/**************************************************************************/ /* gltf_accessor.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_ACCESSOR_H #define GLTF_ACCESSOR_H #include "core/resource.h" #include "gltf_document.h" struct GLTFAccessor : public Resource { GDCLASS(GLTFAccessor, Resource); friend class GLTFDocument; private: GLTFBufferViewIndex buffer_view = 0; int byte_offset = 0; int component_type = 0; bool normalized = false; int count = 0; GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; PoolVector min; PoolVector max; int sparse_count = 0; int sparse_indices_buffer_view = 0; int sparse_indices_byte_offset = 0; int sparse_indices_component_type = 0; int sparse_values_buffer_view = 0; int sparse_values_byte_offset = 0; protected: static void _bind_methods(); public: GLTFBufferViewIndex get_buffer_view(); void set_buffer_view(GLTFBufferViewIndex p_buffer_view); int get_byte_offset(); void set_byte_offset(int p_byte_offset); int get_component_type(); void set_component_type(int p_component_type); bool get_normalized(); void set_normalized(bool p_normalized); int get_count(); void set_count(int p_count); int get_type(); void set_type(int p_type); PoolVector get_min(); void set_min(PoolVector p_min); PoolVector get_max(); void set_max(PoolVector p_max); int get_sparse_count(); void set_sparse_count(int p_sparse_count); int get_sparse_indices_buffer_view(); void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view); int get_sparse_indices_byte_offset(); void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset); int get_sparse_indices_component_type(); void set_sparse_indices_component_type(int p_sparse_indices_component_type); int get_sparse_values_buffer_view(); void set_sparse_values_buffer_view(int p_sparse_values_buffer_view); int get_sparse_values_byte_offset(); void set_sparse_values_byte_offset(int p_sparse_values_byte_offset); }; #endif // GLTF_ACCESSOR_H