b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
104 lines
4 KiB
C++
104 lines
4 KiB
C++
/*************************************************************************/
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/* gltf_accessor.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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_ACCESSOR_H
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#define GLTF_ACCESSOR_H
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#include "core/io/resource.h"
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#include "gltf_document.h"
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struct GLTFAccessor : public Resource {
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GDCLASS(GLTFAccessor, Resource);
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friend class GLTFDocument;
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private:
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GLTFBufferViewIndex buffer_view = 0;
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int byte_offset = 0;
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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
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type = GLTFDocument::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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int sparse_indices_buffer_view = 0;
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int sparse_indices_byte_offset = 0;
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int sparse_indices_component_type = 0;
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int sparse_values_buffer_view = 0;
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int sparse_values_byte_offset = 0;
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protected:
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static void _bind_methods();
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public:
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GLTFBufferViewIndex get_buffer_view();
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void set_buffer_view(GLTFBufferViewIndex p_buffer_view);
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int get_byte_offset();
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void set_byte_offset(int p_byte_offset);
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int get_component_type();
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void set_component_type(int p_component_type);
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bool get_normalized();
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void set_normalized(bool p_normalized);
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int get_count();
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void set_count(int p_count);
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int get_type();
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void set_type(int p_type);
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Vector<double> get_min();
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void set_min(Vector<double> p_min);
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Vector<double> get_max();
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void set_max(Vector<double> p_max);
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int get_sparse_count();
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void set_sparse_count(int p_sparse_count);
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int get_sparse_indices_buffer_view();
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void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view);
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int get_sparse_indices_byte_offset();
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void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset);
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int get_sparse_indices_component_type();
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void set_sparse_indices_component_type(int p_sparse_indices_component_type);
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int get_sparse_values_buffer_view();
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void set_sparse_values_buffer_view(int p_sparse_values_buffer_view);
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int get_sparse_values_byte_offset();
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void set_sparse_values_byte_offset(int p_sparse_values_byte_offset);
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};
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#endif // GLTF_ACCESSOR_H
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