Ported: [3.x] GLTF: Move shared defines into a separate gltf_defines.h file - aaronfranke

f1febed469
This commit is contained in:
Relintai 2022-11-30 15:50:09 +01:00
parent 13b8c888a0
commit 615529eb6b
16 changed files with 281 additions and 200 deletions

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@ -65,7 +65,7 @@ void GLTFAccessor::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // 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::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int 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::INT, "type"), "set_type", "get_type"); // GLTFType
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t> ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t> ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_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_count"), "set_sparse_count", "get_sparse_count"); // int
@ -121,7 +121,7 @@ int GLTFAccessor::get_type() {
} }
void GLTFAccessor::set_type(int p_type) { void GLTFAccessor::set_type(int p_type) {
type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum type = (GLTFType)p_type; // TODO: Register enum
} }
PoolVector<float> GLTFAccessor::get_min() { PoolVector<float> GLTFAccessor::get_min() {

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@ -32,7 +32,7 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
struct GLTFAccessor : public Resource { struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource); GDCLASS(GLTFAccessor, Resource);
@ -44,7 +44,7 @@ private:
int component_type = 0; int component_type = 0;
bool normalized = false; bool normalized = false;
int count = 0; int count = 0;
GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; GLTFType type = TYPE_SCALAR;
PoolVector<float> min; PoolVector<float> min;
PoolVector<float> max; PoolVector<float> max;
int sparse_count = 0; int sparse_count = 0;

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@ -32,7 +32,7 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
class GLTFBufferView : public Resource { class GLTFBufferView : public Resource {
GDCLASS(GLTFBufferView, Resource); GDCLASS(GLTFBufferView, Resource);

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@ -0,0 +1,90 @@
/*************************************************************************/
/* gltf_defines.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_DEFINES_H
#define GLTF_DEFINES_H
// This file should only be included by other headers.
// Godot classes used by GLTF headers.
class AnimationPlayer;
class BoneAttachment;
class CSGShape;
class DirectionalLight;
class GridMap;
class Light;
class MultiMeshInstance;
class Skeleton;
class Skin;
// GLTF classes.
struct GLTFAccessor;
class GLTFAnimation;
class GLTFBufferView;
class GLTFCamera;
class GLTFDocument;
class GLTFLight;
class GLTFMesh;
class GLTFNode;
class GLTFSkeleton;
class GLTFSkin;
class GLTFSpecGloss;
class GLTFState;
class GLTFTexture;
class GLTFTextureSampler;
class PackedSceneGLTF;
// GLTF index aliases.
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFLightIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
using GLTFTextureSamplerIndex = int;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
#endif // GLTF_DEFINES_H

