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authorLyuma <xn.lyuma@gmail.com>2024-02-25 00:36:39 -0800
committerLyuma <xn.lyuma@gmail.com>2024-02-26 03:06:07 -0800
commit652ef966f99de0a915a601b686378f98c1a49b08 (patch)
tree9c71c9f70b14e674315763dd8dcf6653544ee818 /modules/gltf/skin_tool.h
parent2e7fc81315bfa8d0a15f60adff2a12b6f3104236 (diff)
downloadredot-engine-652ef966f99de0a915a601b686378f98c1a49b08.tar.gz
Add new scene import option to import as Skeleton
Adds a bool import option `nodes/import_as_skeleton_bones`. This is supported in all FBX or GLTF document based formats. It is especially useful for retargeting and importing animations.
Diffstat (limited to 'modules/gltf/skin_tool.h')
-rw-r--r--modules/gltf/skin_tool.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/modules/gltf/skin_tool.h b/modules/gltf/skin_tool.h
index 8f7ab011ba..1ba95853f3 100644
--- a/modules/gltf/skin_tool.h
+++ b/modules/gltf/skin_tool.h
@@ -84,7 +84,8 @@ public:
static Error _determine_skeletons(
Vector<Ref<GLTFSkin>> &r_skins,
Vector<Ref<GLTFNode>> &r_nodes,
- Vector<Ref<GLTFSkeleton>> &r_skeletons);
+ Vector<Ref<GLTFSkeleton>> &r_skeletons,
+ const Vector<GLTFNodeIndex> &p_single_skeleton_roots);
static Error _create_skeletons(
HashSet<String> &r_unique_names,
Vector<Ref<GLTFSkin>> &r_skins,