diff options
Diffstat (limited to 'modules/gltf/gltf_state.h')
-rw-r--r-- | modules/gltf/gltf_state.h | 158 |
1 files changed, 76 insertions, 82 deletions
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h index c08132f874..488ad038aa 100644 --- a/modules/gltf/gltf_state.h +++ b/modules/gltf/gltf_state.h @@ -1,38 +1,37 @@ -/*************************************************************************/ -/* gltf_state.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gltf_state.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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_STATE_H #define GLTF_STATE_H #include "extensions/gltf_light.h" -#include "gltf_template_convert.h" #include "structures/gltf_accessor.h" #include "structures/gltf_animation.h" #include "structures/gltf_buffer_view.h" @@ -42,10 +41,7 @@ #include "structures/gltf_skeleton.h" #include "structures/gltf_skin.h" #include "structures/gltf_texture.h" - -#include "core/templates/rb_map.h" -#include "scene/animation/animation_player.h" -#include "scene/resources/texture.h" +#include "structures/gltf_texture_sampler.h" class GLTFState : public Resource { GDCLASS(GLTFState, Resource); @@ -71,13 +67,17 @@ class GLTFState : public Resource { Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to. Vector<AnimationPlayer *> animation_players; - HashMap<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache; - Vector<Ref<BaseMaterial3D>> materials; + HashMap<Ref<Material>, GLTFMaterialIndex> material_cache; + Vector<Ref<Material>> materials; String scene_name; Vector<int> root_nodes; Vector<Ref<GLTFTexture>> textures; + Vector<Ref<GLTFTextureSampler>> texture_samplers; + Ref<GLTFTextureSampler> default_texture_sampler; Vector<Ref<Texture2D>> images; + Vector<String> extensions_used; + Vector<String> extensions_required; Vector<Ref<GLTFSkin>> skins; Vector<Ref<GLTFCamera>> cameras; @@ -92,11 +92,14 @@ class GLTFState : public Resource { HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton; HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin; + Dictionary additional_data; protected: static void _bind_methods(); public: + void add_used_extension(const String &p_extension, bool p_required = false); + Dictionary get_json(); void set_json(Dictionary p_json); @@ -115,23 +118,23 @@ public: bool get_discard_meshes_and_materials(); void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials); - Array get_nodes(); - void set_nodes(Array p_nodes); + TypedArray<GLTFNode> get_nodes(); + void set_nodes(TypedArray<GLTFNode> p_nodes); - Array get_buffers(); - void set_buffers(Array p_buffers); + TypedArray<PackedByteArray> get_buffers(); + void set_buffers(TypedArray<PackedByteArray> p_buffers); - Array get_buffer_views(); - void set_buffer_views(Array p_buffer_views); + TypedArray<GLTFBufferView> get_buffer_views(); + void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views); - Array get_accessors(); - void set_accessors(Array p_accessors); + TypedArray<GLTFAccessor> get_accessors(); + void set_accessors(TypedArray<GLTFAccessor> p_accessors); - Array get_meshes(); - void set_meshes(Array p_meshes); + TypedArray<GLTFMesh> get_meshes(); + void set_meshes(TypedArray<GLTFMesh> p_meshes); - Array get_materials(); - void set_materials(Array p_materials); + TypedArray<Material> get_materials(); + void set_materials(TypedArray<Material> p_materials); String get_scene_name(); void set_scene_name(String p_scene_name); @@ -139,32 +142,35 @@ public: String get_base_path(); void set_base_path(String p_base_path); - Array get_root_nodes(); - void set_root_nodes(Array p_root_nodes); + PackedInt32Array get_root_nodes(); + void set_root_nodes(PackedInt32Array p_root_nodes); + + TypedArray<GLTFTexture> get_textures(); + void set_textures(TypedArray<GLTFTexture> p_textures); - Array get_textures(); - void set_textures(Array p_textures); + TypedArray<GLTFTextureSampler> get_texture_samplers(); + void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers); - Array get_images(); - void set_images(Array p_images); + TypedArray<Texture2D> get_images(); + void set_images(TypedArray<Texture2D> p_images); - Array get_skins(); - void set_skins(Array p_skins); + TypedArray<GLTFSkin> get_skins(); + void set_skins(TypedArray<GLTFSkin> p_skins); - Array get_cameras(); - void set_cameras(Array p_cameras); + TypedArray<GLTFCamera> get_cameras(); + void set_cameras(TypedArray<GLTFCamera> p_cameras); - Array get_lights(); - void set_lights(Array p_lights); + TypedArray<GLTFLight> get_lights(); + void set_lights(TypedArray<GLTFLight> p_lights); - Array get_unique_names(); - void set_unique_names(Array p_unique_names); + TypedArray<String> get_unique_names(); + void set_unique_names(TypedArray<String> p_unique_names); - Array get_unique_animation_names(); - void set_unique_animation_names(Array p_unique_names); + TypedArray<String> get_unique_animation_names(); + void set_unique_animation_names(TypedArray<String> p_unique_names); - Array get_skeletons(); - void set_skeletons(Array p_skeletons); + TypedArray<GLTFSkeleton> get_skeletons(); + void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons); Dictionary get_skeleton_to_node(); void set_skeleton_to_node(Dictionary p_skeleton_to_node); @@ -172,8 +178,8 @@ public: bool get_create_animations(); void set_create_animations(bool p_create_animations); - Array get_animations(); - void set_animations(Array p_animations); + TypedArray<GLTFAnimation> get_animations(); + void set_animations(TypedArray<GLTFAnimation> p_animations); Node *get_scene_node(GLTFNodeIndex idx); @@ -181,20 +187,8 @@ public: AnimationPlayer *get_animation_player(int idx); - //void set_scene_nodes(RBMap<GLTFNodeIndex, Node *> p_scene_nodes) { - // this->scene_nodes = p_scene_nodes; - //} - - //void set_animation_players(Vector<AnimationPlayer *> p_animation_players) { - // this->animation_players = p_animation_players; - //} - - //RBMap<Ref<Material>, GLTFMaterialIndex> get_material_cache() { - // return this->material_cache; - //} - //void set_material_cache(RBMap<Ref<Material>, GLTFMaterialIndex> p_material_cache) { - // this->material_cache = p_material_cache; - //} + Variant get_additional_data(const StringName &p_extension_name); + void set_additional_data(const StringName &p_extension_name, Variant p_additional_data); }; #endif // GLTF_STATE_H |