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@ -38,17 +38,8 @@
#include "modules/skeleton_3d/resources/skin.h" #include "modules/skeleton_3d/resources/skin.h"
#endif #endif
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_camera.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "gltf_spec_gloss.h" #include "gltf_spec_gloss.h"
#include "gltf_state.h" #include "gltf_state.h"
#include "gltf_texture.h"
#include "core/bind/core_bind.h" // FIXME: Shouldn't use _Directory but DirAccess. #include "core/bind/core_bind.h" // FIXME: Shouldn't use _Directory but DirAccess.
#include "core/crypto/crypto_core.h" #include "core/crypto/crypto_core.h"
@ -987,58 +978,58 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
return OK; return OK;
} }
String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) { String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
if (p_type == GLTFDocument::TYPE_SCALAR) { if (p_type == GLTFType::TYPE_SCALAR) {
return "SCALAR"; return "SCALAR";
} }
if (p_type == GLTFDocument::TYPE_VEC2) { if (p_type == GLTFType::TYPE_VEC2) {
return "VEC2"; return "VEC2";
} }
if (p_type == GLTFDocument::TYPE_VEC3) { if (p_type == GLTFType::TYPE_VEC3) {
return "VEC3"; return "VEC3";
} }
if (p_type == GLTFDocument::TYPE_VEC4) { if (p_type == GLTFType::TYPE_VEC4) {
return "VEC4"; return "VEC4";
} }
if (p_type == GLTFDocument::TYPE_MAT2) { if (p_type == GLTFType::TYPE_MAT2) {
return "MAT2"; return "MAT2";
} }
if (p_type == GLTFDocument::TYPE_MAT3) { if (p_type == GLTFType::TYPE_MAT3) {
return "MAT3"; return "MAT3";
} }
if (p_type == GLTFDocument::TYPE_MAT4) { if (p_type == GLTFType::TYPE_MAT4) {
return "MAT4"; return "MAT4";
} }
ERR_FAIL_V("SCALAR"); ERR_FAIL_V("SCALAR");
} }
GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) { GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
if (p_string == "SCALAR") { if (p_string == "SCALAR") {
return GLTFDocument::TYPE_SCALAR; return GLTFType::TYPE_SCALAR;
} }
if (p_string == "VEC2") { if (p_string == "VEC2") {
return GLTFDocument::TYPE_VEC2; return GLTFType::TYPE_VEC2;
} }
if (p_string == "VEC3") { if (p_string == "VEC3") {
return GLTFDocument::TYPE_VEC3; return GLTFType::TYPE_VEC3;
} }
if (p_string == "VEC4") { if (p_string == "VEC4") {
return GLTFDocument::TYPE_VEC4; return GLTFType::TYPE_VEC4;
} }
if (p_string == "MAT2") { if (p_string == "MAT2") {
return GLTFDocument::TYPE_MAT2; return GLTFType::TYPE_MAT2;
} }
if (p_string == "MAT3") { if (p_string == "MAT3") {
return GLTFDocument::TYPE_MAT3; return GLTFType::TYPE_MAT3;
} }
if (p_string == "MAT4") { if (p_string == "MAT4") {
return GLTFDocument::TYPE_MAT4; return GLTFType::TYPE_MAT4;
} }
ERR_FAIL_V(GLTFDocument::TYPE_SCALAR); ERR_FAIL_V(GLTFType::TYPE_SCALAR);
} }
Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) { Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
@ -1599,7 +1590,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_INT; const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
PoolVector<float> max; PoolVector<float> max;
@ -1695,7 +1686,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2; const GLTFType type = GLTFType::TYPE_VEC2;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
@ -1756,7 +1747,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
max.resize(type_max.size()); max.resize(type_max.size());
@ -1832,7 +1823,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
@ -1891,7 +1882,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT; const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
PoolVector<float> max; PoolVector<float> max;
@ -1952,7 +1943,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quats(Ref<GLTFState> state,
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4; const GLTFType type = GLTFType::TYPE_VEC4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
@ -2029,7 +2020,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR; const GLTFType type = GLTFType::TYPE_SCALAR;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
@ -2087,7 +2078,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3; const GLTFType type = GLTFType::TYPE_VEC3;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;
@ -2167,7 +2158,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
accessor.instance(); accessor.instance();
GLTFBufferIndex buffer_view_i; GLTFBufferIndex buffer_view_i;
int64_t size = state->buffers[0].size(); int64_t size = state->buffers[0].size();
const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4; const GLTFType type = GLTFType::TYPE_MAT4;
const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT; const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
PoolVector<float> max; PoolVector<float> max;

