mirror of
https://github.com/godotengine/godot
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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 🎆
95 lines
4.9 KiB
C++
95 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) 2007-2021 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_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"), &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"); // Map<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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