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/**************************************************************************/
/* gltf_state.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. */
/**************************************************************************/
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# include "gltf_state.h"
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# include "gltf_template_convert.h"
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void GLTFState : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " add_used_extension " , " extension_name " , " required " ) , & GLTFState : : add_used_extension ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_json " ) , & GLTFState : : get_json ) ;
ClassDB : : bind_method ( D_METHOD ( " set_json " , " json " ) , & GLTFState : : set_json ) ;
ClassDB : : bind_method ( D_METHOD ( " get_major_version " ) , & GLTFState : : get_major_version ) ;
ClassDB : : bind_method ( D_METHOD ( " set_major_version " , " major_version " ) , & GLTFState : : set_major_version ) ;
ClassDB : : bind_method ( D_METHOD ( " get_minor_version " ) , & GLTFState : : get_minor_version ) ;
ClassDB : : bind_method ( D_METHOD ( " set_minor_version " , " minor_version " ) , & GLTFState : : set_minor_version ) ;
ClassDB : : bind_method ( D_METHOD ( " get_glb_data " ) , & GLTFState : : get_glb_data ) ;
ClassDB : : bind_method ( D_METHOD ( " set_glb_data " , " glb_data " ) , & GLTFState : : set_glb_data ) ;
ClassDB : : bind_method ( D_METHOD ( " get_use_named_skin_binds " ) , & GLTFState : : get_use_named_skin_binds ) ;
ClassDB : : bind_method ( D_METHOD ( " set_use_named_skin_binds " , " use_named_skin_binds " ) , & GLTFState : : set_use_named_skin_binds ) ;
ClassDB : : bind_method ( D_METHOD ( " get_nodes " ) , & GLTFState : : get_nodes ) ;
ClassDB : : bind_method ( D_METHOD ( " set_nodes " , " nodes " ) , & GLTFState : : set_nodes ) ;
ClassDB : : bind_method ( D_METHOD ( " get_buffers " ) , & GLTFState : : get_buffers ) ;
ClassDB : : bind_method ( D_METHOD ( " set_buffers " , " buffers " ) , & GLTFState : : set_buffers ) ;
ClassDB : : bind_method ( D_METHOD ( " get_buffer_views " ) , & GLTFState : : get_buffer_views ) ;
ClassDB : : bind_method ( D_METHOD ( " set_buffer_views " , " buffer_views " ) , & GLTFState : : set_buffer_views ) ;
ClassDB : : bind_method ( D_METHOD ( " get_accessors " ) , & GLTFState : : get_accessors ) ;
ClassDB : : bind_method ( D_METHOD ( " set_accessors " , " accessors " ) , & GLTFState : : set_accessors ) ;
ClassDB : : bind_method ( D_METHOD ( " get_meshes " ) , & GLTFState : : get_meshes ) ;
ClassDB : : bind_method ( D_METHOD ( " set_meshes " , " meshes " ) , & GLTFState : : set_meshes ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animation_players_count " , " idx " ) , & GLTFState : : get_animation_players_count ) ;
ClassDB : : bind_method ( D_METHOD ( " get_animation_player " , " idx " ) , & GLTFState : : get_animation_player ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_materials " ) , & GLTFState : : get_materials ) ;
ClassDB : : bind_method ( D_METHOD ( " set_materials " , " materials " ) , & GLTFState : : set_materials ) ;
ClassDB : : bind_method ( D_METHOD ( " get_scene_name " ) , & GLTFState : : get_scene_name ) ;
ClassDB : : bind_method ( D_METHOD ( " set_scene_name " , " scene_name " ) , & GLTFState : : set_scene_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_base_path " ) , & GLTFState : : get_base_path ) ;
ClassDB : : bind_method ( D_METHOD ( " set_base_path " , " base_path " ) , & GLTFState : : set_base_path ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_root_nodes " ) , & GLTFState : : get_root_nodes ) ;
ClassDB : : bind_method ( D_METHOD ( " set_root_nodes " , " root_nodes " ) , & GLTFState : : set_root_nodes ) ;
ClassDB : : bind_method ( D_METHOD ( " get_textures " ) , & GLTFState : : get_textures ) ;
ClassDB : : bind_method ( D_METHOD ( " set_textures " , " textures " ) , & GLTFState : : set_textures ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_texture_samplers " ) , & GLTFState : : get_texture_samplers ) ;
ClassDB : : bind_method ( D_METHOD ( " set_texture_samplers " , " texture_samplers " ) , & GLTFState : : set_texture_samplers ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_images " ) , & GLTFState : : get_images ) ;
ClassDB : : bind_method ( D_METHOD ( " set_images " , " images " ) , & GLTFState : : set_images ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skins " ) , & GLTFState : : get_skins ) ;
ClassDB : : bind_method ( D_METHOD ( " set_skins " , " skins " ) , & GLTFState : : set_skins ) ;
ClassDB : : bind_method ( D_METHOD ( " get_cameras " ) , & GLTFState : : get_cameras ) ;
ClassDB : : bind_method ( D_METHOD ( " set_cameras " , " cameras " ) , & GLTFState : : set_cameras ) ;
ClassDB : : bind_method ( D_METHOD ( " get_lights " ) , & GLTFState : : get_lights ) ;
