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-rw-r--r--modules/gltf/gltf_state.cpp79
1 files changed, 45 insertions, 34 deletions
diff --git a/modules/gltf/gltf_state.cpp b/modules/gltf/gltf_state.cpp
index 989fa476c2..8212e4c22f 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>>
}
@@ -150,51 +153,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
}
Array GLTFState::get_nodes() {
- return GLTFDocument::to_array(nodes);
+ return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(Array p_nodes) {
- GLTFDocument::set_from_array(nodes, p_nodes);
+ GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
Array GLTFState::get_buffers() {
- return GLTFDocument::to_array(buffers);
+ return GLTFTemplateConvert::to_array(buffers);
}
void GLTFState::set_buffers(Array p_buffers) {
- GLTFDocument::set_from_array(buffers, p_buffers);
+ GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
Array GLTFState::get_buffer_views() {
- return GLTFDocument::to_array(buffer_views);
+ return GLTFTemplateConvert::to_array(buffer_views);
}
void GLTFState::set_buffer_views(Array p_buffer_views) {
- GLTFDocument::set_from_array(buffer_views, p_buffer_views);
+ GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
Array GLTFState::get_accessors() {
- return GLTFDocument::to_array(accessors);
+ return GLTFTemplateConvert::to_array(accessors);
}
void GLTFState::set_accessors(Array p_accessors) {
- GLTFDocument::set_from_array(accessors, p_accessors);
+ GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
Array GLTFState::get_meshes() {
- return GLTFDocument::to_array(meshes);
+ return GLTFTemplateConvert::to_array(meshes);
}
void GLTFState::set_meshes(Array p_meshes) {
- GLTFDocument::set_from_array(meshes, p_meshes);
+ GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
Array GLTFState::get_materials() {
- return GLTFDocument::to_array(materials);
+ return GLTFTemplateConvert::to_array(materials);
}
void GLTFState::set_materials(Array p_materials) {
- GLTFDocument::set_from_array(materials, p_materials);
+ GLTFTemplateConvert::set_from_array(materials, p_materials);
}
String GLTFState::get_scene_name() {
@@ -206,91 +209,99 @@ void GLTFState::set_scene_name(String p_scene_name) {
}
Array GLTFState::get_root_nodes() {
- return GLTFDocument::to_array(root_nodes);
+ return GLTFTemplateConvert::to_array(root_nodes);
}
void GLTFState::set_root_nodes(Array p_root_nodes) {
- GLTFDocument::set_from_array(root_nodes, p_root_nodes);
+ GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
}
Array GLTFState::get_textures() {
- return GLTFDocument::to_array(textures);
+ return GLTFTemplateConvert::to_array(textures);
}
void GLTFState::set_textures(Array p_textures) {
- GLTFDocument::set_from_array(textures, p_textures);
+ GLTFTemplateConvert::set_from_array(textures, p_textures);
}
Array GLTFState::get_images() {
- return GLTFDocument::to_array(images);
+ return GLTFTemplateConvert::to_array(images);
}
void GLTFState::set_images(Array p_images) {
- GLTFDocument::set_from_array(images, p_images);
+ GLTFTemplateConvert::set_from_array(images, p_images);
}
Array GLTFState::get_skins() {
- return GLTFDocument::to_array(skins);
+ return GLTFTemplateConvert::to_array(skins);
}
void GLTFState::set_skins(Array p_skins) {
- GLTFDocument::set_from_array(skins, p_skins);
+ GLTFTemplateConvert::set_from_array(skins, p_skins);
}
Array GLTFState::get_cameras() {
- return GLTFDocument::to_array(cameras);
+ return GLTFTemplateConvert::to_array(cameras);
}
void GLTFState::set_cameras(Array p_cameras) {
- GLTFDocument::set_from_array(cameras, p_cameras);
+ GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
Array GLTFState::get_lights() {
- return GLTFDocument::to_array(lights);
+ return GLTFTemplateConvert::to_array(lights);
}
void GLTFState::set_lights(Array p_lights) {
- GLTFDocument::set_from_array(lights, p_lights);
+ GLTFTemplateConvert::set_from_array(lights, p_lights);
}
Array GLTFState::get_unique_names() {
- return GLTFDocument::to_array(unique_names);
+ return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFState::set_unique_names(Array p_unique_names) {
- GLTFDocument::set_from_array(unique_names, p_unique_names);
+ GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Array GLTFState::get_unique_animation_names() {
- return GLTFDocument::to_array(unique_animation_names);
+ return GLTFTemplateConvert::to_array(unique_animation_names);
}
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
- GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
+ GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
Array GLTFState::get_skeletons() {
- return GLTFDocument::to_array(skeletons);
+ return GLTFTemplateConvert::to_array(skeletons);
}
void GLTFState::set_skeletons(Array p_skeletons) {
- GLTFDocument::set_from_array(skeletons, p_skeletons);
+ GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
Dictionary GLTFState::get_skeleton_to_node() {
- return GLTFDocument::to_dict(skeleton_to_node);
+ return GLTFTemplateConvert::to_dict(skeleton_to_node);
}
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
- GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
+ GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
+}
+
+bool GLTFState::get_create_animations() {
+ return create_animations;
+}
+
+void GLTFState::set_create_animations(bool p_create_animations) {
+ create_animations = p_create_animations;
}
Array GLTFState::get_animations() {
- return GLTFDocument::to_array(animations);
+ return GLTFTemplateConvert::to_array(animations);
}
void GLTFState::set_animations(Array p_animations) {
- GLTFDocument::set_from_array(animations, p_animations);
+ GLTFTemplateConvert::set_from_array(animations, p_animations);
}
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {