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- /**************************************************************************/
- /* gltf_skin.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_skin.h"
- #include "../gltf_template_convert.h"
- #include "core/variant/typed_array.h"
- #include "scene/resources/skin.h"
- void GLTFSkin::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
- ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
- ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
- ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
- ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
- ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
- ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
- ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
- ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
- ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
- ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
- ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
- ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
- ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
- ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
- ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
- ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
- ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
- ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
- ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
- ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
- ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // RBMap<int,
- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // RBMap<int,
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
- }
- GLTFNodeIndex GLTFSkin::get_skin_root() {
- return skin_root;
- }
- void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
- skin_root = p_skin_root;
- }
- Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
- return joints_original;
- }
- void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
- joints_original = p_joints_original;
- }
- TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
- return GLTFTemplateConvert::to_array(inverse_binds);
- }
- void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) {
- GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
- }
- Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
- return joints;
- }
- void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
- joints = p_joints;
- }
- Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
- return non_joints;
- }
- void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
- non_joints = p_non_joints;
- }
- Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
- return roots;
- }
- void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
- roots = p_roots;
- }
- int GLTFSkin::get_skeleton() {
- return skeleton;
- }
- void GLTFSkin::set_skeleton(int p_skeleton) {
- skeleton = p_skeleton;
- }
- Dictionary GLTFSkin::get_joint_i_to_bone_i() {
- return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
- }
- void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
- GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
- }
- Dictionary GLTFSkin::get_joint_i_to_name() {
- Dictionary ret;
- HashMap<int, StringName>::Iterator elem = joint_i_to_name.begin();
- while (elem) {
- ret[elem->key] = String(elem->value);
- ++elem;
- }
- return ret;
- }
- void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
- joint_i_to_name = HashMap<int, StringName>();
- Array keys = p_joint_i_to_name.keys();
- for (int i = 0; i < keys.size(); i++) {
- joint_i_to_name[keys[i]] = p_joint_i_to_name[keys[i]];
- }
- }
- Ref<Skin> GLTFSkin::get_godot_skin() {
- return godot_skin;
- }
- void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
- godot_skin = p_godot_skin;
- }
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