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-rw-r--r--modules/gltf/gltf_skin.cpp155
1 files changed, 155 insertions, 0 deletions
diff --git a/modules/gltf/gltf_skin.cpp b/modules/gltf/gltf_skin.cpp
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+/*************************************************************************/
+/* gltf_skin.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "gltf_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::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
+ 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<int,
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // Map<int,
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
+}
+
+GLTFNodeIndex GLTFSkin::get_skin_root() {
+ return skin_root;
+}
+
+void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
+ skin_root = p_skin_root;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
+ return joints_original;
+}
+
+void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
+ joints_original = p_joints_original;
+}
+
+Array GLTFSkin::get_inverse_binds() {
+ return GLTFDocument::to_array(inverse_binds);
+}
+
+void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
+ GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
+ return joints;
+}
+
+void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
+ joints = p_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
+ return non_joints;
+}
+
+void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
+ non_joints = p_non_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
+ return roots;
+}
+
+void GLTFSkin::set_roots(Vector<GLTFNodeIndex> 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 GLTFDocument::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);
+}
+
+Dictionary GLTFSkin::get_joint_i_to_name() {
+ Dictionary ret;
+ Map<int, StringName>::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<int, StringName>();
+ 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<Skin> GLTFSkin::get_godot_skin() {
+ return godot_skin;
+}
+
+void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
+ godot_skin = p_godot_skin;
+}