GLTF: Move shared defines into a separate gltf_defines.h file
Also move GLTFDocument's template conversion functions into gltf_template_convert.h
This commit is contained in:
parent
b3df27526a
commit
00ec9321f6
18 changed files with 268 additions and 185 deletions
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@ -30,8 +30,6 @@
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#include "gltf_accessor.h"
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#include "gltf_document_extension.h"
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void GLTFAccessor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
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ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
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@ -67,7 +65,7 @@ void GLTFAccessor::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
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@ -123,7 +121,7 @@ int GLTFAccessor::get_type() {
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}
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void GLTFAccessor::set_type(int p_type) {
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type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
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type = (GLTFType)p_type; // TODO: Register enum
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}
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Vector<double> GLTFAccessor::get_min() {
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@ -33,7 +33,7 @@
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#include "core/io/resource.h"
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#include "gltf_document.h"
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#include "gltf_defines.h"
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struct GLTFAccessor : public Resource {
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GDCLASS(GLTFAccessor, Resource);
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@ -45,7 +45,7 @@ private:
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int component_type = 0;
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bool normalized = false;
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int count = 0;
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GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
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GLTFType type = GLTFType::TYPE_SCALAR;
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Vector<double> min;
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Vector<double> max;
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int sparse_count = 0;
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@ -32,7 +32,7 @@
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#define GLTF_BUFFER_VIEW_H
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#include "core/io/resource.h"
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#include "gltf_document.h"
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#include "gltf_defines.h"
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class GLTFBufferView : public Resource {
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GDCLASS(GLTFBufferView, Resource);
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87
modules/gltf/gltf_defines.h
Normal file
87
modules/gltf/gltf_defines.h
Normal file
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@ -0,0 +1,87 @@
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/*************************************************************************/
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/* gltf_defines.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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#ifndef GLTF_DEFINES_H
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#define GLTF_DEFINES_H
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// This file should only be included by other headers.
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// Godot classes used by GLTF headers.
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class BoneAttachment3D;
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class CSGShape3D;
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class DirectionalLight3D;
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class GridMap;
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class Light3D;
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class MultiMeshInstance3D;
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class Skeleton3D;
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class Skin;
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// GLTF classes.
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struct GLTFAccessor;
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class GLTFAnimation;
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class GLTFBufferView;
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class GLTFCamera;
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class GLTFDocument;
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class GLTFDocumentExtension;
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class GLTFLight;
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class GLTFMesh;
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class GLTFNode;
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class GLTFSkeleton;
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class GLTFSkin;
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class GLTFSpecGloss;
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class GLTFState;
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class GLTFTexture;
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// GLTF index aliases.
