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cd367b3da3
Add get_scene_node_path and has_additional_data to GLTFNode, remove center of mass ignore warning in physics (it's supported now), rename `d` to `mesh_dict` in mesh import code.
238 lines
9.8 KiB
C++
238 lines
9.8 KiB
C++
/**************************************************************************/
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/* gltf_node.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_node.h"
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#include "../gltf_state.h"
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void GLTFNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_original_name"), &GLTFNode::get_original_name);
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ClassDB::bind_method(D_METHOD("set_original_name", "original_name"), &GLTFNode::set_original_name);
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ClassDB::bind_method(D_METHOD("get_parent"), &GLTFNode::get_parent);
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ClassDB::bind_method(D_METHOD("set_parent", "parent"), &GLTFNode::set_parent);
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ClassDB::bind_method(D_METHOD("get_height"), &GLTFNode::get_height);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &GLTFNode::set_height);
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ClassDB::bind_method(D_METHOD("get_xform"), &GLTFNode::get_xform);
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ClassDB::bind_method(D_METHOD("set_xform", "xform"), &GLTFNode::set_xform);
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ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFNode::get_mesh);
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFNode::set_mesh);
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ClassDB::bind_method(D_METHOD("get_camera"), &GLTFNode::get_camera);
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ClassDB::bind_method(D_METHOD("set_camera", "camera"), &GLTFNode::set_camera);
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ClassDB::bind_method(D_METHOD("get_skin"), &GLTFNode::get_skin);
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ClassDB::bind_method(D_METHOD("set_skin", "skin"), &GLTFNode::set_skin);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFNode::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFNode::set_skeleton);
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ClassDB::bind_method(D_METHOD("get_position"), &GLTFNode::get_position);
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ClassDB::bind_method(D_METHOD("set_position", "position"), &GLTFNode::set_position);
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ClassDB::bind_method(D_METHOD("get_rotation"), &GLTFNode::get_rotation);
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ClassDB::bind_method(D_METHOD("set_rotation", "rotation"), &GLTFNode::set_rotation);
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ClassDB::bind_method(D_METHOD("get_scale"), &GLTFNode::get_scale);
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ClassDB::bind_method(D_METHOD("set_scale", "scale"), &GLTFNode::set_scale);
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ClassDB::bind_method(D_METHOD("get_children"), &GLTFNode::get_children);
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ClassDB::bind_method(D_METHOD("set_children", "children"), &GLTFNode::set_children);
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ClassDB::bind_method(D_METHOD("append_child_index", "child_index"), &GLTFNode::append_child_index);
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ClassDB::bind_method(D_METHOD("get_light"), &GLTFNode::get_light);
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ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
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ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
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ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
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ClassDB::bind_method(D_METHOD("get_scene_node_path", "gltf_state", "handle_skeletons"), &GLTFNode::get_scene_node_path, DEFVAL(true));
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "original_name"), "set_original_name", "get_original_name"); // String
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ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height"), "set_height", "get_height"); // int
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "xform"), "set_xform", "get_xform"); // Transform3D
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ADD_PROPERTY(PropertyInfo(Variant::INT, "mesh"), "set_mesh", "get_mesh"); // GLTFMeshIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "camera"), "set_camera", "get_camera"); // GLTFCameraIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skin"), "set_skin", "get_skin"); // GLTFSkinIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // GLTFSkeletonIndex
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); // Vector3
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ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "rotation"), "set_rotation", "get_rotation"); // Quaternion
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale"), "set_scale", "get_scale"); // Vector3
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "children"), "set_children", "get_children"); // Vector<int>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "light"), "set_light", "get_light"); // GLTFLightIndex
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}
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String GLTFNode::get_original_name() {
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return original_name;
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}
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void GLTFNode::set_original_name(String p_name) {
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original_name = p_name;
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}
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GLTFNodeIndex GLTFNode::get_parent() {
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return parent;
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}
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void GLTFNode::set_parent(GLTFNodeIndex p_parent) {
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parent = p_parent;
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}
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int GLTFNode::get_height() {
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return height;
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}
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void GLTFNode::set_height(int p_height) {
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height = p_height;
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}
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Transform3D GLTFNode::get_xform() {
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return transform;
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}
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void GLTFNode::set_xform(Transform3D p_xform) {
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transform = p_xform;
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}
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GLTFMeshIndex GLTFNode::get_mesh() {
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return mesh;
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}
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void GLTFNode::set_mesh(GLTFMeshIndex p_mesh) {
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mesh = p_mesh;
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}
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GLTFCameraIndex GLTFNode::get_camera() {
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return camera;
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}