ClassDB : : bind_method ( D_METHOD ( " set_lights " , " lights " ) , & GLTFState : : set_lights ) ;
ClassDB : : bind_method ( D_METHOD ( " get_unique_names " ) , & GLTFState : : get_unique_names ) ;
ClassDB : : bind_method ( D_METHOD ( " set_unique_names " , " unique_names " ) , & GLTFState : : set_unique_names ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_unique_animation_names " ) , & GLTFState : : get_unique_animation_names ) ;
ClassDB : : bind_method ( D_METHOD ( " set_unique_animation_names " , " unique_animation_names " ) , & GLTFState : : set_unique_animation_names ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_skeletons " ) , & GLTFState : : get_skeletons ) ;
ClassDB : : bind_method ( D_METHOD ( " set_skeletons " , " skeletons " ) , & GLTFState : : set_skeletons ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_create_animations " ) , & GLTFState : : get_create_animations ) ;
ClassDB : : bind_method ( D_METHOD ( " set_create_animations " , " create_animations " ) , & GLTFState : : set_create_animations ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_animations " ) , & GLTFState : : get_animations ) ;
ClassDB : : bind_method ( D_METHOD ( " set_animations " , " animations " ) , & GLTFState : : set_animations ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_scene_node " , " idx " ) , & GLTFState : : get_scene_node ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_node_index " , " scene_node " ) , & GLTFState : : get_node_index ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_additional_data " , " extension_name " ) , & GLTFState : : get_additional_data ) ;
ClassDB : : bind_method ( D_METHOD ( " set_additional_data " , " extension_name " , " additional_data " ) , & GLTFState : : set_additional_data ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_handle_binary_image " ) , & GLTFState : : get_handle_binary_image ) ;
ClassDB : : bind_method ( D_METHOD ( " set_handle_binary_image " , " method " ) , & GLTFState : : set_handle_binary_image ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : DICTIONARY , " json " ) , " set_json " , " get_json " ) ; // Dictionary
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " major_version " ) , " set_major_version " , " get_major_version " ) ; // int
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " minor_version " ) , " set_minor_version " , " get_minor_version " ) ; // int
ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_BYTE_ARRAY , " glb_data " ) , " set_glb_data " , " get_glb_data " ) ; // Vector<uint8_t>
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " use_named_skin_binds " ) , " set_use_named_skin_binds " , " get_use_named_skin_binds " ) ; // bool
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " nodes " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_nodes " , " get_nodes " ) ; // Vector<Ref<GLTFNode>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " buffers " ) , " set_buffers " , " get_buffers " ) ; // Vector<Vector<uint8_t>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " buffer_views " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_buffer_views " , " get_buffer_views " ) ; // Vector<Ref<GLTFBufferView>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " accessors " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_accessors " , " get_accessors " ) ; // Vector<Ref<GLTFAccessor>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " meshes " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_meshes " , " get_meshes " ) ; // Vector<Ref<GLTFMesh>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " materials " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_materials " , " get_materials " ) ; // Vector<Ref<Material>
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING , " scene_name " ) , " set_scene_name " , " get_scene_name " ) ; // String
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING , " base_path " ) , " set_base_path " , " get_base_path " ) ; // String
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ADD_PROPERTY ( PropertyInfo ( Variant : : PACKED_INT32_ARRAY , " root_nodes " ) , " set_root_nodes " , " get_root_nodes " ) ; // Vector<int>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " textures " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_textures " , " get_textures " ) ; // Vector<Ref<GLTFTexture>>
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " texture_samplers " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_texture_samplers " , " get_texture_samplers " ) ; //Vector<Ref<GLTFTextureSampler>>