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using GLTFAccessorIndex = int;
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using GLTFAnimationIndex = int;
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using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFLightIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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using GLTFTextureIndex = int;
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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#endif // GLTF_DEFINES_H
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@ -30,19 +30,10 @@
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#include "gltf_document.h"
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#include "gltf_accessor.h"
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#include "gltf_animation.h"
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#include "gltf_camera.h"
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#include "gltf_document_extension.h"
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#include "gltf_document_extension_convert_importer_mesh.h"
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#include "gltf_light.h"
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#include "gltf_mesh.h"
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#include "gltf_node.h"
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#include "gltf_skeleton.h"
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#include "gltf_skin.h"
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#include "gltf_spec_gloss.h"
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#include "gltf_state.h"
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#include "gltf_texture.h"
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#include "core/crypto/crypto_core.h"
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#include "core/error/error_macros.h"
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@ -940,58 +931,58 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
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return OK;
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}
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String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
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if (p_type == GLTFDocument::TYPE_SCALAR) {
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String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
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if (p_type == GLTFType::TYPE_SCALAR) {
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return "SCALAR";
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}
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if (p_type == GLTFDocument::TYPE_VEC2) {
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if (p_type == GLTFType::TYPE_VEC2) {
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return "VEC2";
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}
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if (p_type == GLTFDocument::TYPE_VEC3) {
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if (p_type == GLTFType::TYPE_VEC3) {
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return "VEC3";
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}
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if (p_type == GLTFDocument::TYPE_VEC4) {
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if (p_type == GLTFType::TYPE_VEC4) {
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return "VEC4";
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}
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if (p_type == GLTFDocument::TYPE_MAT2) {
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if (p_type == GLTFType::TYPE_MAT2) {
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return "MAT2";
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}
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if (p_type == GLTFDocument::TYPE_MAT3) {
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if (p_type == GLTFType::TYPE_MAT3) {
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return "MAT3";
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}
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if (p_type == GLTFDocument::TYPE_MAT4) {
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if (p_type == GLTFType::TYPE_MAT4) {
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return "MAT4";
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}
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ERR_FAIL_V("SCALAR");
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}
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GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
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GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
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if (p_string == "SCALAR") {
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return GLTFDocument::TYPE_SCALAR;
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return GLTFType::TYPE_SCALAR;
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}
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if (p_string == "VEC2") {
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return GLTFDocument::TYPE_VEC2;
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return GLTFType::TYPE_VEC2;
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}
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if (p_string == "VEC3") {
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return GLTFDocument::TYPE_VEC3;
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return GLTFType::TYPE_VEC3;
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}
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if (p_string == "VEC4") {
