pandemonium_engine_minimal/editor_modules/gltf/gltf_state.h
2023-12-14 21:54:22 +01:00

191 lines
6.4 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 "extensions/gltf_light.h"
#include "gltf_template_convert.h"
#include "structures/gltf_accessor.h"
#include "structures/gltf_animation.h"
#include "structures/gltf_buffer_view.h"
#include "structures/gltf_camera.h"
#include "structures/gltf_mesh.h"
#include "structures/gltf_node.h"
#include "structures/gltf_skeleton.h"
#include "structures/gltf_skin.h"
#include "structures/gltf_texture.h"
#include "structures/gltf_texture_sampler.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_khr_texture_transform = false;
bool use_legacy_names = false;
uint32_t compress_flags = 0;
bool create_animations = true;
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;
RBMap<Ref<Material>, GLTFMaterialIndex> material_cache;
Vector<Ref<Material>> materials;
String scene_name;
Vector<int> root_nodes;
Vector<Ref<GLTFTexture>> textures;
Vector<Ref<GLTFTextureSampler>> texture_samplers;
Ref<GLTFTextureSampler> default_texture_sampler;
Vector<Ref<Image>> images;
RBMap<GLTFTextureIndex, Ref<Texture>> texture_cache;
Vector<String> extensions_used;
Vector<String> extensions_required;
Vector<Ref<GLTFSkin>> skins;
Vector<Ref<GLTFCamera>> cameras;
Vector<Ref<GLTFLight>> lights;
RBSet<String> unique_names;
RBSet<String> unique_animation_names;
Vector<Ref<GLTFSkeleton>> skeletons;
RBMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
Vector<Ref<GLTFAnimation>> animations;
RBMap<GLTFNodeIndex, Node *> scene_nodes;
RBMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
RBMap<ObjectID, RBMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
Dictionary additional_data;
protected:
static void _bind_methods();
public:
void add_used_extension(const String &p_extension, bool p_required = false);
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_texture_samplers();
void set_texture_samplers(Array p_texture_samplers);
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);
bool get_create_animations();
void set_create_animations(bool p_create_animations);
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);
Variant get_additional_data(const String &p_extension_name);
void set_additional_data(const String &p_extension_name, Variant p_additional_data);
};
#endif // GLTF_STATE_H