GLTF: Move shared defines into a separate gltf_defines.h file

Also move GLTFDocument's template conversion functions into gltf_template_convert.h
This commit is contained in:
Aaron Franke 2022-07-24 12:06:38 -05:00
parent b3df27526a
commit 00ec9321f6
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
18 changed files with 268 additions and 185 deletions

View File

@ -30,8 +30,6 @@
#include "gltf_accessor.h"
#include "gltf_document_extension.h"
void GLTFAccessor::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
@ -67,7 +65,7 @@ void GLTFAccessor::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType
ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
@ -123,7 +121,7 @@ int GLTFAccessor::get_type() {
}
void GLTFAccessor::set_type(int p_type) {
type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
type = (GLTFType)p_type; // TODO: Register enum
}
Vector<double> GLTFAccessor::get_min() {

View File

@ -33,7 +33,7 @@
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
@ -45,7 +45,7 @@ private:
int component_type = 0;
bool normalized = false;
int count = 0;
GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
GLTFType type = GLTFType::TYPE_SCALAR;
Vector<double> min;
Vector<double> max;
int sparse_count = 0;

View File

@ -32,7 +32,7 @@
#define GLTF_BUFFER_VIEW_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFBufferView : public Resource {
GDCLASS(GLTFBufferView, Resource);

View File

@ -0,0 +1,87 @@
/*************************************************************************/
/* gltf_defines.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 GLTF_DEFINES_H
#define GLTF_DEFINES_H
// This file should only be included by other headers.
// Godot classes used by GLTF headers.
class BoneAttachment3D;
class CSGShape3D;
class DirectionalLight3D;
class GridMap;
class Light3D;
class MultiMeshInstance3D;
class Skeleton3D;
class Skin;
// GLTF classes.
struct GLTFAccessor;
class GLTFAnimation;
class GLTFBufferView;
class GLTFCamera;
class GLTFDocument;
class GLTFDocumentExtension;
class GLTFLight;
class GLTFMesh;
class GLTFNode;
class GLTFSkeleton;
class GLTFSkin;
class GLTFSpecGloss;
class GLTFState;
class GLTFTexture;
// GLTF index aliases.
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
#endif // GLTF_DEFINES_H

View File

@ -30,19 +30,10 @@
#include "gltf_document.h"
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
#include "gltf_document_extension.h"
#include "gltf_document_extension_convert_importer_mesh.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_spec_gloss.h"
#include "gltf_state.h"
#include "gltf_texture.h"
#include "core/crypto/crypto_core.h"
#include "core/error/error_macros.h"
@ -940,58 +931,58 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
return OK;
}
String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
if (p_type == GLTFDocument::TYPE_SCALAR) {
String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
if (p_type == GLTFType::TYPE_SCALAR) {
return "SCALAR";
}
if (p_type == GLTFDocument::TYPE_VEC2) {
if (p_type == GLTFType::TYPE_VEC2) {
return "VEC2";
}
if (p_type == GLTFDocument::TYPE_VEC3) {
if (p_type == GLTFType::TYPE_VEC3) {
return "VEC3";
}
if (p_type == GLTFDocument::TYPE_VEC4) {
if (p_type == GLTFType::TYPE_VEC4) {
return "VEC4";
}
if (p_type == GLTFDocument::TYPE_MAT2) {
if (p_type == GLTFType::TYPE_MAT2) {
return "MAT2";
}
if (p_type == GLTFDocument::TYPE_MAT3) {
if (p_type == GLTFType::TYPE_MAT3) {
return "MAT3";
}
if (p_type == GLTFDocument::TYPE_MAT4) {
if (p_type == GLTFType::TYPE_MAT4) {
return "MAT4";
}
ERR_FAIL_V("SCALAR");
}
GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR") {
return GLTFDocument::TYPE_SCALAR;
return GLTFType::TYPE_SCALAR;
}
if (p_string == "VEC2") {
return GLTFDocument::TYPE_VEC2;
return GLTFType::TYPE_VEC2;
}
if (p_string == "VEC3") {
return GLTFDocument::TYPE_VEC3;
return GLTFType::TYPE_VEC3;
}
if (p_string == "VEC4") {
return GLTFDocument::TYPE_VEC4;
return GLTFType::TYPE_VEC4;
}
if (p_string == "MAT2") {
return GLTFDocument::TYPE_MAT2;
return GLTFType::TYPE_MAT2;
}
if (p_string == "MAT3") {
return GLTFDocument::TYPE_MAT3;
return GLTFType::TYPE_MAT3;
}
if (p_string == "MAT4") {
return GLTFDocument::TYPE_MAT4;
return GLTFType::TYPE_MAT4;
}
ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
ERR_FAIL_V(GLTFType::TYPE_SCALAR);
}
Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
@ -1542,7 +1533,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
accessor->max = type_max;
@ -1626,7 +1617,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
const GLTFType type = GLTFType::TYPE_VEC2;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -1675,7 +1666,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -1740,7 +1731,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -1787,7 +1778,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
accessor->max = type_max;
@ -1836,7 +1827,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> s
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -1901,7 +1892,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -1947,7 +1938,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
const GLTFType type = GLTFType::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;
@ -2015,7 +2006,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
accessor.instantiate();
GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
const GLTFType type = GLTFType::TYPE_MAT4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
accessor->max = type_max;

