … } void GLTFSkeleton::set_unique_names(TypedArray<String> p_unique_names) { … } Dictionary GLTFSkeleton::get_godot_bone_node() { … } void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) { … } BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) { … } int32_t GLTFSkeleton::get_bone_attachment_count() { … }