godot/modules/gltf/structures/gltf_skeleton.cpp
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

100 lines
5.1 KiB
C++

/**************************************************************************/
/* gltf_skeleton.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#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;
}
TypedArray<String> GLTFSkeleton::get_unique_names() {
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFSkeleton::set_unique_names(TypedArray<String> p_unique_names) {
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Dictionary GLTFSkeleton::get_godot_bone_node() {
return GLTFTemplateConvert::to_dictionary(godot_bone_node);
}
void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
GLTFTemplateConvert::set_from_dictionary(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();
}