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) 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_state.h"
  31. #include "scene/animation/animation_player.h"
  32. void GLTFState::_bind_methods() {
  33. ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
  34. ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
  35. ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
  36. ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
  37. ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
  38. ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
  39. ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
  40. ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
  41. ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
  42. ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
  43. ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
  44. ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
  45. ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
  46. ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
  47. ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
  48. ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
  49. ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
  50. ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
  51. ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
  52. ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
  53. ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
  54. ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
  55. ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
  56. ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
  57. ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
  58. ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
  59. ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
  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_texture_samplers"), &GLTFState::get_texture_samplers);
  65. ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
  66. ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
  67. ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
  68. ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
  69. ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
  70. ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
  71. ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
  72. ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
  73. ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
  74. ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
  75. ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
  76. ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
  77. ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
  78. ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
  79. ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
  80. ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
  81. ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
  82. ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
  83. ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
  84. ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
  85. ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
  86. ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
  87. ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFState::get_additional_data);
  88. ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFState::set_additional_data);
  89. ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
  90. ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
  91. ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
  92. ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
  93. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
  94. 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>>
  95. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
  96. 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>>
  97. 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>>
  98. 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>>
  99. 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>
  100. ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
  101. ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
  102. 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>>
  103. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "texture_samplers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_texture_samplers", "get_texture_samplers"); //Vector<Ref<GLTFTextureSampler>>
  104. 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>
  105. 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>>
  106. 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>>
  107. 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>>
  108. 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>
  109. 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>
  110. 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>>
  111. 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"); // Map<GLTFSkeletonIndex,
  112. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
  113. 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>>
  114. }
  115. void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) {
  116. if (extensions_used.find(p_extension_name) == -1) {
  117. extensions_used.push_back(p_extension_name);
  118. }
  119. if (p_required) {
  120. if (extensions_required.find(p_extension_name) == -1) {
  121. extensions_required.push_back(p_extension_name);
  122. }
  123. }
  124. }
  125. Dictionary GLTFState::get_json() {
  126. return json;
  127. }
  128. void GLTFState::set_json(Dictionary p_json) {
  129. json = p_json;
  130. }
  131. int GLTFState::get_major_version() {
  132. return major_version;
  133. }
  134. void GLTFState::set_major_version(int p_major_version) {
  135. major_version = p_major_version;
  136. }
  137. int GLTFState::get_minor_version() {
  138. return minor_version;
  139. }
