d699600ec7
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights.
179 lines
7.0 KiB
C++
179 lines
7.0 KiB
C++
/*************************************************************************/
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/* gltf_node.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_node.h"
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void GLTFNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
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ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
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ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
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ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
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ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
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ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
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ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
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ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
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ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
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ClassDB::bind_method(D_METHOD("get_joint"), &GLTFNode::get_joint);
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ClassDB::bind_method(D_METHOD("set_joint", "joint"), &GLTFNode::set_joint);
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ClassDB::bind_method(D_METHOD("get_translation"), &GLTFNode::get_translation);
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ClassDB::bind_method(D_METHOD("set_translation", "translation"), &GLTFNode::set_translation);
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ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
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ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
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ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
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ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
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ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
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ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "xform"), "set_xform", "get_xform"); // Transform
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "joint"), "set_joint", "get_joint"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation"), "set_translation", "get_translation"); // Vector3
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ADD_PROPERTY(PropertyInfo(Variant::QUAT, "rotation"), "set_rotation", "get_rotation"); // Quat
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
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ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
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}
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GLTFNodeIndex GLTFNode::get_parent() {
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return parent;
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}
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void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
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parent = p_parent;
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}
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int GLTFNode::get_height() {
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return height;
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}
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void GLTFNode::set_height(int p_height) {
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height = p_height;
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}
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Transform GLTFNode::get_xform() {
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return xform;
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}
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void GLTFNode::set_xform(Transform p_xform) {
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xform = p_xform;
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}
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GLTFMeshIndex GLTFNode::get_mesh() {
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return mesh;
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}
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void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
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mesh = p_mesh;
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}
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GLTFCameraIndex GLTFNode::get_camera() {
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return camera;
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}
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void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
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camera = p_camera;
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}
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GLTFSkinIndex GLTFNode::get_skin() {
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return skin;
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}
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void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
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skin = p_skin;
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}
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GLTFSkeletonIndex GLTFNode::get_skeleton() {
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return skeleton;
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}
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void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
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skeleton = p_skeleton;
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}
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bool GLTFNode::get_joint() {
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return joint;
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}
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void GLTFNode::set_joint(bool p_joint) {
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joint = p_joint;
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}
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Vector3 GLTFNode::get_translation() {
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return translation;
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}
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void GLTFNode::set_translation(Vector3 p_translation) {
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translation = p_translation;
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}
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Quat GLTFNode::get_rotation() {
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return rotation;
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}
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void GLTFNode::set_rotation(Quat p_rotation) {
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rotation = p_rotation;
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}
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Vector3 GLTFNode::get_scale() {
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return scale;
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}
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void GLTFNode::set_scale(Vector3 p_scale) {
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scale = p_scale;
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}
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Vector<int> GLTFNode::get_children() {
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return children;
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}
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void GLTFNode::set_children(Vector<int> p_children) {
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children = p_children;
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}
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GLTFLightIndex GLTFNode::get_light() {
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return light;
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}
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void GLTFNode::set_light(GLTFLightIndex p_light) {
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light = p_light;
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}
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