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@ -38,6 +38,8 @@
#include "scene/resources/material.h" #include "scene/resources/material.h"
#include "scene/resources/texture.h" #include "scene/resources/texture.h"
#include "gltf_defines.h"
#include "gltf_animation.h" #include "gltf_animation.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap. #include "modules/modules_enabled.gen.h" // For csg, gridmap.
@ -51,49 +53,14 @@ class BoneAttachment;
class GridMap; class GridMap;
#endif // MODULE_GRIDMAP_ENABLED #endif // MODULE_GRIDMAP_ENABLED
class GLTFState;
class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
class GLTFTextureSampler;
class MultiMeshInstance;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
using GLTFBufferIndex = int;
using GLTFBufferViewIndex = int;
using GLTFCameraIndex = int;
using GLTFImageIndex = int;
using GLTFMaterialIndex = int;
using GLTFMeshIndex = int;
using GLTFLightIndex = int;
using GLTFNodeIndex = int;
using GLTFSkeletonIndex = int;
using GLTFSkinIndex = int;
using GLTFTextureIndex = int;
using GLTFTextureSamplerIndex = int;
class GLTFDocument : public Resource { class GLTFDocument : public Resource {
GDCLASS(GLTFDocument, Resource); GDCLASS(GLTFDocument, Resource);
friend class GLTFState;
friend class GLTFSkin;
friend class GLTFSkeleton;
private: private:
const float BAKE_FPS = 30.0f; const float BAKE_FPS = 30.0f;
public: public:
const int32_t JOINT_GROUP_SIZE = 4; const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
TYPE_SCALAR,
TYPE_VEC2,
TYPE_VEC3,
TYPE_VEC4,
TYPE_MAT2,
TYPE_MAT3,
TYPE_MAT4,
};
enum { enum {
ARRAY_BUFFER = 34962, ARRAY_BUFFER = 34962,
@ -115,65 +82,13 @@ public:
}; };
private: private:
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const Set<T> &p_inp) {
Array ret;
typename Set<T>::Element *elem = p_inp.front();
while (elem) {
ret.push_back(elem->get());
elem = elem->next();
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(Set<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const Map<K, V> &p_inp) {
Dictionary ret;
for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
ret[E->key()] = E->value();
}
return ret;
}
template <class K, class V>
static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
double _filter_number(double p_float); double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component); String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type); int _get_component_type_size(const int component_type);
Error _parse_scenes(Ref<GLTFState> state); Error _parse_scenes(Ref<GLTFState> state);
Error _parse_nodes(Ref<GLTFState> state); Error _parse_nodes(Ref<GLTFState> state);
String _get_type_name(const GLTFType p_component); String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFDocument::GLTFType p_type); String _get_accessor_type_name(const GLTFType p_type);
String _gen_unique_name(Ref<GLTFState> state, const String &p_name); String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_animation_name(const String &name); String _sanitize_animation_name(const String &name);
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name); String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);

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@ -32,7 +32,7 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
class GLTFNode : public Resource { class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource); GDCLASS(GLTFNode, Resource);

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@ -30,12 +30,19 @@
#include "gltf_skeleton.h" #include "gltf_skeleton.h"
#include "gltf_template_convert.h"
#ifdef MODULE_SKELETON_3D_ENABLED
#include "modules/skeleton_3d/nodes/bone_attachment.h"
#include "modules/skeleton_3d/nodes/skeleton.h"
#endif
void GLTFSkeleton::_bind_methods() { void GLTFSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints); ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints); ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots); ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots); ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
#ifdef MODULE_SKELETON_3D_ENABLED #ifdef MODULE_SKELETON_3D_ENABLED
ClassDB::bind_method(D_METHOD("get_pandemonium_skeleton"), &GLTFSkeleton::get_pandemonium_skeleton); ClassDB::bind_method(D_METHOD("get_pandemonium_skeleton"), &GLTFSkeleton::get_pandemonium_skeleton);
ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment); ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
@ -80,19 +87,19 @@ BoneAttachment *GLTFSkeleton::get_bone_attachment(int idx) {
#endif #endif
Array GLTFSkeleton::get_unique_names() { Array GLTFSkeleton::get_unique_names() {
return GLTFDocument::to_array(unique_names); return GLTFTemplateConvert::to_array(unique_names);
} }
void GLTFSkeleton::set_unique_names(Array p_unique_names) { void GLTFSkeleton::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names); GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
} }
Dictionary GLTFSkeleton::get_pandemonium_bone_node() { Dictionary GLTFSkeleton::get_pandemonium_bone_node() {
return GLTFDocument::to_dict(pandemonium_bone_node); return GLTFTemplateConvert::to_dict(pandemonium_bone_node);
} }
void GLTFSkeleton::set_pandemonium_bone_node(Dictionary p_indict) { void GLTFSkeleton::set_pandemonium_bone_node(Dictionary p_indict) {
GLTFDocument::set_from_dict(pandemonium_bone_node, p_indict); GLTFTemplateConvert::set_from_dict(pandemonium_bone_node, p_indict);
} }
int32_t GLTFSkeleton::get_bone_attachment_count() { int32_t GLTFSkeleton::get_bone_attachment_count() {

