pandemonium_engine_minimal/editor_modules/gltf/structures/gltf_skeleton.cpp
2023-12-14 21:54:22 +01:00

112 lines
5.3 KiB
C++

/*************************************************************************/
/* gltf_skeleton.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_skeleton.h"
#include "../gltf_template_convert.h"
#ifdef MODULE_SKELETON_3D_ENABLED
#include "modules/skeleton_3d/nodes/bone_attachment.h"
#include "modules/skeleton_3d/nodes/skeleton.h"
#endif
void GLTFSkeleton::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
#ifdef MODULE_SKELETON_3D_ENABLED
ClassDB::bind_method(D_METHOD("get_pandemonium_skeleton"), &GLTFSkeleton::get_pandemonium_skeleton);
ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
#endif
ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names);
ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names);
ClassDB::bind_method(D_METHOD("get_pandemonium_bone_node"), &GLTFSkeleton::get_pandemonium_bone_node);
ClassDB::bind_method(D_METHOD("set_pandemonium_bone_node", "pandemonium_bone_node"), &GLTFSkeleton::set_pandemonium_bone_node);
ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "joints"), "set_joints", "get_joints"); // PoolVector<GLTFNodeIndex>
ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "roots"), "set_roots", "get_roots"); // PoolVector<GLTFNodeIndex>
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"); // RBSet<String>
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "pandemonium_bone_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_pandemonium_bone_node", "get_pandemonium_bone_node"); // RBMap<int32_t,
}
PoolVector<GLTFNodeIndex> GLTFSkeleton::get_joints() {
return joints;
}
void GLTFSkeleton::set_joints(PoolVector<GLTFNodeIndex> p_joints) {
joints = p_joints;
}
PoolVector<GLTFNodeIndex> GLTFSkeleton::get_roots() {
return roots;
}
void GLTFSkeleton::set_roots(PoolVector<GLTFNodeIndex> p_roots) {
roots = p_roots;
}
#ifdef MODULE_SKELETON_3D_ENABLED
Skeleton *GLTFSkeleton::get_pandemonium_skeleton() {
return pandemonium_skeleton;
}
BoneAttachment *GLTFSkeleton::get_bone_attachment(int idx) {
ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr);
return bone_attachments[idx];
}
#endif
Array GLTFSkeleton::get_unique_names() {
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFSkeleton::set_unique_names(Array p_unique_names) {
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Dictionary GLTFSkeleton::get_pandemonium_bone_node() {
return GLTFTemplateConvert::to_dict(pandemonium_bone_node);
}
void GLTFSkeleton::set_pandemonium_bone_node(Dictionary p_indict) {
GLTFTemplateConvert::set_from_dict(pandemonium_bone_node, p_indict);
}
int32_t GLTFSkeleton::get_bone_attachment_count() {
#ifdef MODULE_SKELETON_3D_ENABLED
return bone_attachments.size();
#else
return 0;
#endif
}