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/*************************************************************************/
/*  gltf_mesh.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_mesh.h"

#include "scene/resources/importer_mesh.h"

void GLTFMesh::_bind_methods() {
	ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFMesh::get_mesh);
	ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFMesh::set_mesh);
	ClassDB::bind_method(D_METHOD("get_blend_weights"), &GLTFMesh::get_blend_weights);
	ClassDB::bind_method(D_METHOD("set_blend_weights", "blend_weights"), &GLTFMesh::set_blend_weights);
	ClassDB::bind_method(D_METHOD("get_instance_materials"), &GLTFMesh::get_instance_materials);
	ClassDB::bind_method(D_METHOD("set_instance_materials", "instance_materials"), &GLTFMesh::set_instance_materials);

	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh"), "set_mesh", "get_mesh");
	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT32_ARRAY, "blend_weights"), "set_blend_weights", "get_blend_weights"); // Vector<float>
	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "instance_materials"), "set_instance_materials", "get_instance_materials");
}

Ref<ImporterMesh> GLTFMesh::get_mesh() {
	return mesh;
}

void GLTFMesh::set_mesh(Ref<ImporterMesh> p_mesh) {
	mesh = p_mesh;
}

Array GLTFMesh::get_instance_materials() {
	return instance_materials;
}

void GLTFMesh::set_instance_materials(Array p_instance_materials) {
	instance_materials = p_instance_materials;
}

Vector<float> GLTFMesh::get_blend_weights() {
	return blend_weights;
}

void GLTFMesh::set_blend_weights(Vector<float> p_blend_weights) {
	blend_weights = p_blend_weights;
}