View File

@ -32,47 +32,18 @@
#define GLTF_DOCUMENT_H
#include "gltf_animation.h"
#include "gltf_defines.h"
#include "scene/3d/bone_attachment_3d.h"
#include "scene/3d/importer_mesh_instance_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/material.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
#include <cstdint>
class GLTFState;
class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
class CSGShape3D;
class GridMap;
class MultiMeshInstance3D;
class GLTFDocumentExtension;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource);
friend class GLTFState;
friend class GLTFSkin;
friend class GLTFSkeleton;
TypedArray<GLTFDocumentExtension> document_extensions;
private:
@ -81,15 +52,6 @@ private:
public:
GLTFDocument();
const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
enum {
ARRAY_BUFFER = 34962,
@ -118,58 +80,6 @@ public:
TypedArray<GLTFDocumentExtension> get_extensions() const;
private:
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const HashSet<T> &p_inp) {
Array ret;
typename HashSet<T>::Iterator elem = p_inp.begin();
while (elem) {
ret.push_back(*elem);
++elem;
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const HashMap<K, V> &p_inp) {
Dictionary ret;
for (const KeyValue<K, V> &E : p_inp) {
ret[E.key] = E.value;
}
return ret;
}
template <class K, class V>
static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
void _build_parent_hierachy(Ref<GLTFState> state);
double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component);
@ -177,7 +87,7 @@ private:
Error _parse_scenes(Ref<GLTFState> state);
Error _parse_nodes(Ref<GLTFState> state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
String _get_accessor_type_name(const GLTFType p_type);
String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_animation_name(const String &name);
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);

View File

@ -31,7 +31,6 @@
#ifndef GLTF_DOCUMENT_EXTENSION_H
#define GLTF_DOCUMENT_EXTENSION_H
#include "gltf_accessor.h"
#include "gltf_node.h"
#include "gltf_state.h"

View File

@ -37,8 +37,6 @@
#include "scene/3d/mesh_instance_3d.h"
#include "scene/resources/importer_mesh.h"
class GLTFDocumentExtension;
class GLTFDocument;
class GLTFDocumentExtensionConvertImporterMesh : public GLTFDocumentExtension {
GDCLASS(GLTFDocumentExtensionConvertImporterMesh, GLTFDocumentExtension);

View File

@ -33,6 +33,7 @@
#include "core/config/engine.h"
#include "core/io/resource.h"
#include "scene/3d/light_3d.h"
class GLTFLight : public Resource {
GDCLASS(GLTFLight, Resource)

