746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
316 lines
15 KiB
C++
316 lines
15 KiB
C++
/*************************************************************************/
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/* gltf_state.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "gltf_state.h"
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void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
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ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
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ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
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ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
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ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
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ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
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ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
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ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
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ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
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ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
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ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
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ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
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ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
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ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
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ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
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ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
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ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
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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);
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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);
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ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
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ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
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ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
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ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
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ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
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ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
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ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
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ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
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ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
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ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
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ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
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ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
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ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
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ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
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ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
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ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
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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);
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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);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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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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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
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ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
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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>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
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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>>
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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>>
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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>>
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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>
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
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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, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture>
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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>>
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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>>
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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>>
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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::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
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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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}
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Dictionary GLTFState::get_json() {
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return json;
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}
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void GLTFState::set_json(Dictionary p_json) {
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json = p_json;
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}
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int GLTFState::get_major_version() {
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return major_version;
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}
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void GLTFState::set_major_version(int p_major_version) {
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major_version = p_major_version;
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}
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int GLTFState::get_minor_version() {
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return minor_version;
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}
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void GLTFState::set_minor_version(int p_minor_version) {
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minor_version = p_minor_version;
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}
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Vector<uint8_t> GLTFState::get_glb_data() {
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return glb_data;
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}
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void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
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glb_data = p_glb_data;
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}
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bool GLTFState::get_use_named_skin_binds() {
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return use_named_skin_binds;
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}
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void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
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use_named_skin_binds = p_use_named_skin_binds;
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}
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Array GLTFState::get_nodes() {
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return GLTFDocument::to_array(nodes);
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}
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void GLTFState::set_nodes(Array p_nodes) {
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GLTFDocument::set_from_array(nodes, p_nodes);
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}
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Array GLTFState::get_buffers() {
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return GLTFDocument::to_array(buffers);
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}
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void GLTFState::set_buffers(Array p_buffers) {
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GLTFDocument::set_from_array(buffers, p_buffers);
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}
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Array GLTFState::get_buffer_views() {
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return GLTFDocument::to_array(buffer_views);
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}
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void GLTFState::set_buffer_views(Array p_buffer_views) {
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GLTFDocument::set_from_array(buffer_views, p_buffer_views);
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}
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Array GLTFState::get_accessors() {
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return GLTFDocument::to_array(accessors);
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}
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void GLTFState::set_accessors(Array p_accessors) {
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GLTFDocument::set_from_array(accessors, p_accessors);
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}
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Array GLTFState::get_meshes() {
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return GLTFDocument::to_array(meshes);
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}
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void GLTFState::set_meshes(Array p_meshes) {
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GLTFDocument::set_from_array(meshes, p_meshes);
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}
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Array GLTFState::get_materials() {
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return GLTFDocument::to_array(materials);
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}
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void GLTFState::set_materials(Array p_materials) {
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GLTFDocument::set_from_array(materials, p_materials);
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}
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String GLTFState::get_scene_name() {
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return scene_name;
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}
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void GLTFState::set_scene_name(String p_scene_name) {
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scene_name = p_scene_name;
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}
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Array GLTFState::get_root_nodes() {
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return GLTFDocument::to_array(root_nodes);
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}
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void GLTFState::set_root_nodes(Array p_root_nodes) {
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GLTFDocument::set_from_array(root_nodes, p_root_nodes);
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}
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Array GLTFState::get_textures() {
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return GLTFDocument::to_array(textures);
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}
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void GLTFState::set_textures(Array p_textures) {
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GLTFDocument::set_from_array(textures, p_textures);
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}
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Array GLTFState::get_images() {
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return GLTFDocument::to_array(images);
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}
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void GLTFState::set_images(Array p_images) {
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GLTFDocument::set_from_array(images, p_images);
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}
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Array GLTFState::get_skins() {
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return GLTFDocument::to_array(skins);
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}
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void GLTFState::set_skins(Array p_skins) {
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GLTFDocument::set_from_array(skins, p_skins);
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}
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Array GLTFState::get_cameras() {
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return GLTFDocument::to_array(cameras);
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}
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void GLTFState::set_cameras(Array p_cameras) {
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GLTFDocument::set_from_array(cameras, p_cameras);
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}
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Array GLTFState::get_lights() {
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return GLTFDocument::to_array(lights);
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}
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void GLTFState::set_lights(Array p_lights) {
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GLTFDocument::set_from_array(lights, p_lights);
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}
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Array GLTFState::get_unique_names() {
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return GLTFDocument::to_array(unique_names);
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}
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void GLTFState::set_unique_names(Array p_unique_names) {
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GLTFDocument::set_from_array(unique_names, p_unique_names);
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}
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Array GLTFState::get_unique_animation_names() {
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return GLTFDocument::to_array(unique_animation_names);
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}
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void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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Array GLTFState::get_skeletons() {
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return GLTFDocument::to_array(skeletons);
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}
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void GLTFState::set_skeletons(Array p_skeletons) {
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GLTFDocument::set_from_array(skeletons, p_skeletons);
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}
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Dictionary GLTFState::get_skeleton_to_node() {
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return GLTFDocument::to_dict(skeleton_to_node);
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}
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void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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}
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Array GLTFState::get_animations() {
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return GLTFDocument::to_array(animations);
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}
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void GLTFState::set_animations(Array p_animations) {
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GLTFDocument::set_from_array(animations, p_animations);
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}
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Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
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if (!scene_nodes.has(idx)) {
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return nullptr;
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}
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return scene_nodes[idx];
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}
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int GLTFState::get_animation_players_count(int idx) {
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return animation_players.size();
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}
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AnimationPlayer *GLTFState::get_animation_player(int idx) {
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ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
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return animation_players[idx];
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}
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void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
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discard_meshes_and_materials = p_discard_meshes_and_materials;
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}
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bool GLTFState::get_discard_meshes_and_materials() {
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return discard_meshes_and_materials;
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}
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