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return GLTFDocument::TYPE_VEC4;
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return GLTFType::TYPE_VEC4;
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}
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if (p_string == "MAT2") {
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return GLTFDocument::TYPE_MAT2;
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return GLTFType::TYPE_MAT2;
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}
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if (p_string == "MAT3") {
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return GLTFDocument::TYPE_MAT3;
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return GLTFType::TYPE_MAT3;
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}
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if (p_string == "MAT4") {
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return GLTFDocument::TYPE_MAT4;
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return GLTFType::TYPE_MAT4;
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}
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ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
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ERR_FAIL_V(GLTFType::TYPE_SCALAR);
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}
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Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
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@ -1542,7 +1533,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
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const GLTFType type = GLTFType::TYPE_SCALAR;
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const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
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accessor->max = type_max;
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@ -1626,7 +1617,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
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const GLTFType type = GLTFType::TYPE_VEC2;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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@ -1675,7 +1666,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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const GLTFType type = GLTFType::TYPE_VEC4;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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const GLTFType type = GLTFType::TYPE_VEC4;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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@ -1787,7 +1778,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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const GLTFType type = GLTFType::TYPE_VEC4;
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const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
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accessor->max = type_max;
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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const GLTFType type = GLTFType::TYPE_VEC4;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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@ -1901,7 +1892,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
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const GLTFType type = GLTFType::TYPE_SCALAR;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
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const GLTFType type = GLTFType::TYPE_VEC3;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
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const GLTFType type = GLTFType::TYPE_MAT4;
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const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
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accessor->max = type_max;
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#define GLTF_DOCUMENT_H
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#include "gltf_animation.h"
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#include "gltf_defines.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/material.h"
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#include "modules/modules_enabled.gen.h" // For csg, gridmap.
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#include <cstdint>
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class GLTFState;
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class GLTFSkin;
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class GLTFNode;
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class GLTFSpecGloss;
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class GLTFSkeleton;
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class CSGShape3D;
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class GridMap;
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class MultiMeshInstance3D;
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class GLTFDocumentExtension;
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using GLTFAccessorIndex = int;
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using GLTFAnimationIndex = int;
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using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFLightIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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using GLTFTextureIndex = int;
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class GLTFDocument : public Resource {
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GDCLASS(GLTFDocument, Resource);
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friend class GLTFState;
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friend class GLTFSkin;
