diff options
Diffstat (limited to 'modules/gltf/gltf_state.h')
| -rw-r--r-- | modules/gltf/gltf_state.h | 33 |
1 files changed, 19 insertions, 14 deletions
diff --git a/modules/gltf/gltf_state.h b/modules/gltf/gltf_state.h index d03434d2f1..2fdef19038 100644 --- a/modules/gltf/gltf_state.h +++ b/modules/gltf/gltf_state.h @@ -44,10 +44,7 @@ #include "gltf_skin.h" #include "gltf_texture.h" -#include "core/io/resource.h" -#include "core/templates/map.h" -#include "core/templates/pair.h" -#include "core/templates/vector.h" +#include "core/templates/rb_map.h" #include "scene/animation/animation_player.h" #include "scene/resources/texture.h" @@ -56,12 +53,14 @@ class GLTFState : public Resource { friend class GLTFDocument; String filename; + String base_path; Dictionary json; int major_version = 0; int minor_version = 0; Vector<uint8_t> glb_data; bool use_named_skin_binds = false; + bool discard_meshes_and_materials = false; Vector<Ref<GLTFNode>> nodes; Vector<Vector<uint8_t>> buffers; @@ -71,7 +70,7 @@ class GLTFState : public Resource { Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to. Vector<AnimationPlayer *> animation_players; - Map<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache; + HashMap<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache; Vector<Ref<BaseMaterial3D>> materials; String scene_name; @@ -82,16 +81,16 @@ class GLTFState : public Resource { Vector<Ref<GLTFSkin>> skins; Vector<Ref<GLTFCamera>> cameras; Vector<Ref<GLTFLight>> lights; - Set<String> unique_names; - Set<String> unique_animation_names; + HashSet<String> unique_names; + HashSet<String> unique_animation_names; Vector<Ref<GLTFSkeleton>> skeletons; - Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node; + HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node; Vector<Ref<GLTFAnimation>> animations; - Map<GLTFNodeIndex, Node *> scene_nodes; + HashMap<GLTFNodeIndex, Node *> scene_nodes; - Map<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton; - Map<ObjectID, Map<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin; + HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton; + HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin; protected: static void _bind_methods(); @@ -112,6 +111,9 @@ public: bool get_use_named_skin_binds(); void set_use_named_skin_binds(bool p_use_named_skin_binds); + 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); @@ -133,6 +135,9 @@ public: String get_scene_name(); void set_scene_name(String p_scene_name); + String get_base_path(); + void set_base_path(String p_base_path); + Array get_root_nodes(); void set_root_nodes(Array p_root_nodes); @@ -172,7 +177,7 @@ public: AnimationPlayer *get_animation_player(int idx); - //void set_scene_nodes(Map<GLTFNodeIndex, Node *> p_scene_nodes) { + //void set_scene_nodes(RBMap<GLTFNodeIndex, Node *> p_scene_nodes) { // this->scene_nodes = p_scene_nodes; //} @@ -180,10 +185,10 @@ public: // this->animation_players = p_animation_players; //} - //Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() { + //RBMap<Ref<Material>, GLTFMaterialIndex> get_material_cache() { // return this->material_cache; //} - //void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) { + //void set_material_cache(RBMap<Ref<Material>, GLTFMaterialIndex> p_material_cache) { // this->material_cache = p_material_cache; //} }; |