gltf_skin.cpp 11 KB

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  1. /**************************************************************************/
  2. /* gltf_skin.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "gltf_skin.h"
  31. #include "../gltf_template_convert.h"
  32. #include "core/variant/typed_array.h"
  33. #include "scene/resources/3d/skin.h"
  34. void GLTFSkin::_bind_methods() {
  35. ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
  36. ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
  37. ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
  38. ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
  39. ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
  40. ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
  41. ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
  42. ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
  43. ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
  44. ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
  45. ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
  46. ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
  47. ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
  48. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
  49. ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
  50. ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
  51. ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
  52. ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
  53. ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
  54. ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
  55. ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
  56. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
  57. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
  58. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
  59. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
  60. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
  61. ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
  62. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // RBMap<int,
  63. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // RBMap<int,
  64. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
  65. }
  66. GLTFNodeIndex GLTFSkin::get_skin_root() {
  67. return skin_root;
  68. }
  69. void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
  70. skin_root = p_skin_root;
  71. }
  72. Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
  73. return joints_original;
  74. }
  75. void GLTFSkin::set_joints_original(const Vector<GLTFNodeIndex> &p_joints_original) {
  76. joints_original = Vector<GLTFNodeIndex>(p_joints_original);
  77. }
  78. TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
  79. return GLTFTemplateConvert::to_array(inverse_binds);
  80. }
  81. void GLTFSkin::set_inverse_binds(const TypedArray<Transform3D> &p_inverse_binds) {
  82. GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
  83. }
  84. Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
  85. return joints;
  86. }
  87. void GLTFSkin::set_joints(const Vector<GLTFNodeIndex> &p_joints) {
  88. joints = Vector<GLTFNodeIndex>(p_joints);
  89. }
  90. Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
  91. return non_joints;
  92. }
  93. void GLTFSkin::set_non_joints(const Vector<GLTFNodeIndex> &p_non_joints) {
  94. non_joints = Vector<GLTFNodeIndex>(p_non_joints);
  95. }
  96. Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
  97. return roots;
  98. }
  99. void GLTFSkin::set_roots(const Vector<GLTFNodeIndex> &p_roots) {
  100. roots = Vector<GLTFNodeIndex>(p_roots);
  101. }
  102. int GLTFSkin::get_skeleton() {
  103. return skeleton;
  104. }
  105. void GLTFSkin::set_skeleton(int p_skeleton) {
  106. skeleton = p_skeleton;
  107. }
  108. Dictionary GLTFSkin::get_joint_i_to_bone_i() {
  109. return GLTFTemplateConvert::to_dictionary(joint_i_to_bone_i);
  110. }
  111. void GLTFSkin::set_joint_i_to_bone_i(const Dictionary &p_joint_i_to_bone_i) {
  112. GLTFTemplateConvert::set_from_dictionary(joint_i_to_bone_i, p_joint_i_to_bone_i);
  113. }
  114. Dictionary GLTFSkin::get_joint_i_to_name() {
  115. Dictionary ret;
  116. HashMap<int, StringName>::Iterator elem = joint_i_to_name.begin();
  117. while (elem) {
  118. ret[elem->key] = String(elem->value);
  119. ++elem;
  120. }
  121. return ret;
  122. }
  123. void GLTFSkin::set_joint_i_to_name(const Dictionary &p_joint_i_to_name) {
  124. joint_i_to_name = HashMap<int, StringName>();