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void GLTFNode::set_camera(GLTFCameraIndex p_camera) {
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camera = p_camera;
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}
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GLTFSkinIndex GLTFNode::get_skin() {
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return skin;
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}
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void GLTFNode::set_skin(GLTFSkinIndex p_skin) {
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skin = p_skin;
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}
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GLTFSkeletonIndex GLTFNode::get_skeleton() {
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return skeleton;
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}
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void GLTFNode::set_skeleton(GLTFSkeletonIndex p_skeleton) {
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skeleton = p_skeleton;
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}
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Vector3 GLTFNode::get_position() {
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return transform.origin;
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}
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void GLTFNode::set_position(Vector3 p_position) {
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transform.origin = p_position;
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}
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Quaternion GLTFNode::get_rotation() {
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return transform.basis.get_rotation_quaternion();
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}
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void GLTFNode::set_rotation(Quaternion p_rotation) {
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transform.basis.set_quaternion_scale(p_rotation, transform.basis.get_scale());
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}
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Vector3 GLTFNode::get_scale() {
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return transform.basis.get_scale();
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}
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void GLTFNode::set_scale(Vector3 p_scale) {
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transform.basis = transform.basis.orthonormalized() * Basis::from_scale(p_scale);
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}
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Vector<int> GLTFNode::get_children() {
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return children;
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}
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void GLTFNode::set_children(Vector<int> p_children) {
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children = p_children;
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}
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void GLTFNode::append_child_index(int p_child_index) {
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children.append(p_child_index);
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}
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GLTFLightIndex GLTFNode::get_light() {
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return light;
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}
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void GLTFNode::set_light(GLTFLightIndex p_light) {
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light = p_light;
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}
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Variant GLTFNode::get_additional_data(const StringName &p_extension_name) {
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return additional_data[p_extension_name];
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}
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bool GLTFNode::has_additional_data(const StringName &p_extension_name) {
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return additional_data.has(p_extension_name);
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}
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void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
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additional_data[p_extension_name] = p_additional_data;
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}
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NodePath GLTFNode::get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons) {
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Vector<StringName> path;
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Vector<StringName> subpath;
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Ref<GLTFNode> current_gltf_node = this;
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const int gltf_node_count = p_state->nodes.size();
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if (p_handle_skeletons && skeleton != -1) {
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// Special case for skeleton nodes, skip all bones so that the path is to the Skeleton3D node.
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// A path that would otherwise be `A/B/C/Bone1/Bone2/Bone3` becomes `A/B/C/Skeleton3D:Bone3`.
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subpath.append(get_name());
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// The generated Skeleton3D node will be named Skeleton3D, so add it to the path.
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path.append("Skeleton3D");
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do {
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const int parent_index = current_gltf_node->get_parent();
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ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
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current_gltf_node = p_state->nodes[parent_index];
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} while (current_gltf_node->skeleton != -1);
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}
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const bool is_godot_single_root = p_state->extensions_used.has("GODOT_single_root");
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while (true) {
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const int parent_index = current_gltf_node->get_parent();
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if (is_godot_single_root && parent_index == -1) {
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// For GODOT_single_root scenes, the root glTF node becomes the Godot scene root, so it
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// should not be included in the path. Ex: A/B/C, A is single root, we want B/C only.
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break;
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}
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path.insert(0, current_gltf_node->get_name());
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if (!is_godot_single_root && parent_index == -1) {
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break;
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}
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ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
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current_gltf_node = p_state->nodes[parent_index];
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}
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if (unlikely(path.is_empty())) {
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path.append(".");
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}
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return NodePath(path, subpath, false);
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}
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