mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 21:51:22 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			217 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			217 lines
		
	
	
	
		
			7.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
 | |
| /*  gltf_state.h                                                          */
 | |
| /**************************************************************************/
 | |
| /*                         This file is part of:                          */
 | |
| /*                             GODOT ENGINE                               */
 | |
| /*                        https://godotengine.org                         */
 | |
| /**************************************************************************/
 | |
| /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
 | |
| /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
 | |
| /*                                                                        */
 | |
| /* 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_STATE_H
 | |
| #define GLTF_STATE_H
 | |
| 
 | |
| #include "extensions/gltf_light.h"
 | |
| #include "structures/gltf_accessor.h"
 | |
| #include "structures/gltf_animation.h"
 | |
| #include "structures/gltf_buffer_view.h"
 | |
| #include "structures/gltf_camera.h"
 | |
| #include "structures/gltf_mesh.h"
 | |
| #include "structures/gltf_node.h"
 | |
| #include "structures/gltf_skeleton.h"
 | |
| #include "structures/gltf_skin.h"
 | |
| #include "structures/gltf_texture.h"
 | |
| #include "structures/gltf_texture_sampler.h"
 | |
| 
 | |
| class GLTFState : public Resource {
 | |
| 	GDCLASS(GLTFState, 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 use_khr_texture_transform = false;
 | |
| 	bool discard_meshes_and_materials = false;
 | |
| 	bool create_animations = true;
 | |
| 
 | |
| 	int handle_binary_image = HANDLE_BINARY_EXTRACT_TEXTURES;
 | |
| 
 | |
| 	Vector<Ref<GLTFNode>> nodes;
 | |
| 	Vector<Vector<uint8_t>> buffers;
 | |
| 	Vector<Ref<GLTFBufferView>> buffer_views;
 | |
| 	Vector<Ref<GLTFAccessor>> accessors;
 | |
| 
 | |
| 	Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
 | |
| 
 | |
| 	Vector<AnimationPlayer *> animation_players;
 | |
| 	HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
 | |
| 	Vector<Ref<Material>> materials;
 | |
| 
 | |
| 	String scene_name;
 | |
| 	Vector<int> root_nodes;
 | |
| 	Vector<Ref<GLTFTexture>> textures;
 | |
| 	Vector<Ref<GLTFTextureSampler>> texture_samplers;
 | |
| 	Ref<GLTFTextureSampler> default_texture_sampler;
 | |
| 	Vector<Ref<Texture2D>> images;
 | |
| 	Vector<String> extensions_used;
 | |
| 	Vector<String> extensions_required;
 | |
| 	Vector<Ref<Image>> source_images;
 | |
| 
 | |
| 	Vector<Ref<GLTFSkin>> skins;
 | |
| 	Vector<Ref<GLTFCamera>> cameras;
 | |
| 	Vector<Ref<GLTFLight>> lights;
 | |
| 	HashSet<String> unique_names;
 | |
| 	HashSet<String> unique_animation_names;
 | |
| 
 | |
| 	Vector<Ref<GLTFSkeleton>> skeletons;
 | |
| 	Vector<Ref<GLTFAnimation>> animations;
 | |
| 	HashMap<GLTFNodeIndex, Node *> scene_nodes;
 | |
| 	HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
 | |
| 
 | |
| 	HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
 | |
| 	HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
 | |
| 	Dictionary additional_data;
 | |
| 
 | |
| protected:
 | |
| 	static void _bind_methods();
 | |
| 
 | |
| public:
 | |
| 	void add_used_extension(const String &p_extension, bool p_required = false);
 | |
| 
 | |
| 	enum GLTFHandleBinary {
 | |
| 		HANDLE_BINARY_DISCARD_TEXTURES = 0,
 | |
| 		HANDLE_BINARY_EXTRACT_TEXTURES,
 | |
| 		HANDLE_BINARY_EMBED_AS_BASISU,
 | |
| 		HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, // if this value changes from 3, ResourceImporterScene::pre_import must be changed as well.
 | |
| 	};
 | |
| 	int32_t get_handle_binary_image() {
