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174 lines
8.9 KiB
C++
174 lines
8.9 KiB
C++
/**************************************************************************/
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/* gltf_object_model_property.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) 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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#include "gltf_object_model_property.h"
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#include "../gltf_template_convert.h"
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void GLTFObjectModelProperty::_bind_methods() {
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_UNKNOWN);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_BOOL);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT_ARRAY);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT2);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT3);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT4);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT2X2);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT3X3);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_FLOAT4X4);
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BIND_ENUM_CONSTANT(GLTF_OBJECT_MODEL_TYPE_INT);
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ClassDB::bind_method(D_METHOD("append_node_path", "node_path"), &GLTFObjectModelProperty::append_node_path);
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ClassDB::bind_method(D_METHOD("append_path_to_property", "node_path", "prop_name"), &GLTFObjectModelProperty::append_path_to_property);
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ClassDB::bind_method(D_METHOD("get_accessor_type"), &GLTFObjectModelProperty::get_accessor_type);
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ClassDB::bind_method(D_METHOD("get_gltf_to_godot_expression"), &GLTFObjectModelProperty::get_gltf_to_godot_expression);
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ClassDB::bind_method(D_METHOD("set_gltf_to_godot_expression", "gltf_to_godot_expr"), &GLTFObjectModelProperty::set_gltf_to_godot_expression);
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ClassDB::bind_method(D_METHOD("get_godot_to_gltf_expression"), &GLTFObjectModelProperty::get_godot_to_gltf_expression);
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ClassDB::bind_method(D_METHOD("set_godot_to_gltf_expression", "godot_to_gltf_expr"), &GLTFObjectModelProperty::set_godot_to_gltf_expression);
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ClassDB::bind_method(D_METHOD("get_node_paths"), &GLTFObjectModelProperty::get_node_paths);
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ClassDB::bind_method(D_METHOD("has_node_paths"), &GLTFObjectModelProperty::has_node_paths);
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ClassDB::bind_method(D_METHOD("set_node_paths", "node_paths"), &GLTFObjectModelProperty::set_node_paths);
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ClassDB::bind_method(D_METHOD("get_object_model_type"), &GLTFObjectModelProperty::get_object_model_type);
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ClassDB::bind_method(D_METHOD("set_object_model_type", "type"), &GLTFObjectModelProperty::set_object_model_type);
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ClassDB::bind_method(D_METHOD("get_json_pointers"), &GLTFObjectModelProperty::get_json_pointers_bind);
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ClassDB::bind_method(D_METHOD("has_json_pointers"), &GLTFObjectModelProperty::has_json_pointers);
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ClassDB::bind_method(D_METHOD("set_json_pointers", "json_pointers"), &GLTFObjectModelProperty::set_json_pointers_bind);
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ClassDB::bind_method(D_METHOD("get_variant_type"), &GLTFObjectModelProperty::get_variant_type);
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ClassDB::bind_method(D_METHOD("set_variant_type", "variant_type"), &GLTFObjectModelProperty::set_variant_type);
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ClassDB::bind_method(D_METHOD("set_types", "variant_type", "obj_model_type"), &GLTFObjectModelProperty::set_types);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gltf_to_godot_expression", PROPERTY_HINT_RESOURCE_TYPE, "Expression"), "set_gltf_to_godot_expression", "get_gltf_to_godot_expression"); // Ref<Expression>
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_to_gltf_expression", PROPERTY_HINT_RESOURCE_TYPE, "Expression"), "set_godot_to_gltf_expression", "get_godot_to_gltf_expression"); // Ref<Expression>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "node_paths", PROPERTY_HINT_TYPE_STRING, "NodePath"), "set_node_paths", "get_node_paths"); // TypedArray<NodePath>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "object_model_type"), "set_object_model_type", "get_object_model_type"); // GLTFObjectModelType
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "json_pointers"), "set_json_pointers", "get_json_pointers"); // TypedArray<PackedStringArray>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "variant_type"), "set_variant_type", "get_variant_type"); // Variant::Type
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}
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void GLTFObjectModelProperty::append_node_path(const NodePath &p_node_path) {
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node_paths.push_back(p_node_path);
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}
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void GLTFObjectModelProperty::append_path_to_property(const NodePath &p_node_path, const StringName &p_prop_name) {
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Vector<StringName> node_names = p_node_path.get_names();
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Vector<StringName> subpath = p_node_path.get_subnames();
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subpath.append(p_prop_name);
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node_paths.push_back(NodePath(node_names, subpath, false));
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}
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GLTFAccessor::GLTFAccessorType GLTFObjectModelProperty::get_accessor_type() const {
