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This allows Godot to automatically compress meshes to save a lot of bandwidth. In general, this requires no interaction from the user and should result in no noticable quality loss. This scheme is not backwards compatible, so we have provided an upgrade mechanism, and a mesh versioning mechanism. Existing meshes can still be used as a result, but users can get a performance boost by reimporting assets.
227 lines
8.0 KiB
C++
227 lines
8.0 KiB
C++
/**************************************************************************/
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/* gltf_state.h */
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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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#ifndef GLTF_STATE_H
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#define GLTF_STATE_H
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#include "extensions/gltf_light.h"
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#include "structures/gltf_accessor.h"
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#include "structures/gltf_animation.h"
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#include "structures/gltf_buffer_view.h"
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#include "structures/gltf_camera.h"
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#include "structures/gltf_mesh.h"
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#include "structures/gltf_node.h"
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#include "structures/gltf_skeleton.h"
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#include "structures/gltf_skin.h"
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#include "structures/gltf_texture.h"
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#include "structures/gltf_texture_sampler.h"
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class GLTFState : public Resource {
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GDCLASS(GLTFState, Resource);
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friend class GLTFDocument;
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String base_path;
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String filename;
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Dictionary json;
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int major_version = 0;
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int minor_version = 0;
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String copyright;
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Vector<uint8_t> glb_data;
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bool use_named_skin_binds = false;
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bool use_khr_texture_transform = false;
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bool discard_meshes_and_materials = false;
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bool force_generate_tangents = false;
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bool create_animations = true;
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bool force_disable_compression = false;
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int handle_binary_image = HANDLE_BINARY_EXTRACT_TEXTURES;
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Vector<Ref<GLTFNode>> nodes;
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Vector<Vector<uint8_t>> buffers;
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Vector<Ref<GLTFBufferView>> buffer_views;
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Vector<Ref<GLTFAccessor>> accessors;
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Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
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Vector<AnimationPlayer *> animation_players;
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HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
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Vector<Ref<Material>> materials;
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String scene_name;
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Vector<int> root_nodes;
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Vector<Ref<GLTFTexture>> textures;
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Vector<Ref<GLTFTextureSampler>> texture_samplers;
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Ref<GLTFTextureSampler> default_texture_sampler;
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Vector<Ref<Texture2D>> images;
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Vector<String> extensions_used;
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Vector<String> extensions_required;
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Vector<Ref<Image>> source_images;
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Vector<Ref<GLTFSkin>> skins;
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Vector<Ref<GLTFCamera>> cameras;
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Vector<Ref<GLTFLight>> lights;
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HashSet<String> unique_names;
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HashSet<String> unique_animation_names;
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Vector<Ref<GLTFSkeleton>> skeletons;
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Vector<Ref<GLTFAnimation>> animations;
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HashMap<GLTFNodeIndex, Node *> scene_nodes;
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HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
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HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
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HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
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Dictionary additional_data;
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protected:
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static void _bind_methods();
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public:
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void add_used_extension(const String &p_extension, bool p_required = false);
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enum GLTFHandleBinary {
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HANDLE_BINARY_DISCARD_TEXTURES = 0,
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HANDLE_BINARY_EXTRACT_TEXTURES,
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HANDLE_BINARY_EMBED_AS_BASISU,
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HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, // if this value changes from 3, ResourceImporterScene::pre_import must be changed as well.
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};
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int32_t get_handle_binary_image() {
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return handle_binary_image;
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}
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void set_handle_binary_image(int32_t p_handle_binary_image) {
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handle_binary_image = p_handle_binary_image;
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}
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Dictionary get_json();
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void set_json(Dictionary p_json);
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int get_major_version();
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void set_major_version(int p_major_version);
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int get_minor_version();
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void set_minor_version(int p_minor_version);
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String get_copyright() const;
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void set_copyright(const String &p_copyright);
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Vector<uint8_t> get_glb_data();
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void set_glb_data(Vector<uint8_t> p_glb_data);
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bool get_use_named_skin_binds();
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void set_use_named_skin_binds(bool p_use_named_skin_binds);
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bool get_discard_textures();
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void set_discard_textures(bool p_discard_textures);
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bool get_embed_as_basisu();
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void set_embed_as_basisu(bool p_embed_as_basisu);
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bool get_extract_textures();
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void set_extract_textures(bool p_extract_textures);
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bool get_discard_meshes_and_materials();
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void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
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TypedArray<GLTFNode> get_nodes();
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void set_nodes(TypedArray<GLTFNode> p_nodes);
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TypedArray<PackedByteArray> get_buffers();
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void set_buffers(TypedArray<PackedByteArray> p_buffers);
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TypedArray<GLTFBufferView> get_buffer_views();
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void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
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TypedArray<GLTFAccessor> get_accessors();
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void set_accessors(TypedArray<GLTFAccessor> p_accessors);
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TypedArray<GLTFMesh> get_meshes();
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void set_meshes(TypedArray<GLTFMesh> p_meshes);
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TypedArray<Material> get_materials();
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void set_materials(TypedArray<Material> p_materials);
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String get_scene_name();
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void set_scene_name(String p_scene_name);
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String get_base_path();
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void set_base_path(String p_base_path);
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String get_filename() const;
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void set_filename(const String &p_filename);
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PackedInt32Array get_root_nodes();
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void set_root_nodes(PackedInt32Array p_root_nodes);
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TypedArray<GLTFTexture> get_textures();
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void set_textures(TypedArray<GLTFTexture> p_textures);
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TypedArray<GLTFTextureSampler> get_texture_samplers();
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void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers);
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TypedArray<Texture2D> get_images();
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void set_images(TypedArray<Texture2D> p_images);
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TypedArray<GLTFSkin> get_skins();
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void set_skins(TypedArray<GLTFSkin> p_skins);
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TypedArray<GLTFCamera> get_cameras();
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void set_cameras(TypedArray<GLTFCamera> p_cameras);
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TypedArray<GLTFLight> get_lights();
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void set_lights(TypedArray<GLTFLight> p_lights);
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TypedArray<String> get_unique_names();
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void set_unique_names(TypedArray<String> p_unique_names);
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TypedArray<String> get_unique_animation_names();
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void set_unique_animation_names(TypedArray<String> p_unique_names);
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TypedArray<GLTFSkeleton> get_skeletons();
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void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
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bool get_create_animations();
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void set_create_animations(bool p_create_animations);
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TypedArray<GLTFAnimation> get_animations();
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void set_animations(TypedArray<GLTFAnimation> p_animations);
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Node *get_scene_node(GLTFNodeIndex idx);
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GLTFNodeIndex get_node_index(Node *p_node);
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int get_animation_players_count(int idx);
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AnimationPlayer *get_animation_player(int idx);
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Variant get_additional_data(const StringName &p_extension_name);
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void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
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};
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#endif // GLTF_STATE_H
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