Co-authored-by: MMMaellon <mmmaellon@gmail.com> Co-authored-by: Eron <rufsketch1@gmail.com>
54 lines
2.9 KiB
C++
54 lines
2.9 KiB
C++
/*************************************************************************/
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/* editor_importer_bake_reset.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef RESOURCE_IMPORTER_BAKE_RESET_H
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#define RESOURCE_IMPORTER_BAKE_RESET_H
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#include "scene/main/node.h"
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class Skeleton3D;
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class AnimationPlayer;
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class BakeReset {
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struct BakeResetRestBone {
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Transform3D rest_local;
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Basis rest_delta;
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Vector3 loc;
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Vector<int> children;
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};
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public:
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void _bake_animation_pose(Node *scene, const String &p_bake_anim);
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private:
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void _fix_skeleton(Skeleton3D *p_skeleton, Map<StringName, BakeReset::BakeResetRestBone> &r_rest_bones);
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void _align_animations(AnimationPlayer *p_ap, const Map<StringName, BakeResetRestBone> &r_rest_bones);
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void _fetch_reset_animation(AnimationPlayer *p_ap, Map<StringName, BakeResetRestBone> &r_rest_bones, const String &p_bake_anim);
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};
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#endif
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