virtualx-engine/modules/gltf/gltf_accessor.h
K. S. Ernest (iFire) Lee 1463fc889b GLTF for game templates.
Convert GLTF Document to use ImporterMeshInstance3D.

Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.

Use GLTF module when the editor tools are disabled.

Modified the render server to be less restrictive on matching blend arrays and have more logging.

Misc bugs with multimesh.

Always index the meshes.
2021-10-03 12:37:52 -07:00

105 lines
4 KiB
C++

/*************************************************************************/
/* gltf_accessor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_ACCESSOR_H
#define GLTF_ACCESSOR_H
#include "core/io/resource.h"
#include "gltf_document.h"
#include "gltf_document_extension.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
friend class GLTFDocument;
private:
GLTFBufferViewIndex buffer_view = 0;
int byte_offset = 0;
int component_type = 0;
bool normalized = false;
int count = 0;
GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
Vector<double> min;
Vector<double> max;
int sparse_count = 0;
int sparse_indices_buffer_view = 0;
int sparse_indices_byte_offset = 0;
int sparse_indices_component_type = 0;
int sparse_values_buffer_view = 0;
int sparse_values_byte_offset = 0;
protected:
static void _bind_methods();
public:
GLTFBufferViewIndex get_buffer_view();
void set_buffer_view(GLTFBufferViewIndex p_buffer_view);
int get_byte_offset();
void set_byte_offset(int p_byte_offset);
int get_component_type();
void set_component_type(int p_component_type);
bool get_normalized();
void set_normalized(bool p_normalized);
int get_count();
void set_count(int p_count);
int get_type();
void set_type(int p_type);
Vector<double> get_min();
void set_min(Vector<double> p_min);
Vector<double> get_max();
void set_max(Vector<double> p_max);
int get_sparse_count();
void set_sparse_count(int p_sparse_count);
int get_sparse_indices_buffer_view();
void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view);
int get_sparse_indices_byte_offset();
void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset);
int get_sparse_indices_component_type();
void set_sparse_indices_component_type(int p_sparse_indices_component_type);
int get_sparse_values_buffer_view();
void set_sparse_values_buffer_view(int p_sparse_values_buffer_view);
int get_sparse_values_byte_offset();
void set_sparse_values_byte_offset(int p_sparse_values_byte_offset);
};
#endif // GLTF_ACCESSOR_H