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " images " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_images " , " get_images " ) ; // Vector<Ref<Texture>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " skins " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_skins " , " get_skins " ) ; // Vector<Ref<GLTFSkin>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " cameras " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_cameras " , " get_cameras " ) ; // Vector<Ref<GLTFCamera>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " lights " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_lights " , " get_lights " ) ; // Vector<Ref<GLTFLight>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " unique_names " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_unique_names " , " get_unique_names " ) ; // Set<String>
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " unique_animation_names " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_unique_animation_names " , " get_unique_animation_names " ) ; // Set<String>
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " skeletons " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_skeletons " , " get_skeletons " ) ; // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " create_animations " ) , " set_create_animations " , " get_create_animations " ) ; // bool
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " animations " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_animations " , " get_animations " ) ; // Vector<Ref<GLTFAnimation>>
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " handle_binary_image " , PROPERTY_HINT_ENUM , " Discard All Textures,Extract Textures,Embed As Basis Universal,Embed as Uncompressed " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_handle_binary_image " , " get_handle_binary_image " ) ; // enum
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BIND_CONSTANT ( HANDLE_BINARY_DISCARD_TEXTURES ) ;
BIND_CONSTANT ( HANDLE_BINARY_EXTRACT_TEXTURES ) ;
BIND_CONSTANT ( HANDLE_BINARY_EMBED_AS_BASISU ) ;
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BIND_CONSTANT ( HANDLE_BINARY_EMBED_AS_UNCOMPRESSED ) ;
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}
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void GLTFState : : add_used_extension ( const String & p_extension_name , bool p_required ) {
if ( ! extensions_used . has ( p_extension_name ) ) {
extensions_used . push_back ( p_extension_name ) ;
}
if ( p_required ) {
if ( ! extensions_required . has ( p_extension_name ) ) {
extensions_required . push_back ( p_extension_name ) ;
}
}
}
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Dictionary GLTFState : : get_json ( ) {
return json ;
}
void GLTFState : : set_json ( Dictionary p_json ) {
json = p_json ;
}
int GLTFState : : get_major_version ( ) {
return major_version ;
}
void GLTFState : : set_major_version ( int p_major_version ) {
major_version = p_major_version ;
}
int GLTFState : : get_minor_version ( ) {
return minor_version ;
}
void GLTFState : : set_minor_version ( int p_minor_version ) {
minor_version = p_minor_version ;
}
Vector < uint8_t > GLTFState : : get_glb_data ( ) {
return glb_data ;
}
void GLTFState : : set_glb_data ( Vector < uint8_t > p_glb_data ) {
glb_data = p_glb_data ;
}
bool GLTFState : : get_use_named_skin_binds ( ) {
return use_named_skin_binds ;
}
void GLTFState : : set_use_named_skin_binds ( bool p_use_named_skin_binds ) {
use_named_skin_binds = p_use_named_skin_binds ;
}
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TypedArray < GLTFNode > GLTFState : : get_nodes ( ) {
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return GLTFTemplateConvert : : to_array ( nodes ) ;
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}
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void GLTFState : : set_nodes ( TypedArray < GLTFNode > p_nodes ) {
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GLTFTemplateConvert : : set_from_array ( nodes , p_nodes ) ;
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}
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TypedArray < PackedByteArray > GLTFState : : get_buffers ( ) {
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return GLTFTemplateConvert : : to_array ( buffers ) ;
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}
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void GLTFState : : set_buffers ( TypedArray < PackedByteArray > p_buffers ) {
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GLTFTemplateConvert : : set_from_array ( buffers , p_buffers ) ;
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}
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TypedArray < GLTFBufferView > GLTFState : : get_buffer_views ( ) {
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return GLTFTemplateConvert : : to_array ( buffer_views ) ;
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}
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void GLTFState : : set_buffer_views ( TypedArray < GLTFBufferView > p_buffer_views ) {
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GLTFTemplateConvert : : set_from_array ( buffer_views , p_buffer_views ) ;
