gltf_state.cpp 17 KB

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  1. /*************************************************************************/
  2. /* gltf_state.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  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_state.h"
  31. void GLTFState::_bind_methods() {
  32. ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
  33. ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
  34. ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
  35. ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
  36. ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
  37. ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
  38. ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
  39. ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
  40. ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
  41. ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
  42. ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
  43. ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
  44. ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
  45. ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
  46. ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
  47. ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
  48. ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
  49. ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
  50. ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
  51. ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
  52. ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
  53. ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
  54. ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
  55. ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
  56. ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
  57. ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
  58. ClassDB::bind_method(D_METHOD("get_base_path"), &GLTFState::get_base_path);
  59. ClassDB::bind_method(D_METHOD("set_base_path", "base_path"), &GLTFState::set_base_path);
  60. ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
  61. ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
  62. ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
  63. ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
  64. ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
  65. ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
  66. ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
  67. ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
  68. ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
  69. ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
  70. ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
  71. ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
  72. ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
  73. ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
  74. ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
  75. ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
  76. ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
  77. ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
  78. ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
  79. ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
  80. ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
  81. ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
  82. ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
  83. ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
  84. ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
  85. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
  86. ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
  87. ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
  88. ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
  89. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
  90. 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>>
  91. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
  92. 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>>
  93. 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>>
  94. 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>>
  95. 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>
  96. ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
  97. ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_path"), "set_base_path", "get_base_path"); // String
  98. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
  99. 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>>
  100. 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>
  101. 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>>
  102. 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>>
  103. 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>>
  104. 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>
  105. 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>
  106. 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>>
  107. 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,
  108. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
  109. 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>>
  110. }
  111. Dictionary GLTFState::get_json() {
  112. return json;
  113. }
  114. void GLTFState::set_json(Dictionary p_json) {
  115. json = p_json;
  116. }
  117. int GLTFState::get_major_version() {
  118. return major_version;
  119. }
  120. void GLTFState::set_major_version(int p_major_version) {
  121. major_version = p_major_version;
  122. }
  123. int GLTFState::get_minor_version() {
  124. return minor_version;
  125. }
  126. void GLTFState::set_minor_version(int p_minor_version) {
  127. minor_version = p_minor_version;
  128. }
  129. Vector<uint8_t> GLTFState::get_glb_data() {
  130. return glb_data;
  131. }
  132. void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
  133. glb_data = p_glb_data;
  134. }
