gltf_skin.cpp 7.5 KB

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  1. /**************************************************************************/
  2. /* gltf_skin.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_skin.h"
  31. #include "../gltf_template_convert.h"
  32. #include "core/variant/typed_array.h"
  33. #include "scene/resources/skin.h"
  34. void GLTFSkin::_bind_methods() {
  35. ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
  36. ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
  37. ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
  38. ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
  39. ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
  40. ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
  41. ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
  42. ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
  43. ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
  44. ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
  45. ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
  46. ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
  47. ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
  48. ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
  49. ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
  50. ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
  51. ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
  52. ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
  53. ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
  54. ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
  55. ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
  56. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
  57. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
  58. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
  59. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
  60. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
  61. ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
  62. 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,
  63. 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,
  64. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
  65. }
  66. GLTFNodeIndex GLTFSkin::get_skin_root() {
  67. return skin_root;
  68. }
  69. void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
  70. skin_root = p_skin_root;
  71. }
  72. Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
  73. return joints_original;
  74. }
  75. void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
  76. joints_original = p_joints_original;
  77. }
  78. TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
  79. return GLTFTemplateConvert::to_array(inverse_binds);
  80. }
  81. void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) {
  82. GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
  83. }
  84. Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
  85. return joints;
  86. }
  87. void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
  88. joints = p_joints;
  89. }
  90. Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
  91. return non_joints;
  92. }
  93. void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
  94. non_joints = p_non_joints;
  95. }
  96. Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
  97. return roots;
  98. }
  99. void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
  100. roots = p_roots;
  101. }
  102. int GLTFSkin::get_skeleton() {
  103. return skeleton;
  104. }
  105. void GLTFSkin::set_skeleton(int p_skeleton) {
  106. skeleton = p_skeleton;
  107. }
  108. Dictionary GLTFSkin::get_joint_i_to_bone_i() {
  109. return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
  110. }
  111. void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
  112. GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
  113. }
  114. Dictionary GLTFSkin::get_joint_i_to_name() {
  115. Dictionary ret;
  116. HashMap<int, StringName>::Iterator elem = joint_i_to_name.begin();
  117. while (elem) {
  118. ret[elem->key] = String(elem->value);
  119. ++elem;
  120. }
  121. return ret;
  122. }
  123. void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
  124. joint_i_to_name = HashMap<int, StringName>();
  125. Array keys = p_joint_i_to_name.keys();
  126. for (int i = 0; i < keys.size(); i++) {
  127. joint_i_to_name[keys[i]] = p_joint_i_to_name[keys[i]];
  128. }
  129. }
  130. Ref<Skin> GLTFSkin::get_godot_skin() {
  131. return godot_skin;
  132. }
  133. void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
  134. godot_skin = p_godot_skin;
  135. }