/*************************************************************************/ /* gltf_accessor.cpp */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 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_accessor.h" void GLTFAccessor::_bind_methods() { ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view); ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view); ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset); ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset); ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type); ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type); ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized); ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized); ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count); ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count); ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type); ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type); ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min); ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min); ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max); ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max); ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count); ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count); ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view); ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view); ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset); ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset); ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type); ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type); ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view); ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view); ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset); ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset); ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // 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::INT, "count"), "set_count", "get_count"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "min"), "set_min", "get_min"); // Vector ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "max"), "set_max", "get_max"); // Vector ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int } GLTFBufferViewIndex GLTFAccessor::get_buffer_view() { return buffer_view; } void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) { buffer_view = p_buffer_view; } int GLTFAccessor::get_byte_offset() { return byte_offset; } void GLTFAccessor::set_byte_offset(int p_byte_offset) { byte_offset = p_byte_offset; } int GLTFAccessor::get_component_type() { return component_type; } void GLTFAccessor::set_component_type(int p_component_type) { component_type = p_component_type; } bool GLTFAccessor::get_normalized() { return normalized; } void GLTFAccessor::set_normalized(bool p_normalized) { normalized = p_normalized; } int GLTFAccessor::get_count() { return count; } void GLTFAccessor::set_count(int p_count) { count = p_count; } int GLTFAccessor::get_type() { return (int)type; } void GLTFAccessor::set_type(int p_type) { type = (GLTFType)p_type; // TODO: Register enum } PoolVector GLTFAccessor::get_min() { return min; } void GLTFAccessor::set_min(PoolVector p_min) { min = p_min; } PoolVector GLTFAccessor::get_max() { return max; } void GLTFAccessor::set_max(PoolVector p_max) { max = p_max; } int GLTFAccessor::get_sparse_count() { return sparse_count; } void GLTFAccessor::set_sparse_count(int p_sparse_count) { sparse_count = p_sparse_count; } int GLTFAccessor::get_sparse_indices_buffer_view() { return sparse_indices_buffer_view; } void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) { sparse_indices_buffer_view = p_sparse_indices_buffer_view; } int GLTFAccessor::get_sparse_indices_byte_offset() { return sparse_indices_byte_offset; } void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) { sparse_indices_byte_offset = p_sparse_indices_byte_offset; } int GLTFAccessor::get_sparse_indices_component_type() { return sparse_indices_component_type; } void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) { sparse_indices_component_type = p_sparse_indices_component_type; } int GLTFAccessor::get_sparse_values_buffer_view() { return sparse_values_buffer_view; } void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) { sparse_values_buffer_view = p_sparse_values_buffer_view; } int GLTFAccessor::get_sparse_values_byte_offset() { return sparse_values_byte_offset; } void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) { sparse_values_byte_offset = p_sparse_values_byte_offset; }