godot/modules/gltf/gltf_accessor.h
K. S. Ernest (iFire) Lee 523b2d9199 Remove packed scene gltf
We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
2021-09-10 08:39:17 -07:00

104 lines
4 KiB
C++

/*************************************************************************/
/* gltf_accessor.h */
/*************************************************************************/
/* 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 */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GLTF_ACCESSOR_H
#define GLTF_ACCESSOR_H
#include "core/io/resource.h"
#include "gltf_document.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
friend class GLTFDocument;
private:
GLTFBufferViewIndex buffer_view = 0;
int byte_offset = 0;
int component_type = 0;
bool normalized = false;
int count = 0;
GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
Vector<double> min;
Vector<double> max;
int sparse_count = 0;
int sparse_indices_buffer_view = 0;
int sparse_indices_byte_offset = 0;
int sparse_indices_component_type = 0;
int sparse_values_buffer_view = 0;
int sparse_values_byte_offset = 0;
protected:
static void _bind_methods();
public:
GLTFBufferViewIndex get_buffer_view();
void set_buffer_view(GLTFBufferViewIndex p_buffer_view);
int get_byte_offset();
void set_byte_offset(int p_byte_offset);
int get_component_type();
void set_component_type(int p_component_type);
bool get_normalized();
void set_normalized(bool p_normalized);
int get_count();
void set_count(int p_count);
int get_type();
void set_type(int p_type);
Vector<double> get_min();
void set_min(Vector<double> p_min);
Vector<double> get_max();
void set_max(Vector<double> p_max);
int get_sparse_count();
void set_sparse_count(int p_sparse_count);
int get_sparse_indices_buffer_view();
void set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view);
int get_sparse_indices_byte_offset();
void set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset);
int get_sparse_indices_component_type();
void set_sparse_indices_component_type(int p_sparse_indices_component_type);
int get_sparse_values_buffer_view();
void set_sparse_values_buffer_view(int p_sparse_values_buffer_view);
int get_sparse_values_byte_offset();
void set_sparse_values_byte_offset(int p_sparse_values_byte_offset);
};
#endif // GLTF_ACCESSOR_H