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b5334d14f7
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
190 lines
9.1 KiB
C++
190 lines
9.1 KiB
C++
/*************************************************************************/
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/* gltf_accessor.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) 2007-2021 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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#include "gltf_accessor.h"
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void GLTFAccessor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
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ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
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ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset);
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ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset);
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ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type);
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ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type);
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ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized);
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ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized);
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ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count);
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ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count);
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ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type);
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ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min);
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ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min);
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ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max);
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ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max);
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ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count);
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ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type);
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ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view);
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ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view);
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ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset);
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ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int
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}
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GLTFBufferViewIndex GLTFAccessor::get_buffer_view() {
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return buffer_view;
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}
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void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) {
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buffer_view = p_buffer_view;
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}
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int GLTFAccessor::get_byte_offset() {
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return byte_offset;
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}
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void GLTFAccessor::set_byte_offset(int p_byte_offset) {
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byte_offset = p_byte_offset;
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}
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int GLTFAccessor::get_component_type() {
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return component_type;
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}
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void GLTFAccessor::set_component_type(int p_component_type) {
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component_type = p_component_type;
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}
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bool GLTFAccessor::get_normalized() {
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return normalized;
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}
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void GLTFAccessor::set_normalized(bool p_normalized) {
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normalized = p_normalized;
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}
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int GLTFAccessor::get_count() {
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return count;
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}
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void GLTFAccessor::set_count(int p_count) {
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count = p_count;
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}
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int GLTFAccessor::get_type() {
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return (int)type;
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}
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void GLTFAccessor::set_type(int p_type) {
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type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
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}
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Vector<double> GLTFAccessor::get_min() {
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return min;
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}
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void GLTFAccessor::set_min(Vector<double> p_min) {
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min = p_min;
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}
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Vector<double> GLTFAccessor::get_max() {
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return max;
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}
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void GLTFAccessor::set_max(Vector<double> p_max) {
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max = p_max;
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}
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int GLTFAccessor::get_sparse_count() {
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return sparse_count;
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}
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void GLTFAccessor::set_sparse_count(int p_sparse_count) {
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sparse_count = p_sparse_count;
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}
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int GLTFAccessor::get_sparse_indices_buffer_view() {
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return sparse_indices_buffer_view;
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}
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void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) {
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sparse_indices_buffer_view = p_sparse_indices_buffer_view;
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}
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int GLTFAccessor::get_sparse_indices_byte_offset() {
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return sparse_indices_byte_offset;
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}
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void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) {
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sparse_indices_byte_offset = p_sparse_indices_byte_offset;
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}
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int GLTFAccessor::get_sparse_indices_component_type() {
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return sparse_indices_component_type;
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}
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void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) {
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sparse_indices_component_type = p_sparse_indices_component_type;
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}
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int GLTFAccessor::get_sparse_values_buffer_view() {
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return sparse_values_buffer_view;
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}
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void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) {
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sparse_values_buffer_view = p_sparse_values_buffer_view;
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}
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int GLTFAccessor::get_sparse_values_byte_offset() {
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return sparse_values_byte_offset;
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}
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void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) {
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sparse_values_byte_offset = p_sparse_values_byte_offset;
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}
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