1/**************************************************************************/
2/* gltf_skin.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_skin.h"
32
33#include "../gltf_template_convert.h"
34
35#include "core/variant/typed_array.h"
36#include "scene/resources/skin.h"
37
38void GLTFSkin::_bind_methods() {
39 ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
40 ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
41 ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
42 ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
43 ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
44 ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
45 ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
46 ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
47 ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
48 ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
49 ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
50 ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
51 ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
52 ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
53 ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
54 ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
55 ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
56 ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
57 ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
58 ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
59
60 ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
61 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
62 ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform3D>
63 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
64 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
65 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
66 ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
67 ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_bone_i", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_bone_i", "get_joint_i_to_bone_i"); // RBMap<int,
68 ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "joint_i_to_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_joint_i_to_name", "get_joint_i_to_name"); // RBMap<int,
69 ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin", PROPERTY_HINT_RESOURCE_TYPE, "Skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
70}
71
72GLTFNodeIndex GLTFSkin::get_skin_root() {
73 return skin_root;
74}
75
76void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
77 skin_root = p_skin_root;
78}
79
80Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
81 return joints_original;
82}
83
84void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
85 joints_original = p_joints_original;
86}
87
88TypedArray<Transform3D> GLTFSkin::get_inverse_binds() {
89 return GLTFTemplateConvert::to_array(inverse_binds);
90}
91
92void GLTFSkin::set_inverse_binds(TypedArray<Transform3D> p_inverse_binds) {
93 GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
94}
95
96Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
97 return joints;
98}
99
100void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
101 joints = p_joints;
102}
103
104Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
105 return non_joints;
106}
107
108void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
109 non_joints = p_non_joints;
110}
111
112Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
113 return roots;
114}
115
116void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
117 roots = p_roots;
118}
119
120int GLTFSkin::get_skeleton() {
121 return skeleton;
122}
123
124void GLTFSkin::set_skeleton(int p_skeleton) {
125 skeleton = p_skeleton;
126}
127
128Dictionary GLTFSkin::get_joint_i_to_bone_i() {
129 return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
130}
131
132void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
133 GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
134}
135
136Dictionary GLTFSkin::get_joint_i_to_name() {
137 Dictionary ret;
138 HashMap<int, StringName>::Iterator elem = joint_i_to_name.begin();
139 while (elem) {
140 ret[elem->key] = String(elem->value);
141 ++elem;
142 }
143 return ret;
144}
145
146void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
147 joint_i_to_name = HashMap<int, StringName>();
148 Array keys = p_joint_i_to_name.keys();
149 for (int i = 0; i < keys.size(); i++) {
150 joint_i_to_name[keys[i]] = p_joint_i_to_name[keys[i]];
151 }
152}
153
154Ref<Skin> GLTFSkin::get_godot_skin() {
155 return godot_skin;
156}
157
158void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
159 godot_skin = p_godot_skin;
160}
161