/**************************************************************************/ /* gltf_skeleton.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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" #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); ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots); ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots); ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton); 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_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node); ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node); ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count); ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment); ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector 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"); // Set ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "godot_bone_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_godot_bone_node", "get_godot_bone_node"); // RBMap GLTFSkeleton::get_joints() { return joints; } void GLTFSkeleton::set_joints(Vector p_joints) { joints = p_joints; } Vector GLTFSkeleton::get_roots() { return roots; } void GLTFSkeleton::set_roots(Vector p_roots) { roots = p_roots; } Skeleton3D *GLTFSkeleton::get_godot_skeleton() { return godot_skeleton; } TypedArray GLTFSkeleton::get_unique_names() { return GLTFTemplateConvert::to_array(unique_names); } void GLTFSkeleton::set_unique_names(TypedArray p_unique_names) { GLTFTemplateConvert::set_from_array(unique_names, p_unique_names); } Dictionary GLTFSkeleton::get_godot_bone_node() { return GLTFTemplateConvert::to_dictionary(godot_bone_node); } void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) { GLTFTemplateConvert::set_from_dictionary(godot_bone_node, p_indict); } BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) { ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr); return bone_attachments[idx]; } int32_t GLTFSkeleton::get_bone_attachment_count() { return bone_attachments.size(); }