godot/modules/gltf/gltf_state.h
K. S. Ernest (iFire) Lee baab97302a Cache materials in gltf as the abstract class of Material
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
2022-11-24 09:00:09 -08:00

215 lines
7.7 KiB
C++

/*************************************************************************/
/* gltf_state.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.*/
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/*************************************************************************/
#ifndef GLTF_STATE_H
#define GLTF_STATE_H
#include "extensions/gltf_light.h"
#include "gltf_template_convert.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 "core/templates/rb_map.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);
friend class GLTFDocument;
String filename;
String base_path;
Dictionary json;
int major_version = 0;
int minor_version = 0;
Vector<uint8_t> glb_data;
bool use_named_skin_binds = false;
bool use_khr_texture_transform = false;
bool discard_meshes_and_materials = false;
bool create_animations = true;
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<GLTFSkin>> skins;
Vector<Ref<GLTFCamera>> cameras;
Vector<Ref<GLTFLight>> lights;
HashSet<String> unique_names;
HashSet<String> unique_animation_names;
Vector<Ref<GLTFSkeleton>> skeletons;
HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
Vector<Ref<GLTFAnimation>> animations;
HashMap<GLTFNodeIndex, Node *> scene_nodes;
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);
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);
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_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);
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);
Dictionary get_skeleton_to_node();
void set_skeleton_to_node(Dictionary p_skeleton_to_node);
bool get_create_animations();
void set_create_animations(bool p_create_animations);
TypedArray<GLTFAnimation> get_animations();
void set_animations(TypedArray<GLTFAnimation> p_animations);
Node *get_scene_node(GLTFNodeIndex idx);
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);
//void set_scene_nodes(RBMap<GLTFNodeIndex, Node *> p_scene_nodes) {
// this->scene_nodes = p_scene_nodes;
//}
//void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
// this->animation_players = p_animation_players;
//}
//RBMap<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
// return this->material_cache;
//}
//void set_material_cache(RBMap<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
// this->material_cache = p_material_cache;
//}
};
#endif // GLTF_STATE_H