View File

@ -32,7 +32,7 @@
#define GLTF_NODE_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);

View File

@ -30,6 +30,9 @@
#include "gltf_skeleton.h"
#include "gltf_template_convert.h"
#include "scene/3d/bone_attachment_3d.h"
void GLTFSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
@ -70,19 +73,19 @@ Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
}
Array GLTFSkeleton::get_unique_names() {
return GLTFDocument::to_array(unique_names);
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFSkeleton::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names);
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Dictionary GLTFSkeleton::get_godot_bone_node() {
return GLTFDocument::to_dict(godot_bone_node);
return GLTFTemplateConvert::to_dict(godot_bone_node);
}
void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
GLTFDocument::set_from_dict(godot_bone_node, p_indict);
GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
}
BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {

View File

@ -32,7 +32,7 @@
#define GLTF_SKELETON_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFSkeleton : public Resource {
GDCLASS(GLTFSkeleton, Resource);

View File

@ -30,6 +30,9 @@
#include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "scene/resources/skin.h"
void GLTFSkin::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
@ -81,11 +84,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
}
Array GLTFSkin::get_inverse_binds() {
return GLTFDocument::to_array(inverse_binds);
return GLTFTemplateConvert::to_array(inverse_binds);
}
void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
}
Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
@ -121,11 +124,11 @@ void GLTFSkin::set_skeleton(int p_skeleton) {
}
Dictionary GLTFSkin::get_joint_i_to_bone_i() {
return GLTFDocument::to_dict(joint_i_to_bone_i);
return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
}
void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
}
Dictionary GLTFSkin::get_joint_i_to_name() {

View File

@ -32,7 +32,7 @@
#define GLTF_SKIN_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFSkin : public Resource {
GDCLASS(GLTFSkin, Resource);

