/*************************************************************************/ /* editor_importer_bake_reset.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #ifndef RESOURCE_IMPORTER_BAKE_RESET_H #define RESOURCE_IMPORTER_BAKE_RESET_H #include "scene/main/node.h" class Skeleton3D; class AnimationPlayer; class BakeReset { struct BakeResetRestBone { Transform3D rest_local; Basis rest_delta; Vector3 loc; Vector children; }; public: void _bake_animation_pose(Node *scene, const String &p_bake_anim); private: void _fix_skeleton(Skeleton3D *p_skeleton, Map &r_rest_bones); void _align_animations(AnimationPlayer *p_ap, const Map &r_rest_bones); void _fetch_reset_animation(AnimationPlayer *p_ap, Map &r_rest_bones, const String &p_bake_anim); }; #endif