  125. for (const KeyValue<Variant, Variant> &kv : p_joint_i_to_name) {
  126. joint_i_to_name[kv.key] = kv.value;
  127. }
  128. }
  129. Ref<Skin> GLTFSkin::get_godot_skin() {
  130. return godot_skin;
  131. }
  132. void GLTFSkin::set_godot_skin(const Ref<Skin> &p_godot_skin) {
  133. godot_skin = p_godot_skin;
  134. }
  135. Error GLTFSkin::from_dictionary(const Dictionary &dict) {
  136. ERR_FAIL_COND_V(!dict.has("skin_root"), ERR_INVALID_DATA);
  137. skin_root = dict["skin_root"];
  138. ERR_FAIL_COND_V(!dict.has("joints_original"), ERR_INVALID_DATA);
  139. Array joints_original_array = dict["joints_original"];
  140. joints_original.clear();
  141. for (int i = 0; i < joints_original_array.size(); ++i) {
  142. joints_original.push_back(joints_original_array[i]);
  143. }
  144. ERR_FAIL_COND_V(!dict.has("inverse_binds"), ERR_INVALID_DATA);
  145. Array inverse_binds_array = dict["inverse_binds"];
  146. inverse_binds.clear();
  147. for (int i = 0; i < inverse_binds_array.size(); ++i) {
  148. ERR_FAIL_COND_V(inverse_binds_array[i].get_type() != Variant::TRANSFORM3D, ERR_INVALID_DATA);
  149. inverse_binds.push_back(inverse_binds_array[i]);
  150. }
  151. ERR_FAIL_COND_V(!dict.has("joints"), ERR_INVALID_DATA);
  152. Array joints_array = dict["joints"];
  153. joints.clear();
  154. for (int i = 0; i < joints_array.size(); ++i) {
  155. joints.push_back(joints_array[i]);
  156. }
  157. ERR_FAIL_COND_V(!dict.has("non_joints"), ERR_INVALID_DATA);
  158. Array non_joints_array = dict["non_joints"];
  159. non_joints.clear();
  160. for (int i = 0; i < non_joints_array.size(); ++i) {
  161. non_joints.push_back(non_joints_array[i]);
  162. }
  163. ERR_FAIL_COND_V(!dict.has("roots"), ERR_INVALID_DATA);
  164. Array roots_array = dict["roots"];
  165. roots.clear();
  166. for (int i = 0; i < roots_array.size(); ++i) {
  167. roots.push_back(roots_array[i]);
  168. }
  169. ERR_FAIL_COND_V(!dict.has("skeleton"), ERR_INVALID_DATA);
  170. skeleton = dict["skeleton"];
  171. ERR_FAIL_COND_V(!dict.has("joint_i_to_bone_i"), ERR_INVALID_DATA);
  172. Dictionary joint_i_to_bone_i_dict = dict["joint_i_to_bone_i"];
  173. joint_i_to_bone_i.clear();
  174. for (const KeyValue<Variant, Variant> &kv : joint_i_to_bone_i_dict) {
  175. int key = kv.key;
  176. int value = kv.value;
  177. joint_i_to_bone_i[key] = value;
  178. }
  179. ERR_FAIL_COND_V(!dict.has("joint_i_to_name"), ERR_INVALID_DATA);
  180. Dictionary joint_i_to_name_dict = dict["joint_i_to_name"];
  181. joint_i_to_name.clear();
  182. for (const KeyValue<Variant, Variant> &kv : joint_i_to_name_dict) {
  183. int key = kv.key;
  184. StringName value = kv.value;
  185. joint_i_to_name[key] = value;
  186. }
  187. if (dict.has("godot_skin")) {
  188. godot_skin = dict["godot_skin"];
  189. }
  190. return OK;
  191. }
  192. Dictionary GLTFSkin::to_dictionary() {
  193. Dictionary dict;
  194. dict["skin_root"] = skin_root;
  195. Array joints_original_array;
  196. for (int i = 0; i < joints_original.size(); ++i) {
  197. joints_original_array.push_back(joints_original[i]);
  198. }
  199. dict["joints_original"] = joints_original_array;
  200. Array inverse_binds_array;
  201. for (int i = 0; i < inverse_binds.size(); ++i) {
  202. inverse_binds_array.push_back(inverse_binds[i]);
  203. }
  204. dict["inverse_binds"] = inverse_binds_array;
  205. Array joints_array;
  206. for (int i = 0; i < joints.size(); ++i) {
  207. joints_array.push_back(joints[i]);
  208. }
  209. dict["joints"] = joints_array;
  210. Array non_joints_array;
  211. for (int i = 0; i < non_joints.size(); ++i) {
  212. non_joints_array.push_back(non_joints[i]);
  213. }
  214. dict["non_joints"] = non_joints_array;
  215. Array roots_array;
  216. for (int i = 0; i < roots.size(); ++i) {
  217. roots_array.push_back(roots[i]);
  218. }
  219. dict["roots"] = roots_array;
  220. dict["skeleton"] = skeleton;
  221. Dictionary joint_i_to_bone_i_dict;
  222. for (HashMap<int, int>::Iterator E = joint_i_to_bone_i.begin(); E; ++E) {
  223. joint_i_to_bone_i_dict[E->key] = E->value;
  224. }
  225. dict["joint_i_to_bone_i"] = joint_i_to_bone_i_dict;
  226. Dictionary joint_i_to_name_dict;
  227. for (HashMap<int, StringName>::Iterator E = joint_i_to_name.begin(); E; ++E) {
  228. joint_i_to_name_dict[E->key] = E->value;
  229. }
  230. dict["joint_i_to_name"] = joint_i_to_name_dict;
  231. dict["godot_skin"] = godot_skin;
  232. return dict;
  233. }