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/*************************************************************************/
/*  gltf_accessor.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.                */
/*************************************************************************/

#ifndef GLTF_ACCESSOR_H
#define GLTF_ACCESSOR_H

#include "core/io/resource.h"

#include "gltf_defines.h"

struct GLTFAccessor : public Resource {
	GDCLASS(GLTFAccessor, Resource);
	friend class GLTFDocument;

private:
	GLTFBufferViewIndex buffer_view = 0;
	int byte_offset = 0;
	int component_type = 0;
	bool normalized = false;
	int count = 0;
	GLTFType type = GLTFType::TYPE_SCALAR;
	Vector<double> min;
	Vector<double> max;
	int sparse_count = 0;
	int sparse_indices_buffer_view = 0;
	int sparse_indices_byte_offset = 0;
	int sparse_indices_component_type = 0;
	int sparse_values_buffer_view = 0;
	int sparse_values_byte_offset = 0;

protected:
	static void _bind_methods();

public:
	GLTFBufferViewIndex get_buffer_view();
	void set_buffer_view(GLTFBufferViewIndex p_buffer_view);

	int get_byte_offset();
	void set_byte_offset(int p_byte_offset);

	int get_component_type();
	void set_component_type(int p_component_type);

	bool get_normalized();
	void set_normalized(bool p_normalized);

	int get_count();
	void set_count(int p_count);

	int get_type();
	void set_type(int p_type);

	Vector<double> get_min();
	void set_min(Vector<double> p_min);

	Vector<double> get_max();
	void set_max(Vector<double> p_max);

	int get_sparse_count();
	void set_sparse_count(int p_sparse_count);

	int get_sparse_indices_buffer_view();
	void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view);

	int get_sparse_indices_byte_offset();
	void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset);

	int get_sparse_indices_component_type();
	void set_sparse_indices_component_type(int p_sparse_indices_component_type);

	int get_sparse_values_buffer_view();
	void set_sparse_values_buffer_view(int p_sparse_values_buffer_view);

	int get_sparse_values_byte_offset();
	void set_sparse_values_byte_offset(int p_sparse_values_byte_offset);
};
#endif // GLTF_ACCESSOR_H