  140. void GLTFState::set_minor_version(int p_minor_version) {
  141. minor_version = p_minor_version;
  142. }
  143. Vector<uint8_t> GLTFState::get_glb_data() {
  144. return glb_data;
  145. }
  146. void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
  147. glb_data = p_glb_data;
  148. }
  149. bool GLTFState::get_use_named_skin_binds() {
  150. return use_named_skin_binds;
  151. }
  152. void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
  153. use_named_skin_binds = p_use_named_skin_binds;
  154. }
  155. Array GLTFState::get_nodes() {
  156. return GLTFTemplateConvert::to_array(nodes);
  157. }
  158. void GLTFState::set_nodes(Array p_nodes) {
  159. GLTFTemplateConvert::set_from_array(nodes, p_nodes);
  160. }
  161. Array GLTFState::get_buffers() {
  162. return GLTFTemplateConvert::to_array(buffers);
  163. }
  164. void GLTFState::set_buffers(Array p_buffers) {
  165. GLTFTemplateConvert::set_from_array(buffers, p_buffers);
  166. }
  167. Array GLTFState::get_buffer_views() {
  168. return GLTFTemplateConvert::to_array(buffer_views);
  169. }
  170. void GLTFState::set_buffer_views(Array p_buffer_views) {
  171. GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
  172. }
  173. Array GLTFState::get_accessors() {
  174. return GLTFTemplateConvert::to_array(accessors);
  175. }
  176. void GLTFState::set_accessors(Array p_accessors) {
  177. GLTFTemplateConvert::set_from_array(accessors, p_accessors);
  178. }
  179. Array GLTFState::get_meshes() {
  180. return GLTFTemplateConvert::to_array(meshes);
  181. }
  182. void GLTFState::set_meshes(Array p_meshes) {
  183. GLTFTemplateConvert::set_from_array(meshes, p_meshes);
  184. }
  185. Array GLTFState::get_materials() {
  186. return GLTFTemplateConvert::to_array(materials);
  187. }
  188. void GLTFState::set_materials(Array p_materials) {
  189. GLTFTemplateConvert::set_from_array(materials, p_materials);
  190. }
  191. String GLTFState::get_scene_name() {
  192. return scene_name;
  193. }
  194. void GLTFState::set_scene_name(String p_scene_name) {
  195. scene_name = p_scene_name;
  196. }
  197. Array GLTFState::get_root_nodes() {
  198. return GLTFTemplateConvert::to_array(root_nodes);
  199. }
  200. void GLTFState::set_root_nodes(Array p_root_nodes) {
  201. GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
  202. }
  203. Array GLTFState::get_textures() {
  204. return GLTFTemplateConvert::to_array(textures);
  205. }
  206. void GLTFState::set_textures(Array p_textures) {
  207. GLTFTemplateConvert::set_from_array(textures, p_textures);
  208. }
  209. Array GLTFState::get_texture_samplers() {
  210. return GLTFTemplateConvert::to_array(texture_samplers);
  211. }
  212. void GLTFState::set_texture_samplers(Array p_texture_samplers) {
  213. GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
  214. }
  215. Array GLTFState::get_images() {
  216. return GLTFTemplateConvert::to_array(images);
  217. }
  218. void GLTFState::set_images(Array p_images) {
  219. GLTFTemplateConvert::set_from_array(images, p_images);
  220. }
  221. Array GLTFState::get_skins() {
  222. return GLTFTemplateConvert::to_array(skins);
  223. }
  224. void GLTFState::set_skins(Array p_skins) {
  225. GLTFTemplateConvert::set_from_array(skins, p_skins);
  226. }
  227. Array GLTFState::get_cameras() {
  228. return GLTFTemplateConvert::to_array(cameras);
  229. }
  230. void GLTFState::set_cameras(Array p_cameras) {
  231. GLTFTemplateConvert::set_from_array(cameras, p_cameras);
  232. }
  233. Array GLTFState::get_lights() {
  234. return GLTFTemplateConvert::to_array(lights);
  235. }
  236. void GLTFState::set_lights(Array p_lights) {
  237. GLTFTemplateConvert::set_from_array(lights, p_lights);
  238. }
  239. Array GLTFState::get_unique_names() {
  240. return GLTFTemplateConvert::to_array(unique_names);
  241. }
  242. void GLTFState::set_unique_names(Array p_unique_names) {
  243. GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
  244. }
  245. Array GLTFState::get_unique_animation_names() {
  246. return GLTFTemplateConvert::to_array(unique_animation_names);
  247. }
  248. void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
  249. GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
  250. }
  251. Array GLTFState::get_skeletons() {
  252. return GLTFTemplateConvert::to_array(skeletons);
  253. }
  254. void GLTFState::set_skeletons(Array p_skeletons) {
  255. GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
  256. }
  257. Dictionary GLTFState::get_skeleton_to_node() {
  258. return GLTFTemplateConvert::to_dict(skeleton_to_node);
  259. }
  260. void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
  261. GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
  262. }
  263. bool GLTFState::get_create_animations() {
  264. return create_animations;
  265. }
  266. void GLTFState::set_create_animations(bool p_create_animations) {
  267. create_animations = p_create_animations;
  268. }
  269. Array GLTFState::get_animations() {
  270. return GLTFTemplateConvert::to_array(animations);
  271. }
  272. void GLTFState::set_animations(Array p_animations) {
  273. GLTFTemplateConvert::set_from_array(animations, p_animations);
  274. }
  275. Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
  276. if (!scene_nodes.has(idx)) {
  277. return nullptr;
  278. }
  279. return scene_nodes[idx];
  280. }
  281. int GLTFState::get_animation_players_count(int idx) {
  282. return animation_players.size();
  283. }
  284. AnimationPlayer *GLTFState::get_animation_player(int idx) {
  285. ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
  286. return animation_players[idx];
  287. }
  288. Variant GLTFState::get_additional_data(const String &p_extension_name) {
  289. return additional_data[p_extension_name];
  290. }
  291. void GLTFState::set_additional_data(const String &p_extension_name, Variant p_additional_data) {
  292. additional_data[p_extension_name] = p_additional_data;
  293. }