godot/modules/gltf/gltf_mesh.cpp
Lyuma e575b27b15 3.x backport glTF: Fix override materials and non-empty arrays
Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
2021-11-01 23:40:12 -07:00

69 lines
3.5 KiB
C++

/*************************************************************************/
/* gltf_mesh.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
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/*************************************************************************/
#include "gltf_mesh.h"
void GLTFMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_mesh"), &GLTFMesh::get_mesh);
ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &GLTFMesh::set_mesh);
ClassDB::bind_method(D_METHOD("get_blend_weights"), &GLTFMesh::get_blend_weights);
ClassDB::bind_method(D_METHOD("set_blend_weights", "blend_weights"), &GLTFMesh::set_blend_weights);
ClassDB::bind_method(D_METHOD("get_instance_materials"), &GLTFMesh::get_instance_materials);
ClassDB::bind_method(D_METHOD("set_instance_materials", "instance_materials"), &GLTFMesh::set_instance_materials);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh"), "set_mesh", "get_mesh");
ADD_PROPERTY(PropertyInfo(Variant::POOL_REAL_ARRAY, "blend_weights"), "set_blend_weights", "get_blend_weights"); // Vector<float>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "instance_materials"), "set_instance_materials", "get_instance_materials");
}
Ref<ArrayMesh> GLTFMesh::get_mesh() {
return mesh;
}
void GLTFMesh::set_mesh(Ref<ArrayMesh> p_mesh) {
mesh = p_mesh;
}
Array GLTFMesh::get_instance_materials() {
return instance_materials;
}
void GLTFMesh::set_instance_materials(Array p_instance_materials) {
instance_materials = p_instance_materials;
}
Vector<float> GLTFMesh::get_blend_weights() {
return blend_weights;
}
void GLTFMesh::set_blend_weights(Vector<float> p_blend_weights) {
blend_weights = p_blend_weights;
}