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- /**************************************************************************/
- /* gltf_node.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "gltf_node.h"
- #include "../gltf_state.h"
- void GLTFNode::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_original_name"), &GLTFNode::get_original_name);
- ClassDB::bind_method(D_METHOD("set_original_name", "original_name"), &GLTFNode::set_original_name);
- ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
- ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
- ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
- ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
- ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
- ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
- ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
- ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
- ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
- ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
- ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
- ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
- ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
- ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position);
- ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
- ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
- ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
- ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
- ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
- ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
- ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
- ClassDB::bind_method(D_METHOD("append_child_index", "child_index"), &GLTFNode::append_child_index);
- ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
- ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
- ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
- ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
- ClassDB::bind_method(D_METHOD("get_scene_node_path", "gltf_state", "handle_skeletons"), &GLTFNode::get_scene_node_path, DEFVAL(true));
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "original_name"), "set_original_name", "get_original_name"); // String
- ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
- ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3
- ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
- ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
- }
- String GLTFNode::get_original_name() {
- return original_name;
- }
- void GLTFNode::set_original_name(String p_name) {
- original_name = p_name;
- }
- GLTFNodeIndex GLTFNode::get_parent() {
- return parent;
- }
- void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
- parent = p_parent;
- }
- int GLTFNode::get_height() {
- return height;
- }
- void GLTFNode::set_height(int p_height) {
- height = p_height;
- }
- Transform3D GLTFNode::get_xform() {
- return transform;
- }
- void GLTFNode::set_xform(Transform3D p_xform) {
- transform = p_xform;
- }
- GLTFMeshIndex GLTFNode::get_mesh() {
- return mesh;
- }
- void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
- mesh = p_mesh;
- }
- GLTFCameraIndex GLTFNode::get_camera() {
- return camera;
- }
- void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
- camera = p_camera;
- }
- GLTFSkinIndex GLTFNode::get_skin() {
- return skin;
- }
- void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
- skin = p_skin;
- }
- GLTFSkeletonIndex GLTFNode::get_skeleton() {
- return skeleton;
- }
- void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
- skeleton = p_skeleton;
- }
- Vector3 GLTFNode::get_position() {
- return transform.origin;
- }
- void GLTFNode::set_position(Vector3 p_position) {
- transform.origin = p_position;
- }
- Quaternion GLTFNode::get_rotation() {
- return transform.basis.get_rotation_quaternion();
- }
- void GLTFNode::set_rotation(Quaternion p_rotation) {
- transform.basis.set_quaternion_scale(p_rotation, transform.basis.get_scale());
- }
- Vector3 GLTFNode::get_scale() {
- return transform.basis.get_scale();
- }
- void GLTFNode::set_scale(Vector3 p_scale) {
- transform.basis = transform.basis.orthonormalized() * Basis::from_scale(p_scale);
- }
- Vector<int> GLTFNode::get_children() {
- return children;
- }
- void GLTFNode::set_children(Vector<int> p_children) {
- children = p_children;
- }
- void GLTFNode::append_child_index(int p_child_index) {
- children.append(p_child_index);
- }
- GLTFLightIndex GLTFNode::get_light() {
- return light;
- }
- void GLTFNode::set_light(GLTFLightIndex p_light) {
- light = p_light;
- }
- Variant GLTFNode::get_additional_data(const StringName &p_extension_name) {
- return additional_data[p_extension_name];
- }
- bool GLTFNode::has_additional_data(const StringName &p_extension_name) {
- return additional_data.has(p_extension_name);
- }
- void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
- additional_data[p_extension_name] = p_additional_data;
- }
- NodePath GLTFNode::get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons) {
- Vector<StringName> path;
- Vector<StringName> subpath;
- Ref<GLTFNode> current_gltf_node = this;
- const int gltf_node_count = p_state->nodes.size();
- if (p_handle_skeletons && skeleton != -1) {
- // Special case for skeleton nodes, skip all bones so that the path is to the Skeleton3D node.
- // A path that would otherwise be `A/B/C/Bone1/Bone2/Bone3` becomes `A/B/C/Skeleton3D:Bone3`.
- subpath.append(get_name());
- // The generated Skeleton3D node will be named Skeleton3D, so add it to the path.
- path.append("Skeleton3D");
- do {
- const int parent_index = current_gltf_node->get_parent();
- ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
- current_gltf_node = p_state->nodes[parent_index];
- } while (current_gltf_node->skeleton != -1);
- }
- const bool is_godot_single_root = p_state->extensions_used.has("GODOT_single_root");
- while (true) {
- const int parent_index = current_gltf_node->get_parent();
- if (is_godot_single_root && parent_index == -1) {
- // For GODOT_single_root scenes, the root glTF node becomes the Godot scene root, so it
- // should not be included in the path. Ex: A/B/C, A is single root, we want B/C only.
- break;
- }
- path.insert(0, current_gltf_node->get_name());
- if (!is_godot_single_root && parent_index == -1) {
- break;
- }
- ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
- current_gltf_node = p_state->nodes[parent_index];
- }
- if (unlikely(path.is_empty())) {
- path.append(".");
- }
- return NodePath(path, subpath, false);
- }
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