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746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
96 lines
4.9 KiB
C++
96 lines
4.9 KiB
C++
/*************************************************************************/
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/* gltf_skeleton.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "gltf_skeleton.h"
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void GLTFSkeleton::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
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ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
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ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
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ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
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ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton);
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ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names);
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ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names);
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ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node);
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ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node);
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ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
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ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
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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>
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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,
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}
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Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() {
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return joints;
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}
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void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) {
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joints = p_joints;
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}
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Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() {
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return roots;
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}
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void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) {
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roots = p_roots;
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}
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Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
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return godot_skeleton;
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}
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Array GLTFSkeleton::get_unique_names() {
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return GLTFDocument::to_array(unique_names);
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}
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void GLTFSkeleton::set_unique_names(Array p_unique_names) {
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GLTFDocument::set_from_array(unique_names, p_unique_names);
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}
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Dictionary GLTFSkeleton::get_godot_bone_node() {
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return GLTFDocument::to_dict(godot_bone_node);
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}
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void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
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GLTFDocument::set_from_dict(godot_bone_node, p_indict);
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}
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BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {
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ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr);
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return bone_attachments[idx];
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}
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int32_t GLTFSkeleton::get_bone_attachment_count() {
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return bone_attachments.size();
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}
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