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		06568bbfdf
		
			
		
	
	
	
	
		
			
			Was looking for misuse of module headers without checking that the module is actually enabled and got carried away...
		
			
				
	
	
		
			185 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
	
		
			5.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  gltf_state.h                                                         */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #ifndef GLTF_STATE_H
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| #define GLTF_STATE_H
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| 
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| #include "gltf_accessor.h"
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| #include "gltf_animation.h"
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| #include "gltf_buffer_view.h"
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| #include "gltf_camera.h"
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| #include "gltf_document.h"
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| #include "gltf_light.h"
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| #include "gltf_mesh.h"
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| #include "gltf_node.h"
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| #include "gltf_skeleton.h"
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| #include "gltf_skin.h"
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| #include "gltf_texture.h"
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| 
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| #include "core/io/resource.h"
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| #include "core/templates/vector.h"
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| #include "scene/animation/animation_player.h"
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| #include "scene/resources/texture.h"
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| 
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| class GLTFState : public Resource {
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| 	GDCLASS(GLTFState, Resource);
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| 	friend class GLTFDocument;
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| 	friend class PackedSceneGLTF;
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| 
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| 	String filename;
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| 	Dictionary json;
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| 	int major_version = 0;
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| 	int minor_version = 0;
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| 	Vector<uint8_t> glb_data;
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| 
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| 	bool use_named_skin_binds = false;
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| 
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| 	Vector<Ref<GLTFNode>> nodes;
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| 	Vector<Vector<uint8_t>> buffers;
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| 	Vector<Ref<GLTFBufferView>> buffer_views;
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| 	Vector<Ref<GLTFAccessor>> accessors;
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| 
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| 	Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
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| 
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| 	Vector<AnimationPlayer *> animation_players;
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| 	Map<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache;
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| 	Vector<Ref<BaseMaterial3D>> materials;
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| 
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| 	String scene_name;
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| 	Vector<int> root_nodes;
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| 	Vector<Ref<GLTFTexture>> textures;
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| 	Vector<Ref<Texture2D>> images;
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| 
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| 	Vector<Ref<GLTFSkin>> skins;
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| 	Vector<Ref<GLTFCamera>> cameras;
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| 	Vector<Ref<GLTFLight>> lights;
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| 	Set<String> unique_names;
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| 	Set<String> unique_animation_names;
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| 
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| 	Vector<Ref<GLTFSkeleton>> skeletons;
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| 	Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
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| 	Vector<Ref<GLTFAnimation>> animations;
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| 	Map<GLTFNodeIndex, Node *> scene_nodes;
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| 
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| protected:
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| 	static void _bind_methods();
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| 
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| public:
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| 	Dictionary get_json();
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| 	void set_json(Dictionary p_json);
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| 
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| 	int get_major_version();
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| 	void set_major_version(int p_major_version);
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| 
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| 	int get_minor_version();
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| 	void set_minor_version(int p_minor_version);
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| 
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| 	Vector<uint8_t> get_glb_data();
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| 	void set_glb_data(Vector<uint8_t> p_glb_data);
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| 
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| 	bool get_use_named_skin_binds();
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| 	void set_use_named_skin_binds(bool p_use_named_skin_binds);
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| 
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| 	Array get_nodes();
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| 	void set_nodes(Array p_nodes);
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| 
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| 	Array get_buffers();
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| 	void set_buffers(Array p_buffers);
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| 
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| 	Array get_buffer_views();
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| 	void set_buffer_views(Array p_buffer_views);
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| 
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| 	Array get_accessors();
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| 	void set_accessors(Array p_accessors);
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| 
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| 	Array get_meshes();
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| 	void set_meshes(Array p_meshes);
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| 
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| 	Array get_materials();
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| 	void set_materials(Array p_materials);
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| 
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| 	String get_scene_name();
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| 	void set_scene_name(String p_scene_name);
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| 
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| 	Array get_root_nodes();
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| 	void set_root_nodes(Array p_root_nodes);
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| 
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| 	Array get_textures();
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| 	void set_textures(Array p_textures);
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| 
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| 	Array get_images();
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| 	void set_images(Array p_images);
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| 
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| 	Array get_skins();
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| 	void set_skins(Array p_skins);
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| 
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| 	Array get_cameras();
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| 	void set_cameras(Array p_cameras);
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| 
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| 	Array get_lights();
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| 	void set_lights(Array p_lights);
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| 
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| 	Array get_unique_names();
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| 	void set_unique_names(Array p_unique_names);
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| 
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| 	Array get_unique_animation_names();
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| 	void set_unique_animation_names(Array p_unique_names);
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| 
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| 	Array get_skeletons();
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| 	void set_skeletons(Array p_skeletons);
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| 
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| 	Dictionary get_skeleton_to_node();
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| 	void set_skeleton_to_node(Dictionary p_skeleton_to_node);
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| 
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| 	Array get_animations();
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| 	void set_animations(Array p_animations);
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| 
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| 	Node *get_scene_node(GLTFNodeIndex idx);
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| 
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| 	int get_animation_players_count(int idx);
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| 
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| 	AnimationPlayer *get_animation_player(int idx);
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| 
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| 	//void set_scene_nodes(Map<GLTFNodeIndex, Node *> p_scene_nodes) {
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| 	//	this->scene_nodes = p_scene_nodes;
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| 	//}
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| 
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| 	//void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
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| 	//	this->animation_players = p_animation_players;
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| 	//}
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| 
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| 	//Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
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| 	//	return this->material_cache;
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| 	//}
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| 	//void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
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| 	//	this->material_cache = p_material_cache;
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| 	//}
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| };
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| #endif // GLTF_STATE_H
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