/*************************************************************************/ /* gltf_state.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "gltf_state.h" void GLTFState::_bind_methods() { 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("get_major_version"), &GLTFState::get_major_version); ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version); ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version); ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version); ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data); ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data); ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds); ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds); ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes); ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes); ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers); ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers); ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views); ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views); ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors); ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors); ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes); ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes); ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count); ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player); ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials); ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials); ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name); ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name); ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes); ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes); ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures); ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures); ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers); ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers); ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images); ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images); ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins); ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins); ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras); ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras); ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights); ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights); ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names); ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names); ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names); ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names); ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons); ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons); ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node); ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node); ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations); ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations); ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node); ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_nodes", "get_nodes"); // Vector> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector 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> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "accessors", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_accessors", "get_accessors"); // Vector> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_meshes", "get_meshes"); // Vector> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_materials", "get_materials"); // Vector ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector> 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> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector> 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 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 ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector> 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> } Dictionary GLTFState::get_json() { return json; } void GLTFState::set_json(Dictionary p_json) { json = p_json; } int GLTFState::get_major_version() { return major_version; } void GLTFState::set_major_version(int p_major_version) { major_version = p_major_version; } int GLTFState::get_minor_version() { return minor_version; } void GLTFState::set_minor_version(int p_minor_version) { minor_version = p_minor_version; } Vector GLTFState::get_glb_data() { return glb_data; } void GLTFState::set_glb_data(Vector p_glb_data) { glb_data = p_glb_data; } bool GLTFState::get_use_named_skin_binds() { return use_named_skin_binds; } void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) { use_named_skin_binds = p_use_named_skin_binds; } Array GLTFState::get_nodes() { return GLTFDocument::to_array(nodes); } void GLTFState::set_nodes(Array p_nodes) { GLTFDocument::set_from_array(nodes, p_nodes); } Array GLTFState::get_buffers() { return GLTFDocument::to_array(buffers); } void GLTFState::set_buffers(Array p_buffers) { GLTFDocument::set_from_array(buffers, p_buffers); } Array GLTFState::get_buffer_views() { return GLTFDocument::to_array(buffer_views); } void GLTFState::set_buffer_views(Array p_buffer_views) { GLTFDocument::set_from_array(buffer_views, p_buffer_views); } Array GLTFState::get_accessors() { return GLTFDocument::to_array(accessors); } void GLTFState::set_accessors(Array p_accessors) { GLTFDocument::set_from_array(accessors, p_accessors); } Array GLTFState::get_meshes() { return GLTFDocument::to_array(meshes); } void GLTFState::set_meshes(Array p_meshes) { GLTFDocument::set_from_array(meshes, p_meshes); } Array GLTFState::get_materials() { return GLTFDocument::to_array(materials); } void GLTFState::set_materials(Array p_materials) { GLTFDocument::set_from_array(materials, p_materials); } String GLTFState::get_scene_name() { return scene_name; } void GLTFState::set_scene_name(String p_scene_name) { scene_name = p_scene_name; } Array GLTFState::get_root_nodes() { return GLTFDocument::to_array(root_nodes); } void GLTFState::set_root_nodes(Array p_root_nodes) { GLTFDocument::set_from_array(root_nodes, p_root_nodes); } Array GLTFState::get_textures() { return GLTFDocument::to_array(textures); } void GLTFState::set_textures(Array p_textures) { GLTFDocument::set_from_array(textures, p_textures); } Array GLTFState::get_texture_samplers() { return GLTFDocument::to_array(texture_samplers); } void GLTFState::set_texture_samplers(Array p_texture_samplers) { GLTFDocument::set_from_array(texture_samplers, p_texture_samplers); } Array GLTFState::get_images() { return GLTFDocument::to_array(images); } void GLTFState::set_images(Array p_images) { GLTFDocument::set_from_array(images, p_images); } Array GLTFState::get_skins() { return GLTFDocument::to_array(skins); } void GLTFState::set_skins(Array p_skins) { GLTFDocument::set_from_array(skins, p_skins); } Array GLTFState::get_cameras() { return GLTFDocument::to_array(cameras); } void GLTFState::set_cameras(Array p_cameras) { GLTFDocument::set_from_array(cameras, p_cameras); } Array GLTFState::get_lights() { return GLTFDocument::to_array(lights); } void GLTFState::set_lights(Array p_lights) { GLTFDocument::set_from_array(lights, p_lights); } Array GLTFState::get_unique_names() { return GLTFDocument::to_array(unique_names); } void GLTFState::set_unique_names(Array p_unique_names) { GLTFDocument::set_from_array(unique_names, p_unique_names); } Array GLTFState::get_unique_animation_names() { return GLTFDocument::to_array(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); } Array GLTFState::get_skeletons() { return GLTFDocument::to_array(skeletons); } void GLTFState::set_skeletons(Array p_skeletons) { GLTFDocument::set_from_array(skeletons, p_skeletons); } Dictionary GLTFState::get_skeleton_to_node() { return GLTFDocument::to_dict(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); } Array GLTFState::get_animations() { return GLTFDocument::to_array(animations); } void GLTFState::set_animations(Array p_animations) { GLTFDocument::set_from_array(animations, p_animations); } Node *GLTFState::get_scene_node(GLTFNodeIndex idx) { if (!scene_nodes.has(idx)) { return nullptr; } return scene_nodes[idx]; } int GLTFState::get_animation_players_count(int idx) { return animation_players.size(); } AnimationPlayer *GLTFState::get_animation_player(int idx) { ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr); return animation_players[idx]; }