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switch (object_model_type) {
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case GLTF_OBJECT_MODEL_TYPE_FLOAT2:
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return GLTFAccessor::TYPE_VEC2;
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case GLTF_OBJECT_MODEL_TYPE_FLOAT3:
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return GLTFAccessor::TYPE_VEC3;
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case GLTF_OBJECT_MODEL_TYPE_FLOAT4:
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return GLTFAccessor::TYPE_VEC4;
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case GLTF_OBJECT_MODEL_TYPE_FLOAT2X2:
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return GLTFAccessor::TYPE_MAT2;
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case GLTF_OBJECT_MODEL_TYPE_FLOAT3X3:
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return GLTFAccessor::TYPE_MAT3;
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case GLTF_OBJECT_MODEL_TYPE_FLOAT4X4:
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return GLTFAccessor::TYPE_MAT4;
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default:
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return GLTFAccessor::TYPE_SCALAR;
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}
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}
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Ref<Expression> GLTFObjectModelProperty::get_gltf_to_godot_expression() const {
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return gltf_to_godot_expr;
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}
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void GLTFObjectModelProperty::set_gltf_to_godot_expression(Ref<Expression> p_gltf_to_godot_expr) {
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gltf_to_godot_expr = p_gltf_to_godot_expr;
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}
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Ref<Expression> GLTFObjectModelProperty::get_godot_to_gltf_expression() const {
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return godot_to_gltf_expr;
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}
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void GLTFObjectModelProperty::set_godot_to_gltf_expression(Ref<Expression> p_godot_to_gltf_expr) {
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godot_to_gltf_expr = p_godot_to_gltf_expr;
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}
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TypedArray<NodePath> GLTFObjectModelProperty::get_node_paths() const {
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return node_paths;
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}
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bool GLTFObjectModelProperty::has_node_paths() const {
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return !node_paths.is_empty();
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}
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void GLTFObjectModelProperty::set_node_paths(TypedArray<NodePath> p_node_paths) {
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node_paths = p_node_paths;
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}
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GLTFObjectModelProperty::GLTFObjectModelType GLTFObjectModelProperty::get_object_model_type() const {
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return object_model_type;
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}
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void GLTFObjectModelProperty::set_object_model_type(GLTFObjectModelType p_type) {
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object_model_type = p_type;
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}
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Vector<PackedStringArray> GLTFObjectModelProperty::get_json_pointers() const {
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return json_pointers;
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}
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bool GLTFObjectModelProperty::has_json_pointers() const {
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return !json_pointers.is_empty();
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}
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void GLTFObjectModelProperty::set_json_pointers(const Vector<PackedStringArray> &p_json_pointers) {
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json_pointers = p_json_pointers;
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}
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TypedArray<PackedStringArray> GLTFObjectModelProperty::get_json_pointers_bind() const {
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return GLTFTemplateConvert::to_array(json_pointers);
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}
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void GLTFObjectModelProperty::set_json_pointers_bind(const TypedArray<PackedStringArray> &p_json_pointers) {
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GLTFTemplateConvert::set_from_array(json_pointers, p_json_pointers);
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}
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Variant::Type GLTFObjectModelProperty::get_variant_type() const {
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return variant_type;
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}
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void GLTFObjectModelProperty::set_variant_type(Variant::Type p_variant_type) {
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variant_type = p_variant_type;
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}
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void GLTFObjectModelProperty::set_types(Variant::Type p_variant_type, GLTFObjectModelType p_obj_model_type) {
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variant_type = p_variant_type;
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object_model_type = p_obj_model_type;
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}
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