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friend class GLTFSkeleton;
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TypedArray<GLTFDocumentExtension> document_extensions;
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private:
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public:
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GLTFDocument();
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const int32_t JOINT_GROUP_SIZE = 4;
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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enum {
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ARRAY_BUFFER = 34962,
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TypedArray<GLTFDocumentExtension> get_extensions() const;
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private:
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template <class T>
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static Array to_array(const Vector<T> &p_inp) {
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Array ret;
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for (int i = 0; i < p_inp.size(); i++) {
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ret.push_back(p_inp[i]);
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}
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return ret;
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}
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template <class T>
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static Array to_array(const HashSet<T> &p_inp) {
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Array ret;
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typename HashSet<T>::Iterator elem = p_inp.begin();
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while (elem) {
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ret.push_back(*elem);
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++elem;
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}
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return ret;
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}
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template <class T>
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static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
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r_out.clear();
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for (int i = 0; i < p_inp.size(); i++) {
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r_out.push_back(p_inp[i]);
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}
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}
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template <class T>
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static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
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r_out.clear();
|
||||
for (int i = 0; i < p_inp.size(); i++) {
|
||||
r_out.insert(p_inp[i]);
|
||||
}
|
||||
}
|
||||
template <class K, class V>
|
||||
static Dictionary to_dict(const HashMap<K, V> &p_inp) {
|
||||
Dictionary ret;
|
||||
for (const KeyValue<K, V> &E : p_inp) {
|
||||
ret[E.key] = E.value;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
template <class K, class V>
|
||||
static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
|
||||
r_out.clear();
|
||||
Array keys = p_inp.keys();
|
||||
for (int i = 0; i < keys.size(); i++) {
|
||||
r_out[keys[i]] = p_inp[keys[i]];
|
||||
}
|
||||
}
|
||||
void _build_parent_hierachy(Ref<GLTFState> state);
|
||||
double _filter_number(double p_float);
|
||||
String _get_component_type_name(const uint32_t p_component);
|
||||
|
@ -177,7 +87,7 @@ private:
|
|||
Error _parse_scenes(Ref<GLTFState> state);
|
||||
Error _parse_nodes(Ref<GLTFState> state);
|
||||
String _get_type_name(const GLTFType p_component);
|
||||
String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
|
||||
String _get_accessor_type_name(const GLTFType p_type);
|
||||
String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
|
||||
String _sanitize_animation_name(const String &name);
|
||||
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
|
||||
|
|
|
@ -31,7 +31,6 @@
|
|||
#ifndef GLTF_DOCUMENT_EXTENSION_H
|
||||
#define GLTF_DOCUMENT_EXTENSION_H
|
||||
|
||||
#include "gltf_accessor.h"
|
||||
#include "gltf_node.h"
|
||||
#include "gltf_state.h"
|
||||
|
||||
|
|
|
@ -37,8 +37,6 @@
|
|||
#include "scene/3d/mesh_instance_3d.h"
|
||||
#include "scene/resources/importer_mesh.h"
|
||||
|
||||
class GLTFDocumentExtension;
|
||||
class GLTFDocument;
|
||||
class GLTFDocumentExtensionConvertImporterMesh : public GLTFDocumentExtension {
|
||||
GDCLASS(GLTFDocumentExtensionConvertImporterMesh, GLTFDocumentExtension);
|
||||
|
||||
|
|
|
@ -33,6 +33,7 @@
|
|||
|
||||
#include "core/config/engine.h"
|
||||
#include "core/io/resource.h"
|
||||
#include "scene/3d/light_3d.h"
|
||||
|
||||
class GLTFLight : public Resource {
|
||||
GDCLASS(GLTFLight, Resource)
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define GLTF_NODE_H
|
||||
|
||||
#include "core/io/resource.h"
|
||||
#include "gltf_document.h"
|
||||
#include "gltf_defines.h"
|
||||
|
||||
class GLTFNode : public Resource {
|
||||
GDCLASS(GLTFNode, Resource);
|
||||
|
|
|
@ -30,6 +30,9 @@
|
|||
|
||||
#include "gltf_skeleton.h"
|
||||
|
||||
#include "gltf_template_convert.h"
|
||||
#include "scene/3d/bone_attachment_3d.h"
|
||||
|
||||
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);
|
||||
|
@ -70,19 +73,19 @@ Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
|
|||
}
|
||||
|
||||
Array GLTFSkeleton::get_unique_names() {
|
||||
return GLTFDocument::to_array(unique_names);
|
||||
return GLTFTemplateConvert::to_array(unique_names);
|
||||
}
|
||||
|
||||
void GLTFSkeleton::set_unique_names(Array p_unique_names) {