  135. bool GLTFState::get_use_named_skin_binds() {
  136. return use_named_skin_binds;
  137. }
  138. void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
  139. use_named_skin_binds = p_use_named_skin_binds;
  140. }
  141. TypedArray<GLTFNode> GLTFState::get_nodes() {
  142. return GLTFTemplateConvert::to_array(nodes);
  143. }
  144. void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
  145. GLTFTemplateConvert::set_from_array(nodes, p_nodes);
  146. }
  147. TypedArray<PackedByteArray> GLTFState::get_buffers() {
  148. return GLTFTemplateConvert::to_array(buffers);
  149. }
  150. void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
  151. GLTFTemplateConvert::set_from_array(buffers, p_buffers);
  152. }
  153. TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
  154. return GLTFTemplateConvert::to_array(buffer_views);
  155. }
  156. void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
  157. GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
  158. }
  159. TypedArray<GLTFAccessor> GLTFState::get_accessors() {
  160. return GLTFTemplateConvert::to_array(accessors);
  161. }
  162. void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
  163. GLTFTemplateConvert::set_from_array(accessors, p_accessors);
  164. }
  165. TypedArray<GLTFMesh> GLTFState::get_meshes() {
  166. return GLTFTemplateConvert::to_array(meshes);
  167. }
  168. void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
  169. GLTFTemplateConvert::set_from_array(meshes, p_meshes);
  170. }
  171. TypedArray<BaseMaterial3D> GLTFState::get_materials() {
  172. return GLTFTemplateConvert::to_array(materials);
  173. }
  174. void GLTFState::set_materials(TypedArray<BaseMaterial3D> p_materials) {
  175. GLTFTemplateConvert::set_from_array(materials, p_materials);
  176. }
  177. String GLTFState::get_scene_name() {
  178. return scene_name;
  179. }
  180. void GLTFState::set_scene_name(String p_scene_name) {
  181. scene_name = p_scene_name;
  182. }
  183. PackedInt32Array GLTFState::get_root_nodes() {
  184. return root_nodes;
  185. }
  186. void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
  187. root_nodes = p_root_nodes;
  188. }
  189. TypedArray<GLTFTexture> GLTFState::get_textures() {
  190. return GLTFTemplateConvert::to_array(textures);
  191. }
  192. void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
  193. GLTFTemplateConvert::set_from_array(textures, p_textures);
  194. }
  195. TypedArray<Texture2D> GLTFState::get_images() {
  196. return GLTFTemplateConvert::to_array(images);
  197. }
  198. void GLTFState::set_images(TypedArray<Texture2D> p_images) {
  199. GLTFTemplateConvert::set_from_array(images, p_images);
  200. }
  201. TypedArray<GLTFSkin> GLTFState::get_skins() {
  202. return GLTFTemplateConvert::to_array(skins);
  203. }
  204. void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
  205. GLTFTemplateConvert::set_from_array(skins, p_skins);
  206. }
  207. TypedArray<GLTFCamera> GLTFState::get_cameras() {
  208. return GLTFTemplateConvert::to_array(cameras);
  209. }
  210. void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
  211. GLTFTemplateConvert::set_from_array(cameras, p_cameras);
  212. }
  213. TypedArray<GLTFLight> GLTFState::get_lights() {
  214. return GLTFTemplateConvert::to_array(lights);
  215. }
  216. void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
  217. GLTFTemplateConvert::set_from_array(lights, p_lights);
  218. }
  219. TypedArray<String> GLTFState::get_unique_names() {
  220. return GLTFTemplateConvert::to_array(unique_names);
  221. }
  222. void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
  223. GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
  224. }
  225. TypedArray<String> GLTFState::get_unique_animation_names() {
  226. return GLTFTemplateConvert::to_array(unique_animation_names);
  227. }
  228. void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
  229. GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
  230. }
  231. TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {
  232. return GLTFTemplateConvert::to_array(skeletons);
  233. }
  234. void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
  235. GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
  236. }
  237. Dictionary GLTFState::get_skeleton_to_node() {
  238. return GLTFTemplateConvert::to_dict(skeleton_to_node);
  239. }
  240. void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
  241. GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
  242. }
  243. bool GLTFState::get_create_animations() {
  244. return create_animations;
  245. }
  246. void GLTFState::set_create_animations(bool p_create_animations) {
  247. create_animations = p_create_animations;
  248. }
  249. TypedArray<GLTFAnimation> GLTFState::get_animations() {
  250. return GLTFTemplateConvert::to_array(animations);
  251. }
  252. void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
  253. GLTFTemplateConvert::set_from_array(animations, p_animations);
  254. }
  255. Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
  256. if (!scene_nodes.has(idx)) {
  257. return nullptr;
  258. }
  259. return scene_nodes[idx];
  260. }
  261. int GLTFState::get_animation_players_count(int idx) {
  262. return animation_players.size();
  263. }
  264. AnimationPlayer *GLTFState::get_animation_player(int idx) {
  265. ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
  266. return animation_players[idx];
  267. }
  268. void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
  269. discard_meshes_and_materials = p_discard_meshes_and_materials;
  270. }
  271. bool GLTFState::get_discard_meshes_and_materials() {
  272. return discard_meshes_and_materials;
  273. }
  274. String GLTFState::get_base_path() {
  275. return base_path;
  276. }
  277. void GLTFState::set_base_path(String p_base_path) {
  278. base_path = p_base_path;
  279. }