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}
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TypedArray < GLTFAccessor > GLTFState : : get_accessors ( ) {
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return GLTFTemplateConvert : : to_array ( accessors ) ;
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}
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void GLTFState : : set_accessors ( TypedArray < GLTFAccessor > p_accessors ) {
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GLTFTemplateConvert : : set_from_array ( accessors , p_accessors ) ;
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}
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TypedArray < GLTFMesh > GLTFState : : get_meshes ( ) {
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return GLTFTemplateConvert : : to_array ( meshes ) ;
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}
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void GLTFState : : set_meshes ( TypedArray < GLTFMesh > p_meshes ) {
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GLTFTemplateConvert : : set_from_array ( meshes , p_meshes ) ;
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}
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TypedArray < Material > GLTFState : : get_materials ( ) {
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return GLTFTemplateConvert : : to_array ( materials ) ;
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}
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void GLTFState : : set_materials ( TypedArray < Material > p_materials ) {
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GLTFTemplateConvert : : set_from_array ( materials , p_materials ) ;
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}
String GLTFState : : get_scene_name ( ) {
return scene_name ;
}
void GLTFState : : set_scene_name ( String p_scene_name ) {
scene_name = p_scene_name ;
}
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PackedInt32Array GLTFState : : get_root_nodes ( ) {
return root_nodes ;
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}
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void GLTFState : : set_root_nodes ( PackedInt32Array p_root_nodes ) {
root_nodes = p_root_nodes ;
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}
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TypedArray < GLTFTexture > GLTFState : : get_textures ( ) {
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return GLTFTemplateConvert : : to_array ( textures ) ;
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}
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void GLTFState : : set_textures ( TypedArray < GLTFTexture > p_textures ) {
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GLTFTemplateConvert : : set_from_array ( textures , p_textures ) ;
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}
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TypedArray < GLTFTextureSampler > GLTFState : : get_texture_samplers ( ) {
return GLTFTemplateConvert : : to_array ( texture_samplers ) ;
}
void GLTFState : : set_texture_samplers ( TypedArray < GLTFTextureSampler > p_texture_samplers ) {
GLTFTemplateConvert : : set_from_array ( texture_samplers , p_texture_samplers ) ;
}
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TypedArray < Texture2D > GLTFState : : get_images ( ) {
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return GLTFTemplateConvert : : to_array ( images ) ;
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}
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void GLTFState : : set_images ( TypedArray < Texture2D > p_images ) {
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GLTFTemplateConvert : : set_from_array ( images , p_images ) ;
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}
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TypedArray < GLTFSkin > GLTFState : : get_skins ( ) {
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return GLTFTemplateConvert : : to_array ( skins ) ;
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}
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void GLTFState : : set_skins ( TypedArray < GLTFSkin > p_skins ) {
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GLTFTemplateConvert : : set_from_array ( skins , p_skins ) ;
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}
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TypedArray < GLTFCamera > GLTFState : : get_cameras ( ) {
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return GLTFTemplateConvert : : to_array ( cameras ) ;
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}
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void GLTFState : : set_cameras ( TypedArray < GLTFCamera > p_cameras ) {
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GLTFTemplateConvert : : set_from_array ( cameras , p_cameras ) ;