 | |
| 		return handle_binary_image;
 | |
| 	}
 | |
| 	void set_handle_binary_image(int32_t p_handle_binary_image) {
 | |
| 		handle_binary_image = p_handle_binary_image;
 | |
| 	}
 | |
| 
 | |
| 	Dictionary get_json();
 | |
| 	void set_json(Dictionary p_json);
 | |
| 
 | |
| 	int get_major_version();
 | |
| 	void set_major_version(int p_major_version);
 | |
| 
 | |
| 	int get_minor_version();
 | |
| 	void set_minor_version(int p_minor_version);
 | |
| 
 | |
| 	Vector<uint8_t> get_glb_data();
 | |
| 	void set_glb_data(Vector<uint8_t> p_glb_data);
 | |
| 
 | |
| 	bool get_use_named_skin_binds();
 | |
| 	void set_use_named_skin_binds(bool p_use_named_skin_binds);
 | |
| 
 | |
| 	bool get_discard_textures();
 | |
| 	void set_discard_textures(bool p_discard_textures);
 | |
| 
 | |
| 	bool get_embed_as_basisu();
 | |
| 	void set_embed_as_basisu(bool p_embed_as_basisu);
 | |
| 
 | |
| 	bool get_extract_textures();
 | |
| 	void set_extract_textures(bool p_extract_textures);
 | |
| 
 | |
| 	bool get_discard_meshes_and_materials();
 | |
| 	void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
 | |
| 
 | |
| 	TypedArray<GLTFNode> get_nodes();
 | |
| 	void set_nodes(TypedArray<GLTFNode> p_nodes);
 | |
| 
 | |
| 	TypedArray<PackedByteArray> get_buffers();
 | |
| 	void set_buffers(TypedArray<PackedByteArray> p_buffers);
 | |
| 
 | |
| 	TypedArray<GLTFBufferView> get_buffer_views();
 | |
| 	void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
 | |
| 
 | |
| 	TypedArray<GLTFAccessor> get_accessors();
 | |
| 	void set_accessors(TypedArray<GLTFAccessor> p_accessors);
 | |
| 
 | |
| 	TypedArray<GLTFMesh> get_meshes();
 | |
| 	void set_meshes(TypedArray<GLTFMesh> p_meshes);
 | |
| 
 | |
| 	TypedArray<Material> get_materials();
 | |
| 	void set_materials(TypedArray<Material> p_materials);
 | |
| 
 | |
| 	String get_scene_name();
 | |
| 	void set_scene_name(String p_scene_name);
 | |
| 
 | |
| 	String get_base_path();
 | |
| 	void set_base_path(String p_base_path);
 | |
| 
 | |
| 	PackedInt32Array get_root_nodes();
 | |
| 	void set_root_nodes(PackedInt32Array p_root_nodes);
 | |
| 
 | |
| 	TypedArray<GLTFTexture> get_textures();
 | |
| 	void set_textures(TypedArray<GLTFTexture> p_textures);
 | |
| 
 | |
| 	TypedArray<GLTFTextureSampler> get_texture_samplers();
 | |
| 	void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers);
 | |
| 
 | |
| 	TypedArray<Texture2D> get_images();
 | |
| 	void set_images(TypedArray<Texture2D> p_images);
 | |
| 
 | |
| 	TypedArray<GLTFSkin> get_skins();
 | |
| 	void set_skins(TypedArray<GLTFSkin> p_skins);
 | |
| 
 | |
| 	TypedArray<GLTFCamera> get_cameras();
 | |
| 	void set_cameras(TypedArray<GLTFCamera> p_cameras);
 | |
| 
 | |
| 	TypedArray<GLTFLight> get_lights();
 | |
| 	void set_lights(TypedArray<GLTFLight> p_lights);
 | |
| 
 | |
| 	TypedArray<String> get_unique_names();
 | |
| 	void set_unique_names(TypedArray<String> p_unique_names);
 | |
| 
 | |
| 	TypedArray<String> get_unique_animation_names();
 | |
| 	void set_unique_animation_names(TypedArray<String> p_unique_names);
 | |
| 
 | |
| 	TypedArray<GLTFSkeleton> get_skeletons();
 | |
| 	void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
 | |
| 
 | |
| 	bool get_create_animations();
 | |
| 	void set_create_animations(bool p_create_animations);
 | |
| 
 | |
| 	TypedArray<GLTFAnimation> get_animations();
 | |
| 	void set_animations(TypedArray<GLTFAnimation> p_animations);
 | |
| 
 | |
| 	Node *get_scene_node(GLTFNodeIndex idx);
 | |
| 	GLTFNodeIndex get_node_index(Node *p_node);
 | |
| 
 | |
| 	int get_animation_players_count(int idx);
 | |
| 
 | |
| 	AnimationPlayer *get_animation_player(int idx);
 | |
| 
 | |
| 	Variant get_additional_data(const StringName &p_extension_name);
 | |
| 	void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
 | |
| };
 | |
| 
 | |
| #endif // GLTF_STATE_H
 | 
