diff options
Diffstat (limited to 'modules/gltf/gltf_state.cpp')
-rw-r--r-- | modules/gltf/gltf_state.cpp | 79 |
1 files changed, 45 insertions, 34 deletions
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp index a5f7bcf9d6..85bac446cc 100644 --- a/modules/gltf/gltf_state.cpp +++ b/modules/gltf/gltf_state.cpp @@ -79,6 +79,8 @@ void GLTFState::_bind_methods() { ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons); ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node); ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node); + ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations); + ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations); ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations); ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations); ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node); @@ -106,6 +108,7 @@ void GLTFState::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String> ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>> ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex, + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>> } @@ -149,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) { use_named_skin_binds = p_use_named_skin_binds; } -Array GLTFState::get_nodes() { +TypedArray<GLTFNode> GLTFState::get_nodes() { return GLTFTemplateConvert::to_array(nodes); } -void GLTFState::set_nodes(Array p_nodes) { +void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) { GLTFTemplateConvert::set_from_array(nodes, p_nodes); } -Array GLTFState::get_buffers() { +TypedArray<PackedByteArray> GLTFState::get_buffers() { return GLTFTemplateConvert::to_array(buffers); } -void GLTFState::set_buffers(Array p_buffers) { +void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) { GLTFTemplateConvert::set_from_array(buffers, p_buffers); } -Array GLTFState::get_buffer_views() { +TypedArray<GLTFBufferView> GLTFState::get_buffer_views() { return GLTFTemplateConvert::to_array(buffer_views); } -void GLTFState::set_buffer_views(Array p_buffer_views) { +void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) { GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views); } -Array GLTFState::get_accessors() { +TypedArray<GLTFAccessor> GLTFState::get_accessors() { return GLTFTemplateConvert::to_array(accessors); } -void GLTFState::set_accessors(Array p_accessors) { +void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) { GLTFTemplateConvert::set_from_array(accessors, p_accessors); } -Array GLTFState::get_meshes() { +TypedArray<GLTFMesh> GLTFState::get_meshes() { return GLTFTemplateConvert::to_array(meshes); } -void GLTFState::set_meshes(Array p_meshes) { +void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) { GLTFTemplateConvert::set_from_array(meshes, p_meshes); } -Array GLTFState::get_materials() { +TypedArray<BaseMaterial3D> GLTFState::get_materials() { return GLTFTemplateConvert::to_array(materials); } -void GLTFState::set_materials(Array p_materials) { +void GLTFState::set_materials(TypedArray<BaseMaterial3D> p_materials) { GLTFTemplateConvert::set_from_array(materials, p_materials); } @@ -205,75 +208,75 @@ void GLTFState::set_scene_name(String p_scene_name) { scene_name = p_scene_name; } -Array GLTFState::get_root_nodes() { - return GLTFTemplateConvert::to_array(root_nodes); +PackedInt32Array GLTFState::get_root_nodes() { + return root_nodes; } -void GLTFState::set_root_nodes(Array p_root_nodes) { - GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes); +void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) { + root_nodes = p_root_nodes; } -Array GLTFState::get_textures() { +TypedArray<GLTFTexture> GLTFState::get_textures() { return GLTFTemplateConvert::to_array(textures); } -void GLTFState::set_textures(Array p_textures) { +void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) { GLTFTemplateConvert::set_from_array(textures, p_textures); } -Array GLTFState::get_images() { +TypedArray<Texture2D> GLTFState::get_images() { return GLTFTemplateConvert::to_array(images); } -void GLTFState::set_images(Array p_images) { +void GLTFState::set_images(TypedArray<Texture2D> p_images) { GLTFTemplateConvert::set_from_array(images, p_images); } -Array GLTFState::get_skins() { +TypedArray<GLTFSkin> GLTFState::get_skins() { return GLTFTemplateConvert::to_array(skins); } -void GLTFState::set_skins(Array p_skins) { +void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) { GLTFTemplateConvert::set_from_array(skins, p_skins); } -Array GLTFState::get_cameras() { +TypedArray<GLTFCamera> GLTFState::get_cameras() { return GLTFTemplateConvert::to_array(cameras); } -void GLTFState::set_cameras(Array p_cameras) { +void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) { GLTFTemplateConvert::set_from_array(cameras, p_cameras); } -Array GLTFState::get_lights() { +TypedArray<GLTFLight> GLTFState::get_lights() { return GLTFTemplateConvert::to_array(lights); } -void GLTFState::set_lights(Array p_lights) { +void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) { GLTFTemplateConvert::set_from_array(lights, p_lights); } -Array GLTFState::get_unique_names() { +TypedArray<String> GLTFState::get_unique_names() { return GLTFTemplateConvert::to_array(unique_names); } -void GLTFState::set_unique_names(Array p_unique_names) { +void GLTFState::set_unique_names(TypedArray<String> p_unique_names) { GLTFTemplateConvert::set_from_array(unique_names, p_unique_names); } -Array GLTFState::get_unique_animation_names() { +TypedArray<String> GLTFState::get_unique_animation_names() { return GLTFTemplateConvert::to_array(unique_animation_names); } -void GLTFState::set_unique_animation_names(Array p_unique_animation_names) { +void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) { GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names); } -Array GLTFState::get_skeletons() { +TypedArray<GLTFSkeleton> GLTFState::get_skeletons() { return GLTFTemplateConvert::to_array(skeletons); } -void GLTFState::set_skeletons(Array p_skeletons) { +void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) { GLTFTemplateConvert::set_from_array(skeletons, p_skeletons); } @@ -285,11 +288,19 @@ void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) { GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node); } -Array GLTFState::get_animations() { +bool GLTFState::get_create_animations() { + return create_animations; +} + +void GLTFState::set_create_animations(bool p_create_animations) { + create_animations = p_create_animations; +} + +TypedArray<GLTFAnimation> GLTFState::get_animations() { return GLTFTemplateConvert::to_array(animations); } -void GLTFState::set_animations(Array p_animations) { +void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) { GLTFTemplateConvert::set_from_array(animations, p_animations); } |