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}
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TypedArray < GLTFLight > GLTFState : : get_lights ( ) {
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return GLTFTemplateConvert : : to_array ( lights ) ;
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}
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void GLTFState : : set_lights ( TypedArray < GLTFLight > p_lights ) {
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GLTFTemplateConvert : : set_from_array ( lights , p_lights ) ;
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}
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TypedArray < String > GLTFState : : get_unique_names ( ) {
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return GLTFTemplateConvert : : to_array ( unique_names ) ;
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}
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void GLTFState : : set_unique_names ( TypedArray < String > p_unique_names ) {
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GLTFTemplateConvert : : set_from_array ( unique_names , p_unique_names ) ;
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}
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TypedArray < String > GLTFState : : get_unique_animation_names ( ) {
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return GLTFTemplateConvert : : to_array ( unique_animation_names ) ;
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}
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void GLTFState : : set_unique_animation_names ( TypedArray < String > p_unique_animation_names ) {
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GLTFTemplateConvert : : set_from_array ( unique_animation_names , p_unique_animation_names ) ;
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}
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TypedArray < GLTFSkeleton > GLTFState : : get_skeletons ( ) {
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return GLTFTemplateConvert : : to_array ( skeletons ) ;
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}
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void GLTFState : : set_skeletons ( TypedArray < GLTFSkeleton > p_skeletons ) {
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GLTFTemplateConvert : : set_from_array ( skeletons , p_skeletons ) ;
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}
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bool GLTFState : : get_create_animations ( ) {
return create_animations ;
}
void GLTFState : : set_create_animations ( bool p_create_animations ) {
create_animations = p_create_animations ;
}
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TypedArray < GLTFAnimation > GLTFState : : get_animations ( ) {
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return GLTFTemplateConvert : : to_array ( animations ) ;
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}
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void GLTFState : : set_animations ( TypedArray < GLTFAnimation > p_animations ) {
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GLTFTemplateConvert : : set_from_array ( animations , p_animations ) ;
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}
Node * GLTFState : : get_scene_node ( GLTFNodeIndex idx ) {
if ( ! scene_nodes . has ( idx ) ) {
return nullptr ;
}
return scene_nodes [ idx ] ;
}
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GLTFNodeIndex GLTFState : : get_node_index ( Node * p_node ) {
for ( KeyValue < GLTFNodeIndex , Node * > x : scene_nodes ) {
if ( x . value = = p_node ) {
return x . key ;
}
}
return - 1 ;
}
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int GLTFState : : get_animation_players_count ( int idx ) {
return animation_players . size ( ) ;
}
AnimationPlayer * GLTFState : : get_animation_player ( int idx ) {
ERR_FAIL_INDEX_V ( idx , animation_players . size ( ) , nullptr ) ;
return animation_players [ idx ] ;
}
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void GLTFState : : set_discard_meshes_and_materials ( bool p_discard_meshes_and_materials ) {
discard_meshes_and_materials = p_discard_meshes_and_materials ;
}
bool GLTFState : : get_discard_meshes_and_materials ( ) {
return discard_meshes_and_materials ;
}
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String GLTFState : : get_base_path ( ) {
return base_path ;
}
void GLTFState : : set_base_path ( String p_base_path ) {
base_path = p_base_path ;
}
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Variant GLTFState : : get_additional_data ( const StringName & p_extension_name ) {
return additional_data [ p_extension_name ] ;
}
void GLTFState : : set_additional_data ( const StringName & p_extension_name , Variant p_additional_data ) {
additional_data [ p_extension_name ] = p_additional_data ;
}