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- /*************************************************************************/
- /* gltf_state.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2022 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. */
- /*************************************************************************/
- #ifndef GLTF_STATE_H
- #define GLTF_STATE_H
- #include "core/resource.h"
- #include "core/vector.h"
- #include "editor_scene_importer_gltf.h"
- #include "gltf_accessor.h"
- #include "gltf_animation.h"
- #include "gltf_buffer_view.h"
- #include "gltf_camera.h"
- #include "gltf_document.h"
- #include "gltf_light.h"
- #include "gltf_mesh.h"
- #include "gltf_node.h"
- #include "gltf_skeleton.h"
- #include "gltf_skin.h"
- #include "gltf_texture.h"
- #include "core/map.h"
- #include "core/pair.h"
- #include "core/resource.h"
- #include "core/vector.h"
- #include "scene/animation/animation_player.h"
- #include "scene/resources/texture.h"
- class GLTFState : public Resource {
- GDCLASS(GLTFState, Resource);
- friend class GLTFDocument;
- friend class PackedSceneGLTF;
- String filename;
- Dictionary json;
- int major_version = 0;
- int minor_version = 0;
- Vector<uint8_t> glb_data;
- bool use_named_skin_binds = false;
- bool use_legacy_names = false;
- uint32_t compress_flags = 0;
- Vector<Ref<GLTFNode>> nodes;
- Vector<Vector<uint8_t>> buffers;
- Vector<Ref<GLTFBufferView>> buffer_views;
- Vector<Ref<GLTFAccessor>> accessors;
- Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
- Vector<AnimationPlayer *> animation_players;
- Map<Ref<Material>, GLTFMaterialIndex> material_cache;
- Vector<Ref<Material>> materials;
- String scene_name;
- Vector<int> root_nodes;
- Vector<Ref<GLTFTexture>> textures;
- Vector<Ref<Texture>> images;
- Vector<Ref<GLTFSkin>> skins;
- Vector<Ref<GLTFCamera>> cameras;
- Vector<Ref<GLTFLight>> lights;
- Set<String> unique_names;
- Set<String> unique_animation_names;
- Vector<Ref<GLTFSkeleton>> skeletons;
- Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
- Vector<Ref<GLTFAnimation>> animations;
- Map<GLTFNodeIndex, Node *> scene_nodes;
- Map<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
- Map<ObjectID, Map<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
- protected:
- static void _bind_methods();
- public:
- Dictionary get_json();
- void set_json(Dictionary p_json);
- int get_major_version();
- void set_major_version(int p_major_version);
- int get_minor_version();
- void set_minor_version(int p_minor_version);
- Vector<uint8_t> get_glb_data();
- void set_glb_data(Vector<uint8_t> p_glb_data);
- bool get_use_named_skin_binds();
- void set_use_named_skin_binds(bool p_use_named_skin_binds);
- Array get_nodes();
- void set_nodes(Array p_nodes);
- Array get_buffers();
- void set_buffers(Array p_buffers);
- Array get_buffer_views();
- void set_buffer_views(Array p_buffer_views);
- Array get_accessors();
- void set_accessors(Array p_accessors);
- Array get_meshes();
- void set_meshes(Array p_meshes);
- Array get_materials();
- void set_materials(Array p_materials);
- String get_scene_name();
- void set_scene_name(String p_scene_name);
- Array get_root_nodes();
- void set_root_nodes(Array p_root_nodes);
- Array get_textures();
- void set_textures(Array p_textures);
- Array get_images();
- void set_images(Array p_images);
- Array get_skins();
- void set_skins(Array p_skins);
- Array get_cameras();
- void set_cameras(Array p_cameras);
- Array get_lights();
- void set_lights(Array p_lights);
- Array get_unique_names();
- void set_unique_names(Array p_unique_names);
- Array get_unique_animation_names();
- void set_unique_animation_names(Array p_unique_names);
- Array get_skeletons();
- void set_skeletons(Array p_skeletons);
- Dictionary get_skeleton_to_node();
- void set_skeleton_to_node(Dictionary p_skeleton_to_node);
- Array get_animations();
- void set_animations(Array p_animations);
- Node *get_scene_node(GLTFNodeIndex idx);
- int get_animation_players_count(int idx);
- AnimationPlayer *get_animation_player(int idx);
- //void set_scene_nodes(Map<GLTFNodeIndex, Node *> p_scene_nodes) {
- // this->scene_nodes = p_scene_nodes;
- //}
- //void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
- // this->animation_players = p_animation_players;
- //}
- //Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
- // return this->material_cache;
- //}
- //void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
- // this->material_cache = p_material_cache;
- //}
- };
- #endif // GLTF_STATE_H
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