View File

@ -150,51 +150,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
}
Array GLTFState::get_nodes() {
return GLTFDocument::to_array(nodes);
return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(Array p_nodes) {
GLTFDocument::set_from_array(nodes, p_nodes);
GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
Array GLTFState::get_buffers() {
return GLTFDocument::to_array(buffers);
return GLTFTemplateConvert::to_array(buffers);
}
void GLTFState::set_buffers(Array p_buffers) {
GLTFDocument::set_from_array(buffers, p_buffers);
GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
Array GLTFState::get_buffer_views() {
return GLTFDocument::to_array(buffer_views);
return GLTFTemplateConvert::to_array(buffer_views);
}
void GLTFState::set_buffer_views(Array p_buffer_views) {
GLTFDocument::set_from_array(buffer_views, p_buffer_views);
GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
Array GLTFState::get_accessors() {
return GLTFDocument::to_array(accessors);
return GLTFTemplateConvert::to_array(accessors);
}
void GLTFState::set_accessors(Array p_accessors) {
GLTFDocument::set_from_array(accessors, p_accessors);
GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
Array GLTFState::get_meshes() {
return GLTFDocument::to_array(meshes);
return GLTFTemplateConvert::to_array(meshes);
}
void GLTFState::set_meshes(Array p_meshes) {
GLTFDocument::set_from_array(meshes, p_meshes);
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
Array GLTFState::get_materials() {
return GLTFDocument::to_array(materials);
return GLTFTemplateConvert::to_array(materials);
}
void GLTFState::set_materials(Array p_materials) {
GLTFDocument::set_from_array(materials, p_materials);
GLTFTemplateConvert::set_from_array(materials, p_materials);
}
String GLTFState::get_scene_name() {
@ -206,91 +206,91 @@ void GLTFState::set_scene_name(String p_scene_name) {
}
Array GLTFState::get_root_nodes() {
return GLTFDocument::to_array(root_nodes);
return GLTFTemplateConvert::to_array(root_nodes);
}
void GLTFState::set_root_nodes(Array p_root_nodes) {
GLTFDocument::set_from_array(root_nodes, p_root_nodes);
GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
}
Array GLTFState::get_textures() {
return GLTFDocument::to_array(textures);
return GLTFTemplateConvert::to_array(textures);
}
void GLTFState::set_textures(Array p_textures) {
GLTFDocument::set_from_array(textures, p_textures);
GLTFTemplateConvert::set_from_array(textures, p_textures);
}
Array GLTFState::get_images() {
return GLTFDocument::to_array(images);
return GLTFTemplateConvert::to_array(images);
}
void GLTFState::set_images(Array p_images) {
GLTFDocument::set_from_array(images, p_images);
GLTFTemplateConvert::set_from_array(images, p_images);
}
Array GLTFState::get_skins() {
return GLTFDocument::to_array(skins);
return GLTFTemplateConvert::to_array(skins);
}
void GLTFState::set_skins(Array p_skins) {
GLTFDocument::set_from_array(skins, p_skins);
GLTFTemplateConvert::set_from_array(skins, p_skins);
}
Array GLTFState::get_cameras() {
return GLTFDocument::to_array(cameras);
return GLTFTemplateConvert::to_array(cameras);
}
void GLTFState::set_cameras(Array p_cameras) {
GLTFDocument::set_from_array(cameras, p_cameras);
GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
Array GLTFState::get_lights() {
return GLTFDocument::to_array(lights);
return GLTFTemplateConvert::to_array(lights);
}
void GLTFState::set_lights(Array p_lights) {
GLTFDocument::set_from_array(lights, p_lights);
GLTFTemplateConvert::set_from_array(lights, p_lights);
}
Array GLTFState::get_unique_names() {
return GLTFDocument::to_array(unique_names);
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFState::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names);
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Array GLTFState::get_unique_animation_names() {
return GLTFDocument::to_array(unique_animation_names);
return GLTFTemplateConvert::to_array(unique_animation_names);
}
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
Array GLTFState::get_skeletons() {
return GLTFDocument::to_array(skeletons);
return GLTFTemplateConvert::to_array(skeletons);
}
void GLTFState::set_skeletons(Array p_skeletons) {
GLTFDocument::set_from_array(skeletons, p_skeletons);
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
Dictionary GLTFState::get_skeleton_to_node() {
return GLTFDocument::to_dict(skeleton_to_node);
return GLTFTemplateConvert::to_dict(skeleton_to_node);
}
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
}
Array GLTFState::get_animations() {
return GLTFDocument::to_array(animations);
return GLTFTemplateConvert::to_array(animations);
}
void GLTFState::set_animations(Array p_animations) {
GLTFDocument::set_from_array(animations, p_animations);
GLTFTemplateConvert::set_from_array(animations, p_animations);
}
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {

View File

@ -35,13 +35,12 @@
#include "gltf_animation.h"
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "gltf_texture.h"
#include "core/templates/rb_map.h"

View File

@ -0,0 +1,94 @@
/*************************************************************************/
/* gltf_template_convert.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 GLTF_TEMPLATE_CONVERT_H
#define GLTF_TEMPLATE_CONVERT_H
#include "core/templates/hash_set.h"
#include "core/variant/array.h"
#include "core/variant/dictionary.h"
namespace GLTFTemplateConvert {
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const HashSet<T> &p_inp) {
Array ret;
typename HashSet<T>::Iterator elem = p_inp.begin();
while (elem) {
ret.push_back(*elem);
++elem;
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const HashMap<K, V> &p_inp) {
Dictionary ret;
for (const KeyValue<K, V> &E : p_inp) {
ret[E.key] = E.value;
}
return ret;
}
template <class K, class V>
static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
} //namespace GLTFTemplateConvert
#endif // GLTF_TEMPLATE_CONVERT_H

View File

@ -32,7 +32,7 @@
#define GLTF_TEXTURE_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_defines.h"
class GLTFTexture : public Resource {
GDCLASS(GLTFTexture, Resource);