1/**************************************************************************/
2/* gltf_state.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef GLTF_STATE_H
32#define GLTF_STATE_H
33
34#include "extensions/gltf_light.h"
35#include "structures/gltf_accessor.h"
36#include "structures/gltf_animation.h"
37#include "structures/gltf_buffer_view.h"
38#include "structures/gltf_camera.h"
39#include "structures/gltf_mesh.h"
40#include "structures/gltf_node.h"
41#include "structures/gltf_skeleton.h"
42#include "structures/gltf_skin.h"
43#include "structures/gltf_texture.h"
44#include "structures/gltf_texture_sampler.h"
45
46class GLTFState : public Resource {
47 GDCLASS(GLTFState, Resource);
48 friend class GLTFDocument;
49
50 String base_path;
51 String filename;
52 Dictionary json;
53 int major_version = 0;
54 int minor_version = 0;
55 String copyright;
56 Vector<uint8_t> glb_data;
57
58 bool use_named_skin_binds = false;
59 bool use_khr_texture_transform = false;
60 bool discard_meshes_and_materials = false;
61 bool create_animations = true;
62
63 int handle_binary_image = HANDLE_BINARY_EXTRACT_TEXTURES;
64
65 Vector<Ref<GLTFNode>> nodes;
66 Vector<Vector<uint8_t>> buffers;
67 Vector<Ref<GLTFBufferView>> buffer_views;
68 Vector<Ref<GLTFAccessor>> accessors;
69
70 Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
71
72 Vector<AnimationPlayer *> animation_players;
73 HashMap<Ref<Material>, GLTFMaterialIndex> material_cache;
74 Vector<Ref<Material>> materials;
75
76 String scene_name;
77 Vector<int> root_nodes;
78 Vector<Ref<GLTFTexture>> textures;
79 Vector<Ref<GLTFTextureSampler>> texture_samplers;
80 Ref<GLTFTextureSampler> default_texture_sampler;
81 Vector<Ref<Texture2D>> images;
82 Vector<String> extensions_used;
83 Vector<String> extensions_required;
84 Vector<Ref<Image>> source_images;
85
86 Vector<Ref<GLTFSkin>> skins;
87 Vector<Ref<GLTFCamera>> cameras;
88 Vector<Ref<GLTFLight>> lights;
89 HashSet<String> unique_names;
90 HashSet<String> unique_animation_names;
91
92 Vector<Ref<GLTFSkeleton>> skeletons;
93 Vector<Ref<GLTFAnimation>> animations;
94 HashMap<GLTFNodeIndex, Node *> scene_nodes;
95 HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
96
97 HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
98 HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
99 Dictionary additional_data;
100
101protected:
102 static void _bind_methods();
103
104public:
105 void add_used_extension(const String &p_extension, bool p_required = false);
106
107 enum GLTFHandleBinary {
108 HANDLE_BINARY_DISCARD_TEXTURES = 0,
109 HANDLE_BINARY_EXTRACT_TEXTURES,
110 HANDLE_BINARY_EMBED_AS_BASISU,
111 HANDLE_BINARY_EMBED_AS_UNCOMPRESSED, // if this value changes from 3, ResourceImporterScene::pre_import must be changed as well.
112 };
113 int32_t get_handle_binary_image() {
114 return handle_binary_image;
115 }
116 void set_handle_binary_image(int32_t p_handle_binary_image) {
117 handle_binary_image = p_handle_binary_image;
118 }
119
120 Dictionary get_json();
121 void set_json(Dictionary p_json);
122
123 int get_major_version();
124 void set_major_version(int p_major_version);
125
126 int get_minor_version();
127 void set_minor_version(int p_minor_version);
128
129 String get_copyright() const;
130 void set_copyright(const String &p_copyright);
131
132 Vector<uint8_t> get_glb_data();
133 void set_glb_data(Vector<uint8_t> p_glb_data);
134
135 bool get_use_named_skin_binds();
136 void set_use_named_skin_binds(bool p_use_named_skin_binds);
137
138 bool get_discard_textures();
139 void set_discard_textures(bool p_discard_textures);
140
141 bool get_embed_as_basisu();
142 void set_embed_as_basisu(bool p_embed_as_basisu);
143
144 bool get_extract_textures();
145 void set_extract_textures(bool p_extract_textures);
146
147 bool get_discard_meshes_and_materials();
148 void set_discard_meshes_and_materials(bool p_discard_meshes_and_materials);
149
150 TypedArray<GLTFNode> get_nodes();
151 void set_nodes(TypedArray<GLTFNode> p_nodes);
152
153 TypedArray<PackedByteArray> get_buffers();
154 void set_buffers(TypedArray<PackedByteArray> p_buffers);
155
156 TypedArray<GLTFBufferView> get_buffer_views();
157 void set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views);
158
159 TypedArray<GLTFAccessor> get_accessors();
160 void set_accessors(TypedArray<GLTFAccessor> p_accessors);
161
162 TypedArray<GLTFMesh> get_meshes();
163 void set_meshes(TypedArray<GLTFMesh> p_meshes);
164
165 TypedArray<Material> get_materials();
166 void set_materials(TypedArray<Material> p_materials);
167
168 String get_scene_name();
169 void set_scene_name(String p_scene_name);
170
171 String get_base_path();
172 void set_base_path(String p_base_path);
173
174 String get_filename() const;
175 void set_filename(const String &p_filename);
176
177 PackedInt32Array get_root_nodes();
178 void set_root_nodes(PackedInt32Array p_root_nodes);
179
180 TypedArray<GLTFTexture> get_textures();
181 void set_textures(TypedArray<GLTFTexture> p_textures);
182
183 TypedArray<GLTFTextureSampler> get_texture_samplers();
184 void set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers);
185
186 TypedArray<Texture2D> get_images();
187 void set_images(TypedArray<Texture2D> p_images);
188
189 TypedArray<GLTFSkin> get_skins();
190 void set_skins(TypedArray<GLTFSkin> p_skins);
191
192 TypedArray<GLTFCamera> get_cameras();
193 void set_cameras(TypedArray<GLTFCamera> p_cameras);
194
195 TypedArray<GLTFLight> get_lights();
196 void set_lights(TypedArray<GLTFLight> p_lights);
197
198 TypedArray<String> get_unique_names();
199 void set_unique_names(TypedArray<String> p_unique_names);
200
201 TypedArray<String> get_unique_animation_names();
202 void set_unique_animation_names(TypedArray<String> p_unique_names);
203
204 TypedArray<GLTFSkeleton> get_skeletons();
205 void set_skeletons(TypedArray<GLTFSkeleton> p_skeletons);
206
207 bool get_create_animations();
208 void set_create_animations(bool p_create_animations);
209
210 TypedArray<GLTFAnimation> get_animations();
211 void set_animations(TypedArray<GLTFAnimation> p_animations);
212
213 Node *get_scene_node(GLTFNodeIndex idx);
214 GLTFNodeIndex get_node_index(Node *p_node);
215
216 int get_animation_players_count(int idx);
217
218 AnimationPlayer *get_animation_player(int idx);
219
220 Variant get_additional_data(const StringName &p_extension_name);
221 void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
222};
223
224#endif // GLTF_STATE_H
225