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@ -32,13 +32,13 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
#include "modules/modules_enabled.gen.h" #include "modules/modules_enabled.gen.h"
#ifdef MODULE_SKELETON_3D_ENABLED #ifdef MODULE_SKELETON_3D_ENABLED
#include "modules/skeleton_3d/nodes/bone_attachment.h" class Skeleton;
#include "modules/skeleton_3d/nodes/skeleton.h" class BoneAttachment;
#endif #endif
class GLTFSkeleton : public Resource { class GLTFSkeleton : public Resource {

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@ -32,6 +32,8 @@
#include "modules/modules_enabled.gen.h" #include "modules/modules_enabled.gen.h"
#include "gltf_template_convert.h"
#ifdef MODULE_SKELETON_3D_ENABLED #ifdef MODULE_SKELETON_3D_ENABLED
#include "modules/skeleton_3d/resources/skin.h" #include "modules/skeleton_3d/resources/skin.h"
#endif #endif
@ -90,11 +92,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
} }
Array GLTFSkin::get_inverse_binds() { Array GLTFSkin::get_inverse_binds() {
return GLTFDocument::to_array(inverse_binds); return GLTFTemplateConvert::to_array(inverse_binds);
} }
void GLTFSkin::set_inverse_binds(Array p_inverse_binds) { void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
GLTFDocument::set_from_array(inverse_binds, p_inverse_binds); GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
} }
Vector<GLTFNodeIndex> GLTFSkin::get_joints() { Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
@ -130,11 +132,11 @@ void GLTFSkin::set_skeleton(int p_skeleton) {
} }
Dictionary GLTFSkin::get_joint_i_to_bone_i() { Dictionary GLTFSkin::get_joint_i_to_bone_i() {
return GLTFDocument::to_dict(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) { void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
GLTFDocument::set_from_dict(joint_i_to_bone_i, 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 GLTFSkin::get_joint_i_to_name() {

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@ -32,7 +32,7 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
#include "modules/modules_enabled.gen.h" #include "modules/modules_enabled.gen.h"

