/**************************************************************************/ /* 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; String filename; Dictionary json; int major_version = 0; int minor_version = 0; String copyright; Vector<uint8_t> glb_data; 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: 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); 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); String get_copyright() const; void set_copyright(const String &p_copyright); 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); 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