|
||||
GLTFDocument::set_from_array(unique_names, p_unique_names);
|
||||
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
|
||||
}
|
||||
|
||||
Dictionary GLTFSkeleton::get_godot_bone_node() {
|
||||
return GLTFDocument::to_dict(godot_bone_node);
|
||||
return GLTFTemplateConvert::to_dict(godot_bone_node);
|
||||
}
|
||||
|
||||
void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
|
||||
GLTFDocument::set_from_dict(godot_bone_node, p_indict);
|
||||
GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
|
||||
}
|
||||
|
||||
BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define GLTF_SKELETON_H
|
||||
|
||||
#include "core/io/resource.h"
|
||||
#include "gltf_document.h"
|
||||
#include "gltf_defines.h"
|
||||
|
||||
class GLTFSkeleton : public Resource {
|
||||
GDCLASS(GLTFSkeleton, Resource);
|
||||
|
|
|
@ -30,6 +30,9 @@
|
|||
|
||||
#include "gltf_skin.h"
|
||||
|
||||
#include "gltf_template_convert.h"
|
||||
#include "scene/resources/skin.h"
|
||||
|
||||
void GLTFSkin::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
|
||||
ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
|
||||
|
@ -81,11 +84,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
|
|||
}
|
||||
|
||||
Array GLTFSkin::get_inverse_binds() {
|
||||
return GLTFDocument::to_array(inverse_binds);
|
||||
return GLTFTemplateConvert::to_array(inverse_binds);
|
||||
}
|
||||
|
||||
void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
|
||||
GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
|
||||
GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
|
||||
}
|
||||
|
||||
Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
|
||||
|
@ -121,11 +124,11 @@ void GLTFSkin::set_skeleton(int p_skeleton) {
|
|||
}
|
||||
|
||||
Dictionary GLTFSkin::get_joint_i_to_bone_i() {
|
||||
return GLTFDocument::to_dict(joint_i_to_bone_i);
|
||||
return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
|
||||
}
|
||||
|
||||
void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
|
||||
GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
|
||||
GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
|
||||
}
|
||||
|
||||
Dictionary GLTFSkin::get_joint_i_to_name() {
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define GLTF_SKIN_H
|
||||
|
||||
#include "core/io/resource.h"
|
||||
#include "gltf_document.h"
|
||||
#include "gltf_defines.h"
|
||||
|
||||
class GLTFSkin : public Resource {
|
||||
GDCLASS(GLTFSkin, Resource);
|
||||
|
|
|
@ -150,51 +150,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
|
|||
}
|
||||
|
||||
Array GLTFState::get_nodes() {
|
||||
return GLTFDocument::to_array(nodes);
|
||||
return GLTFTemplateConvert::to_array(nodes);
|
||||
}
|
||||
|
||||
void GLTFState::set_nodes(Array p_nodes) {
|
||||
GLTFDocument::set_from_array(nodes, p_nodes);
|
||||
GLTFTemplateConvert::set_from_array(nodes, p_nodes);
|
||||
}
|
||||
|
||||
Array GLTFState::get_buffers() {
|
||||
return GLTFDocument::to_array(buffers);
|
||||
return GLTFTemplateConvert::to_array(buffers);
|
||||
}
|
||||
|
||||
void GLTFState::set_buffers(Array p_buffers) {
|
||||
GLTFDocument::set_from_array(buffers, p_buffers);
|
||||
GLTFTemplateConvert::set_from_array(buffers, p_buffers);
|
||||
}
|
||||
|
||||
Array GLTFState::get_buffer_views() {
|
||||
return GLTFDocument::to_array(buffer_views);
|
||||
return GLTFTemplateConvert::to_array(buffer_views);
|
||||
}
|
||||
|
||||
void GLTFState::set_buffer_views(Array p_buffer_views) {
|
||||
GLTFDocument::set_from_array(buffer_views, p_buffer_views);
|
||||
GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
|
||||
}
|
||||
|
||||
Array GLTFState::get_accessors() {
|
||||
return GLTFDocument::to_array(accessors);
|
||||
return GLTFTemplateConvert::to_array(accessors);
|
||||
}
|
||||
|
||||
void GLTFState::set_accessors(Array p_accessors) {
|
||||
GLTFDocument::set_from_array(accessors, p_accessors);
|
||||
GLTFTemplateConvert::set_from_array(accessors, p_accessors);
|
||||
}
|
||||
|
||||
Array GLTFState::get_meshes() {
|
||||
return GLTFDocument::to_array(meshes);
|
||||
return GLTFTemplateConvert::to_array(meshes);
|
||||
}
|
||||
|
||||
void GLTFState::set_meshes(Array p_meshes) {
|
||||
GLTFDocument::set_from_array(meshes, p_meshes);
|
||||
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
|
||||
}
|
||||
|
||||
Array GLTFState::get_materials() {
|
||||
return GLTFDocument::to_array(materials);
|
||||
return GLTFTemplateConvert::to_array(materials);
|
||||
}
|
||||
|
||||
void GLTFState::set_materials(Array p_materials) {
|
||||
GLTFDocument::set_from_array(materials, p_materials);
|
||||
GLTFTemplateConvert::set_from_array(materials, p_materials);
|
||||
}
|
||||
|
||||
String GLTFState::get_scene_name() {
|
||||
|
@ -206,91 +206,91 @@ void GLTFState::set_scene_name(String p_scene_name) {
|
|||
}
|
||||
|
||||
Array GLTFState::get_root_nodes() {
|
||||
return GLTFDocument::to_array(root_nodes);
|
||||
return GLTFTemplateConvert::to_array(root_nodes);
|
||||
}
|
||||
|
||||
void GLTFState::set_root_nodes(Array p_root_nodes) {
|
||||
GLTFDocument::set_from_array(root_nodes, p_root_nodes);
|
||||
GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
|
||||
}
|
||||
|
||||
Array GLTFState::get_textures() {
|
||||
return GLTFDocument::to_array(textures);
|
||||
return GLTFTemplateConvert::to_array(textures);
|
||||
}
|
||||
|
||||
void GLTFState::set_textures(Array p_textures) {
|
||||
GLTFDocument::set_from_array(textures, p_textures);
|
||||
GLTFTemplateConvert::set_from_array(textures, p_textures);
|
||||
}
|
||||
|
||||
Array GLTFState::get_images() {
|
||||
return GLTFDocument::to_array(images);
|
||||
return GLTFTemplateConvert::to_array(images);
|
||||
}
|
||||
|
||||
void GLTFState::set_images(Array p_images) {
|
||||
GLTFDocument::set_from_array(images, p_images);
|
||||
