mirror of
https://github.com/Relintai/pandemonium_engine.git
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197 lines
6.4 KiB
C++
197 lines
6.4 KiB
C++
#ifndef GLTF_STATE_H
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#define GLTF_STATE_H
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/*************************************************************************/
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/* gltf_state.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "extensions/gltf_light.h"
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#include "gltf_template_convert.h"
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#include "structures/gltf_accessor.h"
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#include "structures/gltf_animation.h"
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#include "structures/gltf_buffer_view.h"
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#include "structures/gltf_camera.h"
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#include "structures/gltf_mesh.h"
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#include "structures/gltf_node.h"
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#include "structures/gltf_skeleton.h"
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#include "structures/gltf_skin.h"
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#include "structures/gltf_texture.h"
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#include "core/templates/rb_map.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/texture.h"
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class GLTFState : public Resource {
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GDCLASS(GLTFState, Resource);
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friend class GLTFDocument;
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String filename;
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String base_path;
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Dictionary json;
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int major_version = 0;
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int minor_version = 0;
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Vector<uint8_t> glb_data;
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bool use_named_skin_binds = false;
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bool use_khr_texture_transform = false;
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bool discard_meshes_and_materials = false;
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Vector<Ref<GLTFNode>> nodes;
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Vector<Vector<uint8_t>> buffers;
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Vector<Ref<GLTFBufferView>> buffer_views;
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Vector<Ref<GLTFAccessor>> accessors;
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Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
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Vector<AnimationPlayer *> animation_players;
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HashMap<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache;
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Vector<Ref<BaseMaterial3D>> materials;
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String scene_name;
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Vector<int> root_nodes;
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Vector<Ref<GLTFTexture>> textures;
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Vector<Ref<Texture2D>> images;
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Vector<Ref<GLTFSkin>> skins;
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Vector<Ref<GLTFCamera>> cameras;
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Vector<Ref<GLTFLight>> lights;
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HashSet<String> unique_names;
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HashSet<String> unique_animation_names;
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Vector<Ref<GLTFSkeleton>> skeletons;
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HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
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Vector<Ref<GLTFAnimation>> animations;
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HashMap<GLTFNodeIndex, Node *> scene_nodes;
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HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
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HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
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protected:
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static void _bind_methods();
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public:
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Dictionary get_json();
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void set_json(Dictionary p_json);
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int get_major_version();
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void set_major_version(int p_major_version);
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int get_minor_version();
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void set_minor_version(int p_minor_version);
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Vector<uint8_t> get_glb_data();
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void set_glb_data(Vector<uint8_t> p_glb_data);
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bool get_use_named_skin_binds();
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void set_use_named_skin_binds(bool p_use_named_skin_binds);
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bool get_discard_meshes_and_materials();
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void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
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Array get_nodes();
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void set_nodes(Array p_nodes);
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Array get_buffers();
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void set_buffers(Array p_buffers);
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Array get_buffer_views();
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void set_buffer_views(Array p_buffer_views);
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Array get_accessors();
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void set_accessors(Array p_accessors);
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Array get_meshes();
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void set_meshes(Array p_meshes);
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Array get_materials();
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void set_materials(Array p_materials);
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String get_scene_name();
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void set_scene_name(String p_scene_name);
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String get_base_path();
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void set_base_path(String p_base_path);
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Array get_root_nodes();
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void set_root_nodes(Array p_root_nodes);
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Array get_textures();
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void set_textures(Array p_textures);
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Array get_images();
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void set_images(Array p_images);
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Array get_skins();
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void set_skins(Array p_skins);
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Array get_cameras();
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void set_cameras(Array p_cameras);
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Array get_lights();
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void set_lights(Array p_lights);
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Array get_unique_names();
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void set_unique_names(Array p_unique_names);
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Array get_unique_animation_names();
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void set_unique_animation_names(Array p_unique_names);
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Array get_skeletons();
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void set_skeletons(Array p_skeletons);
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Dictionary get_skeleton_to_node();
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void set_skeleton_to_node(Dictionary p_skeleton_to_node);
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Array get_animations();
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void set_animations(Array p_animations);
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Node *get_scene_node(GLTFNodeIndex idx);
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int get_animation_players_count(int idx);
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AnimationPlayer *get_animation_player(int idx);
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//void set_scene_nodes(RBMap<GLTFNodeIndex, Node *> p_scene_nodes) {
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// this->scene_nodes = p_scene_nodes;
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//}
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//void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
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// this->animation_players = p_animation_players;
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//}
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//RBMap<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
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// return this->material_cache;
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//}
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//void set_material_cache(RBMap<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
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// this->material_cache = p_material_cache;
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//}
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};
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#endif // GLTF_STATE_H
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