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Diffstat (limited to 'modules/gltf/structures/gltf_skeleton.cpp')
-rw-r--r--modules/gltf/structures/gltf_skeleton.cpp98
1 files changed, 98 insertions, 0 deletions
diff --git a/modules/gltf/structures/gltf_skeleton.cpp b/modules/gltf/structures/gltf_skeleton.cpp
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+++ b/modules/gltf/structures/gltf_skeleton.cpp
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+/*************************************************************************/
+/* gltf_skeleton.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "gltf_skeleton.h"
+
+#include "../gltf_template_convert.h"
+#include "scene/3d/bone_attachment_3d.h"
+
+void GLTFSkeleton::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
+ ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
+ ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
+ ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
+ ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton);
+ ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names);
+ ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names);
+ ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node);
+ ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node);
+ ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
+ ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "godot_bone_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_godot_bone_node", "get_godot_bone_node"); // RBMap<int32_t,
+}
+
+Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() {
+ return joints;
+}
+
+void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) {
+ joints = p_joints;
+}
+
+Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() {
+ return roots;
+}
+
+void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) {
+ roots = p_roots;
+}
+
+Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
+ return godot_skeleton;
+}
+
+Array GLTFSkeleton::get_unique_names() {
+ return GLTFTemplateConvert::to_array(unique_names);
+}
+
+void GLTFSkeleton::set_unique_names(Array p_unique_names) {
+ GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
+}
+
+Dictionary GLTFSkeleton::get_godot_bone_node() {
+ return GLTFTemplateConvert::to_dict(godot_bone_node);
+}
+
+void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
+ GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
+}
+
+BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {
+ ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr);
+ return bone_attachments[idx];
+}
+
+int32_t GLTFSkeleton::get_bone_attachment_count() {
+ return bone_attachments.size();
+}