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@ -30,6 +30,8 @@
#include "gltf_state.h" #include "gltf_state.h"
#include "scene/animation/animation_player.h"
void GLTFState::_bind_methods() { void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json); ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json); ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
@ -150,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
} }
Array GLTFState::get_nodes() { Array GLTFState::get_nodes() {
return GLTFDocument::to_array(nodes); return GLTFTemplateConvert::to_array(nodes);
} }
void GLTFState::set_nodes(Array p_nodes) { void GLTFState::set_nodes(Array p_nodes) {
GLTFDocument::set_from_array(nodes, p_nodes); GLTFTemplateConvert::set_from_array(nodes, p_nodes);
} }
Array GLTFState::get_buffers() { Array GLTFState::get_buffers() {
return GLTFDocument::to_array(buffers); return GLTFTemplateConvert::to_array(buffers);
} }
void GLTFState::set_buffers(Array p_buffers) { void GLTFState::set_buffers(Array p_buffers) {
GLTFDocument::set_from_array(buffers, p_buffers); GLTFTemplateConvert::set_from_array(buffers, p_buffers);
} }
Array GLTFState::get_buffer_views() { Array GLTFState::get_buffer_views() {
return GLTFDocument::to_array(buffer_views); return GLTFTemplateConvert::to_array(buffer_views);
} }
void GLTFState::set_buffer_views(Array p_buffer_views) { void GLTFState::set_buffer_views(Array p_buffer_views) {
GLTFDocument::set_from_array(buffer_views, p_buffer_views); GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
} }
Array GLTFState::get_accessors() { Array GLTFState::get_accessors() {
return GLTFDocument::to_array(accessors); return GLTFTemplateConvert::to_array(accessors);
} }
void GLTFState::set_accessors(Array p_accessors) { void GLTFState::set_accessors(Array p_accessors) {
GLTFDocument::set_from_array(accessors, p_accessors); GLTFTemplateConvert::set_from_array(accessors, p_accessors);
} }
Array GLTFState::get_meshes() { Array GLTFState::get_meshes() {
return GLTFDocument::to_array(meshes); return GLTFTemplateConvert::to_array(meshes);
} }
void GLTFState::set_meshes(Array p_meshes) { void GLTFState::set_meshes(Array p_meshes) {
GLTFDocument::set_from_array(meshes, p_meshes); GLTFTemplateConvert::set_from_array(meshes, p_meshes);
} }
Array GLTFState::get_materials() { Array GLTFState::get_materials() {
return GLTFDocument::to_array(materials); return GLTFTemplateConvert::to_array(materials);
} }
void GLTFState::set_materials(Array p_materials) { void GLTFState::set_materials(Array p_materials) {
GLTFDocument::set_from_array(materials, p_materials); GLTFTemplateConvert::set_from_array(materials, p_materials);
} }
String GLTFState::get_scene_name() { String GLTFState::get_scene_name() {
@ -206,99 +208,99 @@ void GLTFState::set_scene_name(String p_scene_name) {
} }
Array GLTFState::get_root_nodes() { Array GLTFState::get_root_nodes() {
return GLTFDocument::to_array(root_nodes); return GLTFTemplateConvert::to_array(root_nodes);
} }
void GLTFState::set_root_nodes(Array p_root_nodes) { void GLTFState::set_root_nodes(Array p_root_nodes) {
GLTFDocument::set_from_array(root_nodes, p_root_nodes); GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
} }
Array GLTFState::get_textures() { Array GLTFState::get_textures() {
return GLTFDocument::to_array(textures); return GLTFTemplateConvert::to_array(textures);
} }
void GLTFState::set_textures(Array p_textures) { void GLTFState::set_textures(Array p_textures) {
GLTFDocument::set_from_array(textures, p_textures); GLTFTemplateConvert::set_from_array(textures, p_textures);
} }
Array GLTFState::get_texture_samplers() { Array GLTFState::get_texture_samplers() {
return GLTFDocument::to_array(texture_samplers); return GLTFTemplateConvert::to_array(texture_samplers);
} }
void GLTFState::set_texture_samplers(Array p_texture_samplers) { void GLTFState::set_texture_samplers(Array p_texture_samplers) {
GLTFDocument::set_from_array(texture_samplers, p_texture_samplers); GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
} }
Array GLTFState::get_images() { Array GLTFState::get_images() {
return GLTFDocument::to_array(images); return GLTFTemplateConvert::to_array(images);
} }
void GLTFState::set_images(Array p_images) { void GLTFState::set_images(Array p_images) {
GLTFDocument::set_from_array(images, p_images); GLTFTemplateConvert::set_from_array(images, p_images);
} }
Array GLTFState::get_skins() { Array GLTFState::get_skins() {
return GLTFDocument::to_array(skins); return GLTFTemplateConvert::to_array(skins);
} }
void GLTFState::set_skins(Array p_skins) { void GLTFState::set_skins(Array p_skins) {
GLTFDocument::set_from_array(skins, p_skins); GLTFTemplateConvert::set_from_array(skins, p_skins);
} }
Array GLTFState::get_cameras() { Array GLTFState::get_cameras() {
return GLTFDocument::to_array(cameras); return GLTFTemplateConvert::to_array(cameras);
} }
void GLTFState::set_cameras(Array p_cameras) { void GLTFState::set_cameras(Array p_cameras) {
GLTFDocument::set_from_array(cameras, p_cameras); GLTFTemplateConvert::set_from_array(cameras, p_cameras);
} }
Array GLTFState::get_lights() { Array GLTFState::get_lights() {
return GLTFDocument::to_array(lights); return GLTFTemplateConvert::to_array(lights);
} }
void GLTFState::set_lights(Array p_lights) { void GLTFState::set_lights(Array p_lights) {
GLTFDocument::set_from_array(lights, p_lights); GLTFTemplateConvert::set_from_array(lights, p_lights);
} }
Array GLTFState::get_unique_names() { Array GLTFState::get_unique_names() {
return GLTFDocument::to_array(unique_names); return GLTFTemplateConvert::to_array(unique_names);
} }
void GLTFState::set_unique_names(Array p_unique_names) { void GLTFState::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names); GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
} }
Array GLTFState::get_unique_animation_names() { Array GLTFState::get_unique_animation_names() {
return GLTFDocument::to_array(unique_animation_names); return GLTFTemplateConvert::to_array(unique_animation_names);
} }
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) { void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names); GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
} }
Array GLTFState::get_skeletons() { Array GLTFState::get_skeletons() {
return GLTFDocument::to_array(skeletons); return GLTFTemplateConvert::to_array(skeletons);
} }
void GLTFState::set_skeletons(Array p_skeletons) { void GLTFState::set_skeletons(Array p_skeletons) {
GLTFDocument::set_from_array(skeletons, p_skeletons); GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
} }
Dictionary GLTFState::get_skeleton_to_node() { Dictionary GLTFState::get_skeleton_to_node() {
return GLTFDocument::to_dict(skeleton_to_node); return GLTFTemplateConvert::to_dict(skeleton_to_node);
} }
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) { void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node); GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
} }
Array GLTFState::get_animations() { Array GLTFState::get_animations() {
return GLTFDocument::to_array(animations); return GLTFTemplateConvert::to_array(animations);
} }
void GLTFState::set_animations(Array p_animations) { void GLTFState::set_animations(Array p_animations) {
GLTFDocument::set_from_array(animations, p_animations); GLTFTemplateConvert::set_from_array(animations, p_animations);
} }
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) { Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {

