1/**************************************************************************/
2/* gltf_skeleton.cpp */
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#include "gltf_skeleton.h"
32
33#include "../gltf_template_convert.h"
34
35#include "scene/3d/bone_attachment_3d.h"
36
37void GLTFSkeleton::_bind_methods() {
38 ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
39 ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
40 ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkeleton::get_roots);
41 ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkeleton::set_roots);
42 ClassDB::bind_method(D_METHOD("get_godot_skeleton"), &GLTFSkeleton::get_godot_skeleton);
43 ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFSkeleton::get_unique_names);
44 ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFSkeleton::set_unique_names);
45 ClassDB::bind_method(D_METHOD("get_godot_bone_node"), &GLTFSkeleton::get_godot_bone_node);
46 ClassDB::bind_method(D_METHOD("set_godot_bone_node", "godot_bone_node"), &GLTFSkeleton::set_godot_bone_node);
47 ClassDB::bind_method(D_METHOD("get_bone_attachment_count"), &GLTFSkeleton::get_bone_attachment_count);
48 ClassDB::bind_method(D_METHOD("get_bone_attachment", "idx"), &GLTFSkeleton::get_bone_attachment);
49
50 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
51 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
52 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>
53 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"); // RBMap<int32_t,
54}
55
56Vector<GLTFNodeIndex> GLTFSkeleton::get_joints() {
57 return joints;
58}
59
60void GLTFSkeleton::set_joints(Vector<GLTFNodeIndex> p_joints) {
61 joints = p_joints;
62}
63
64Vector<GLTFNodeIndex> GLTFSkeleton::get_roots() {
65 return roots;
66}
67
68void GLTFSkeleton::set_roots(Vector<GLTFNodeIndex> p_roots) {
69 roots = p_roots;
70}
71
72Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
73 return godot_skeleton;
74}
75
76TypedArray<String> GLTFSkeleton::get_unique_names() {
77 return GLTFTemplateConvert::to_array(unique_names);
78}
79
80void GLTFSkeleton::set_unique_names(TypedArray<String> p_unique_names) {
81 GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
82}
83
84Dictionary GLTFSkeleton::get_godot_bone_node() {
85 return GLTFTemplateConvert::to_dict(godot_bone_node);
86}
87
88void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
89 GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
90}
91
92BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {
93 ERR_FAIL_INDEX_V(idx, bone_attachments.size(), nullptr);
94 return bone_attachments[idx];
95}
96
97int32_t GLTFSkeleton::get_bone_attachment_count() {
98 return bone_attachments.size();
99}
100