| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191 | /*************************************************************************//*  gltf_accessor.cpp                                                    *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   *//*                                                                       *//* 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_accessor.h"#include "gltf_document_extension.h"void GLTFAccessor::_bind_methods() {	ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);	ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);	ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset);	ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset);	ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type);	ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type);	ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized);	ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized);	ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count);	ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count);	ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type);	ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type);	ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min);	ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min);	ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max);	ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max);	ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count);	ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count);	ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view);	ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view);	ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset);	ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset);	ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type);	ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type);	ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view);	ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view);	ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset);	ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset);	ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex	ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool	ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int}GLTFBufferViewIndex GLTFAccessor::get_buffer_view() {	return buffer_view;}void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) {	buffer_view = p_buffer_view;}int GLTFAccessor::get_byte_offset() {	return byte_offset;}void GLTFAccessor::set_byte_offset(int p_byte_offset) {	byte_offset = p_byte_offset;}int GLTFAccessor::get_component_type() {	return component_type;}void GLTFAccessor::set_component_type(int p_component_type) {	component_type = p_component_type;}bool GLTFAccessor::get_normalized() {	return normalized;}void GLTFAccessor::set_normalized(bool p_normalized) {	normalized = p_normalized;}int GLTFAccessor::get_count() {	return count;}void GLTFAccessor::set_count(int p_count) {	count = p_count;}int GLTFAccessor::get_type() {	return (int)type;}void GLTFAccessor::set_type(int p_type) {	type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum}Vector<double> GLTFAccessor::get_min() {	return min;}void GLTFAccessor::set_min(Vector<double> p_min) {	min = p_min;}Vector<double> GLTFAccessor::get_max() {	return max;}void GLTFAccessor::set_max(Vector<double> p_max) {	max = p_max;}int GLTFAccessor::get_sparse_count() {	return sparse_count;}void GLTFAccessor::set_sparse_count(int p_sparse_count) {	sparse_count = p_sparse_count;}int GLTFAccessor::get_sparse_indices_buffer_view() {	return sparse_indices_buffer_view;}void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) {	sparse_indices_buffer_view = p_sparse_indices_buffer_view;}int GLTFAccessor::get_sparse_indices_byte_offset() {	return sparse_indices_byte_offset;}void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) {	sparse_indices_byte_offset = p_sparse_indices_byte_offset;}int GLTFAccessor::get_sparse_indices_component_type() {	return sparse_indices_component_type;}void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) {	sparse_indices_component_type = p_sparse_indices_component_type;}int GLTFAccessor::get_sparse_values_buffer_view() {	return sparse_values_buffer_view;}void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) {	sparse_values_buffer_view = p_sparse_values_buffer_view;}int GLTFAccessor::get_sparse_values_byte_offset() {	return sparse_values_byte_offset;}void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) {	sparse_values_byte_offset = p_sparse_values_byte_offset;}
 |