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@ -30,26 +30,18 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
#include "core/containers/map.h"
#include "core/object/resource.h"
#include "core/containers/vector.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
#include "gltf_accessor.h" #include "gltf_accessor.h"
#include "gltf_animation.h" #include "gltf_animation.h"
#include "gltf_buffer_view.h" #include "gltf_buffer_view.h"
#include "gltf_camera.h" #include "gltf_camera.h"
#include "gltf_document.h"
#include "gltf_light.h" #include "gltf_light.h"
#include "gltf_mesh.h" #include "gltf_mesh.h"
#include "gltf_node.h" #include "gltf_node.h"
#include "gltf_skeleton.h" #include "gltf_skeleton.h"
#include "gltf_skin.h" #include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "gltf_texture.h" #include "gltf_texture.h"
#include "gltf_texture_sampler.h" #include "gltf_texture_sampler.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/texture.h"
class GLTFState : public Resource { class GLTFState : public Resource {
GDCLASS(GLTFState, Resource); GDCLASS(GLTFState, Resource);

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@ -0,0 +1,94 @@
/*************************************************************************/
/* gltf_template_convert.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_TEMPLATE_CONVERT_H
#define GLTF_TEMPLATE_CONVERT_H
#include "core/variant/array.h"
#include "core/variant/dictionary.h"
#include "core/containers/set.h"
namespace GLTFTemplateConvert {
template <class T>
static Array to_array(const Vector<T> &p_inp) {
Array ret;
for (int i = 0; i < p_inp.size(); i++) {
ret.push_back(p_inp[i]);
}
return ret;
}
template <class T>
static Array to_array(const Set<T> &p_inp) {
Array ret;
typename Set<T>::Element *elem = p_inp.front();
while (elem) {
ret.push_back(elem->get());
elem = elem->next();
}
return ret;
}
template <class T>
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.push_back(p_inp[i]);
}
}
template <class T>
static void set_from_array(Set<T> &r_out, const Array &p_inp) {
r_out.clear();
for (int i = 0; i < p_inp.size(); i++) {
r_out.insert(p_inp[i]);
}
}
template <class K, class V>
static Dictionary to_dict(const Map<K, V> &p_inp) {
Dictionary ret;
for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
ret[E->key()] = E->value();
}
return ret;
}
template <class K, class V>
static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
r_out.clear();
Array keys = p_inp.keys();
for (int i = 0; i < keys.size(); i++) {
r_out[keys[i]] = p_inp[keys[i]];
}
}
} //namespace GLTFTemplateConvert
#endif // GLTF_TEMPLATE_CONVERT_H

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@ -32,7 +32,7 @@
#include "core/object/resource.h" #include "core/object/resource.h"
#include "gltf_document.h" #include "gltf_defines.h"
class GLTFTexture : public Resource { class GLTFTexture : public Resource {
GDCLASS(GLTFTexture, Resource); GDCLASS(GLTFTexture, Resource);

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@ -32,20 +32,8 @@
#include "register_types.h" #include "register_types.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_spec_gloss.h" #include "gltf_spec_gloss.h"
#include "gltf_state.h" #include "gltf_state.h"
#include "gltf_texture.h"
#include "packed_scene_gltf.h"
#ifdef TOOLS_ENABLED #ifdef TOOLS_ENABLED
#include "editor/editor_node.h" #include "editor/editor_node.h"