godot/modules/gltf/gltf_state.h

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/**************************************************************************/
/* gltf_state.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef GLTF_STATE_H
#define GLTF_STATE_H
#include "extensions/gltf_light.h"
#include "structures/gltf_accessor.h"
#include "structures/gltf_animation.h"
#include "structures/gltf_buffer_view.h"
#include "structures/gltf_camera.h"
#include "structures/gltf_mesh.h"
#include "structures/gltf_node.h"
#include "structures/gltf_skeleton.h"
#include "structures/gltf_skin.h"
#include "structures/gltf_texture.h"
#include "structures/gltf_texture_sampler.h"
#include "scene/3d/importer_mesh_instance_3d.h"
class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);
friend class GLTFDocument;
protected:
String base_path;
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String filename;
Dictionary json;
int major_version = 0;
int minor_version = 0;
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String copyright;
Vector<uint8_t> glb_data;
double bake_fps = 30.0;
bool use_named_skin_binds = false;
bool use_khr_texture_transform = false;
bool discard_meshes_and_materials = false;
bool force_generate_tangents = false;
bool create_animations = true;
bool force_disable_compression = false;
bool import_as_skeleton_bones = false;
int handle_binary_image = HANDLE_BINARY_EXTRACT_TEXTURES;
Vector<Ref<GLTFNode>> nodes;
Vector<Vector<uint8_t>> buffers;
Vector<Ref<GLTFBufferView>> buffer_views;
Vector<Ref<GLTFAccessor>> accessors;
Vector<Ref<GLTFMesh>> meshes; // Meshes are loaded directly, no reason not to.
Vector<AnimationPlayer *> animation_players;
HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
Vector<Ref<Material>> materials;
String scene_name;
Vector<int> root_nodes;
Vector<Ref<GLTFTexture>> textures;
Vector<Ref<GLTFTextureSampler>> texture_samplers;
Ref<GLTFTextureSampler> default_texture_sampler;
Vector<Ref<Texture2D>> images;
Vector<String> extensions_used;
Vector<String> extensions_required;
Vector<Ref<Image>> source_images;
Vector<Ref<GLTFSkin>> skins;
Vector<Ref<GLTFCamera>> cameras;
Vector<Ref<GLTFLight>> lights;
HashSet<String> unique_names;
HashSet<String> unique_animation_names;
Vector<Ref<GLTFSkeleton>> skeletons;
Vector<Ref<GLTFAnimation>> animations;
HashMap<GLTFNodeIndex, Node *> scene_nodes;
HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
Dictionary additional_data;
protected:
static void _bind_methods();
public:
double get_bake_fps() const {
return bake_fps;
}
void set_bake_fps(double value) {
bake_fps = value;
}
void add_used_extension(const String &p_extension, bool p_required = false);
GLTFBufferViewIndex append_data_to_buffers(const Vector<uint8_t> &p_data, const bool p_deduplication);
GLTFNodeIndex append_gltf_node(Ref<GLTFNode> p_gltf_node, Node *p_godot_scene_node, GLTFNodeIndex p_parent_node_index);
enum GLTFHandleBinary {
HANDLE_BINARY_DISCARD_TEXTURES = 0,
HANDLE_BINARY_EXTRACT_TEXTURES,
HANDLE_BINARY_EMBED_AS_BASISU,
HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, // If this value changes from 3, ResourceImporterScene::pre_import must be changed as well.
};
int32_t get_handle_binary_image() {
return handle_binary_image;
}
void set_handle_binary_image(int32_t p_handle_binary_image) {
handle_binary_image = p_handle_binary_image;
}
Dictionary get_json();
void set_json(Dictionary p_json);
int get_major_version();
void set_major_version(int p_major_version);
int get_minor_version();
void set_minor_version(int p_minor_version);
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String get_copyright() const;
void set_copyright(const String &p_copyright);
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Vector<uint8_t> get_glb_data();
void set_glb_data(Vector<uint8_t> p_glb_data);
bool get_use_named_skin_binds();
void set_use_named_skin_binds(bool p_use_named_skin_binds);
bool get_discard_textures();
void set_discard_textures(bool p_discard_textures);
bool get_embed_as_basisu();
void set_embed_as_basisu(bool p_embed_as_basisu);
bool get_extract_textures();
void set_extract_textures(bool p_extract_textures);
bool get_discard_meshes_and_materials();
void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
TypedArray<GLTFNode> get_nodes();
void set_nodes(TypedArray<GLTFNode> p_nodes);
TypedArray<PackedByteArray> get_buffers();
void set_buffers(TypedArray<PackedByteArray> p_buffers);
TypedArray<GLTFBufferView> get_buffer_views();
void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
TypedArray<GLTFAccessor> get_accessors();
void set_accessors(TypedArray<GLTFAccessor> p_accessors);
TypedArray<GLTFMesh> get_meshes();
void set_meshes(TypedArray<GLTFMesh> p_meshes);
TypedArray<Material> get_materials();
void set_materials(TypedArray<Material> p_materials);
String get_scene_name();
void set_scene_name(String p_scene_name);
String get_base_path();
void set_base_path(String p_base_path);
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String get_filename() const;
void set_filename(const String &p_filename);
PackedInt32Array get_root_nodes();
void set_root_nodes(PackedInt32Array p_root_nodes);
TypedArray<GLTFTexture> get_textures();
void set_textures(TypedArray<GLTFTexture> p_textures);
TypedArray<GLTFTextureSampler> get_texture_samplers();
void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers);
TypedArray<Texture2D> get_images();
void set_images(TypedArray<Texture2D> p_images);
TypedArray<GLTFSkin> get_skins();
void set_skins(TypedArray<GLTFSkin> p_skins);
TypedArray<GLTFCamera> get_cameras();
void set_cameras(TypedArray<GLTFCamera> p_cameras);
TypedArray<GLTFLight> get_lights();
void set_lights(TypedArray<GLTFLight> p_lights);
TypedArray<String> get_unique_names();
void set_unique_names(TypedArray<String> p_unique_names);
TypedArray<String> get_unique_animation_names();
void set_unique_animation_names(TypedArray<String> p_unique_names);
TypedArray<GLTFSkeleton> get_skeletons();
void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
bool get_create_animations();
void set_create_animations(bool p_create_animations);
bool get_import_as_skeleton_bones();
void set_import_as_skeleton_bones(bool p_import_as_skeleton_bones);
TypedArray<GLTFAnimation> get_animations();
void set_animations(TypedArray<GLTFAnimation> p_animations);
Node *get_scene_node(GLTFNodeIndex idx);
GLTFNodeIndex get_node_index(Node *p_node);
int get_animation_players_count(int idx);
AnimationPlayer *get_animation_player(int idx);
Variant get_additional_data(const StringName &p_extension_name);
void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
};
#endif // GLTF_STATE_H