/*************************************************************************/ /* gltf_skin.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_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); ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original); ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original); ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds); ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds); ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints); ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints); ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints); ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints); ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots); ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots); ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton); ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton); ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i); ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i); ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name); ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name); ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin); ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin); ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "joints"), "set_joints", "get_joints"); // Vector ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "roots"), "set_roots", "get_roots"); // Vector ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // Map } GLTFNodeIndex GLTFSkin::get_skin_root() { return skin_root; } void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) { skin_root = p_skin_root; } Vector GLTFSkin::get_joints_original() { return joints_original; } void GLTFSkin::set_joints_original(Vector p_joints_original) { joints_original = p_joints_original; } Array GLTFSkin::get_inverse_binds() { return GLTFTemplateConvert::to_array(inverse_binds); } void GLTFSkin::set_inverse_binds(Array p_inverse_binds) { GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds); } Vector GLTFSkin::get_joints() { return joints; } void GLTFSkin::set_joints(Vector p_joints) { joints = p_joints; } Vector GLTFSkin::get_non_joints() { return non_joints; } void GLTFSkin::set_non_joints(Vector p_non_joints) { non_joints = p_non_joints; } Vector GLTFSkin::get_roots() { return roots; } void GLTFSkin::set_roots(Vector p_roots) { roots = p_roots; } int GLTFSkin::get_skeleton() { return skeleton; } void GLTFSkin::set_skeleton(int p_skeleton) { skeleton = p_skeleton; } Dictionary GLTFSkin::get_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) { GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i); } Dictionary GLTFSkin::get_joint_i_to_name() { Dictionary ret; Map::Element *elem = joint_i_to_name.front(); while (elem) { ret[elem->key()] = String(elem->value()); elem = elem->next(); } return ret; } void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) { joint_i_to_name = Map(); Array keys = p_joint_i_to_name.keys(); for (int i = 0; i < keys.size(); i++) { joint_i_to_name[keys[i]] = p_joint_i_to_name[keys[i]]; } } Ref GLTFSkin::get_godot_skin() { return godot_skin; } void GLTFSkin::set_godot_skin(Ref p_godot_skin) { godot_skin = p_godot_skin; }