mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 12:26:59 +01:00
177 lines
5.7 KiB
C++
177 lines
5.7 KiB
C++
#ifndef GLTF_STATE_H
|
|
#define GLTF_STATE_H
|
|
/*************************************************************************/
|
|
/* gltf_state.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. */
|
|
/*************************************************************************/
|
|
|
|
#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_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_texture.h"
|
|
|
|
class GLTFState : public Resource {
|
|
GDCLASS(GLTFState, Resource);
|
|
friend class GLTFDocument;
|
|
friend class PackedSceneGLTF;
|
|
|
|
String filename;
|
|
Dictionary json;
|
|
int major_version = 0;
|
|
int minor_version = 0;
|
|
Vector<uint8_t> glb_data;
|
|
|
|
bool use_named_skin_binds = false;
|
|
bool use_legacy_names = false;
|
|
uint32_t compress_flags = 0;
|
|
|
|
Vector<Ref<GLTFNode>> nodes;
|
|
Vector<Vector<uint8_t>> buffers;
|
|
Vector<Ref<GLTFBufferView>> buffer_views;
|
|
Vector<Ref<GLTFAccessor>> accessors;
|
|
|
|
Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
|
|
|
|
Vector<AnimationPlayer *> animation_players;
|
|
Map<Ref<Material>, GLTFMaterialIndex> material_cache;
|
|
Vector<Ref<Material>> materials;
|
|
|
|
String scene_name;
|
|
Vector<int> root_nodes;
|
|
Vector<Ref<GLTFTexture>> textures;
|
|
Vector<Ref<Texture>> images;
|
|
|
|
Vector<Ref<GLTFSkin>> skins;
|
|
Vector<Ref<GLTFCamera>> cameras;
|
|
Vector<Ref<GLTFLight>> lights;
|
|
Set<String> unique_names;
|
|
Set<String> unique_animation_names;
|
|
|
|
Vector<Ref<GLTFSkeleton>> skeletons;
|
|
Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
|
|
Vector<Ref<GLTFAnimation>> animations;
|
|
Map<GLTFNodeIndex, Node *> scene_nodes;
|
|
|
|
Map<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
|
|
Map<ObjectID, Map<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
Dictionary get_json();
|
|
void set_json(Dictionary p_json);
|
|
|
|
int get_major_version();
|
|
void set_major_version(int p_major_version);
|
|
|
|
int get_minor_version();
|
|
void set_minor_version(int p_minor_version);
|
|
|
|
Vector<uint8_t> get_glb_data();
|
|
void set_glb_data(Vector<uint8_t> p_glb_data);
|
|
|
|
bool get_use_named_skin_binds();
|
|
void set_use_named_skin_binds(bool p_use_named_skin_binds);
|
|
|
|
Array get_nodes();
|
|
void set_nodes(Array p_nodes);
|
|
|
|
Array get_buffers();
|
|
void set_buffers(Array p_buffers);
|
|
|
|
Array get_buffer_views();
|
|
void set_buffer_views(Array p_buffer_views);
|
|
|
|
Array get_accessors();
|
|
void set_accessors(Array p_accessors);
|
|
|
|
Array get_meshes();
|
|
void set_meshes(Array p_meshes);
|
|
|
|
Array get_materials();
|
|
void set_materials(Array p_materials);
|
|
|
|
String get_scene_name();
|
|
void set_scene_name(String p_scene_name);
|
|
|
|
Array get_root_nodes();
|
|
void set_root_nodes(Array p_root_nodes);
|
|
|
|
Array get_textures();
|
|
void set_textures(Array p_textures);
|
|
|
|
Array get_images();
|
|
void set_images(Array p_images);
|
|
|
|
Array get_skins();
|
|
void set_skins(Array p_skins);
|
|
|
|
Array get_cameras();
|
|
void set_cameras(Array p_cameras);
|
|
|
|
Array get_lights();
|
|
void set_lights(Array p_lights);
|
|
|
|
Array get_unique_names();
|
|
void set_unique_names(Array p_unique_names);
|
|
|
|
Array get_unique_animation_names();
|
|
void set_unique_animation_names(Array p_unique_names);
|
|
|
|
Array get_skeletons();
|
|
void set_skeletons(Array p_skeletons);
|
|
|
|
Dictionary get_skeleton_to_node();
|
|
void set_skeleton_to_node(Dictionary p_skeleton_to_node);
|
|
|
|
Array get_animations();
|
|
void set_animations(Array p_animations);
|
|
|
|
Node *get_scene_node(GLTFNodeIndex idx);
|
|
|
|
int get_animation_players_count(int idx);
|
|
|
|
AnimationPlayer *get_animation_player(int idx);
|
|
};
|
|
|
|
#endif // GLTF_STATE_H
|