GLTFTemplateConvert::set_from_array(images, p_images);
|
||||
}
|
||||
|
||||
Array GLTFState::get_skins() {
|
||||
return GLTFDocument::to_array(skins);
|
||||
return GLTFTemplateConvert::to_array(skins);
|
||||
}
|
||||
|
||||
void GLTFState::set_skins(Array p_skins) {
|
||||
GLTFDocument::set_from_array(skins, p_skins);
|
||||
GLTFTemplateConvert::set_from_array(skins, p_skins);
|
||||
}
|
||||
|
||||
Array GLTFState::get_cameras() {
|
||||
return GLTFDocument::to_array(cameras);
|
||||
return GLTFTemplateConvert::to_array(cameras);
|
||||
}
|
||||
|
||||
void GLTFState::set_cameras(Array p_cameras) {
|
||||
GLTFDocument::set_from_array(cameras, p_cameras);
|
||||
GLTFTemplateConvert::set_from_array(cameras, p_cameras);
|
||||
}
|
||||
|
||||
Array GLTFState::get_lights() {
|
||||
return GLTFDocument::to_array(lights);
|
||||
return GLTFTemplateConvert::to_array(lights);
|
||||
}
|
||||
|
||||
void GLTFState::set_lights(Array p_lights) {
|
||||
GLTFDocument::set_from_array(lights, p_lights);
|
||||
GLTFTemplateConvert::set_from_array(lights, p_lights);
|
||||
}
|
||||
|
||||
Array GLTFState::get_unique_names() {
|
||||
return GLTFDocument::to_array(unique_names);
|
||||
return GLTFTemplateConvert::to_array(unique_names);
|
||||
}
|
||||
|
||||
void GLTFState::set_unique_names(Array p_unique_names) {
|
||||
GLTFDocument::set_from_array(unique_names, p_unique_names);
|
||||
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
|
||||
}
|
||||
|
||||
Array GLTFState::get_unique_animation_names() {
|
||||
return GLTFDocument::to_array(unique_animation_names);
|
||||
return GLTFTemplateConvert::to_array(unique_animation_names);
|
||||
}
|
||||
|
||||
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
|
||||
GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
|
||||
GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
|
||||
}
|
||||
|
||||
Array GLTFState::get_skeletons() {
|
||||
return GLTFDocument::to_array(skeletons);
|
||||
return GLTFTemplateConvert::to_array(skeletons);
|
||||
}
|
||||
|
||||
void GLTFState::set_skeletons(Array p_skeletons) {
|
||||
GLTFDocument::set_from_array(skeletons, p_skeletons);
|
||||
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
|
||||
}
|
||||
|
||||
Dictionary GLTFState::get_skeleton_to_node() {
|
||||
return GLTFDocument::to_dict(skeleton_to_node);
|
||||
return GLTFTemplateConvert::to_dict(skeleton_to_node);
|
||||
}
|
||||
|
||||
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
|
||||
GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
|
||||
GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
|
||||
}
|
||||
|
||||
Array GLTFState::get_animations() {
|
||||
return GLTFDocument::to_array(animations);
|
||||
return GLTFTemplateConvert::to_array(animations);
|
||||
}
|
||||
|
||||
void GLTFState::set_animations(Array p_animations) {
|
||||
GLTFDocument::set_from_array(animations, p_animations);
|
||||
GLTFTemplateConvert::set_from_array(animations, p_animations);
|
||||
}
|
||||
|
||||
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
|
||||
|
|
|
@ -35,13 +35,12 @@
|
|||
#include "gltf_animation.h"
|
||||
#include "gltf_buffer_view.h"
|
||||
#include "gltf_camera.h"
|
||||
#include "gltf_document.h"
|
||||
#include "gltf_document_extension.h"
|
||||
#include "gltf_light.h"
|
||||
#include "gltf_mesh.h"
|
||||
#include "gltf_node.h"
|
||||
#include "gltf_skeleton.h"
|
||||
#include "gltf_skin.h"
|
||||
#include "gltf_template_convert.h"
|
||||
#include "gltf_texture.h"
|
||||
|
||||
#include "core/templates/rb_map.h"
|
||||
|
|
94
modules/gltf/gltf_template_convert.h
Normal file
94
modules/gltf/gltf_template_convert.h
Normal file
|
@ -0,0 +1,94 @@
|
|||
/*************************************************************************/
|
||||
/* gltf_template_convert.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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef GLTF_TEMPLATE_CONVERT_H
|
||||
#define GLTF_TEMPLATE_CONVERT_H
|
||||
|
||||
#include "core/templates/hash_set.h"
|
||||
#include "core/variant/array.h"
|
||||
#include "core/variant/dictionary.h"
|
||||
|
||||
namespace GLTFTemplateConvert {
|
||||
template <class T>
|
||||
static Array to_array(const Vector<T> &p_inp) {
|
||||
Array ret;
|
||||
for (int i = 0; i < p_inp.size(); i++) {
|
||||
ret.push_back(p_inp[i]);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
static Array to_array(const HashSet<T> &p_inp) {
|
||||
Array ret;
|
||||
typename HashSet<T>::Iterator elem = p_inp.begin();
|
||||
while (elem) {
|
||||
ret.push_back(*elem);
|
||||
++elem;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
|
||||
r_out.clear();
|
||||
for (int i = 0; i < p_inp.size(); i++) {
|
||||
r_out.push_back(p_inp[i]);
|
||||
}
|
||||
}
|
||||
|
||||
template <class T>
|
||||
static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
|
||||
r_out.clear();
|
||||
for (int i = 0; i < p_inp.size(); i++) {
|
||||
r_out.insert(p_inp[i]);
|
||||
}
|
||||
}
|
||||
|
||||
template <class K, class V>
|
||||
static Dictionary to_dict(const HashMap<K, V> &p_inp) {
|
||||
Dictionary ret;
|
||||
for (const KeyValue<K, V> &E : p_inp) {
|
||||
ret[E.key] = E.value;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
template <class K, class V>
|
||||
static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
|
||||
r_out.clear();
|
||||
Array keys = p_inp.keys();
|
||||
for (int i = 0; i < keys.size(); i++) {
|
||||
r_out[keys[i]] = p_inp[keys[i]];
|
||||
}
|
||||
}
|
||||
} //namespace GLTFTemplateConvert
|
||||
|
||||
#endif // GLTF_TEMPLATE_CONVERT_H
|
|
@ -32,7 +32,7 @@
|
|||
#define GLTF_TEXTURE_H
|
||||
|
||||
#include "core/io/resource.h"
|
||||
#include "gltf_document.h"
|
||||
#include "gltf_defines.h"
|
||||
|
||||
class GLTFTexture : public Resource {
|
||||
GDCLASS(GLTFTexture, Resource);
|
||||
|
|
Loading…
Reference in a new issue