Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
155 lines
7.3 KiB
C++
155 lines
7.3 KiB
C++
/*************************************************************************/
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/* gltf_skin.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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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_skin.h"
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void GLTFSkin::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
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ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
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ClassDB::bind_method(D_METHOD("get_joints_original"), &GLTFSkin::get_joints_original);
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ClassDB::bind_method(D_METHOD("set_joints_original", "joints_original"), &GLTFSkin::set_joints_original);
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ClassDB::bind_method(D_METHOD("get_inverse_binds"), &GLTFSkin::get_inverse_binds);
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ClassDB::bind_method(D_METHOD("set_inverse_binds", "inverse_binds"), &GLTFSkin::set_inverse_binds);
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ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkin::get_joints);
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ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkin::set_joints);
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ClassDB::bind_method(D_METHOD("get_non_joints"), &GLTFSkin::get_non_joints);
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ClassDB::bind_method(D_METHOD("set_non_joints", "non_joints"), &GLTFSkin::set_non_joints);
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ClassDB::bind_method(D_METHOD("get_roots"), &GLTFSkin::get_roots);
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ClassDB::bind_method(D_METHOD("set_roots", "roots"), &GLTFSkin::set_roots);
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ClassDB::bind_method(D_METHOD("get_skeleton"), &GLTFSkin::get_skeleton);
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ClassDB::bind_method(D_METHOD("set_skeleton", "skeleton"), &GLTFSkin::set_skeleton);
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ClassDB::bind_method(D_METHOD("get_joint_i_to_bone_i"), &GLTFSkin::get_joint_i_to_bone_i);
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ClassDB::bind_method(D_METHOD("set_joint_i_to_bone_i", "joint_i_to_bone_i"), &GLTFSkin::set_joint_i_to_bone_i);
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ClassDB::bind_method(D_METHOD("get_joint_i_to_name"), &GLTFSkin::get_joint_i_to_name);
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ClassDB::bind_method(D_METHOD("set_joint_i_to_name", "joint_i_to_name"), &GLTFSkin::set_joint_i_to_name);
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ClassDB::bind_method(D_METHOD("get_godot_skin"), &GLTFSkin::get_godot_skin);
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ClassDB::bind_method(D_METHOD("set_godot_skin", "godot_skin"), &GLTFSkin::set_godot_skin);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skin_root"), "set_skin_root", "get_skin_root"); // GLTFNodeIndex
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints_original"), "set_joints_original", "get_joints_original"); // Vector<GLTFNodeIndex>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "inverse_binds", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL), "set_inverse_binds", "get_inverse_binds"); // Vector<Transform>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "joints"), "set_joints", "get_joints"); // Vector<GLTFNodeIndex>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "non_joints"), "set_non_joints", "get_non_joints"); // Vector<GLTFNodeIndex>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "roots"), "set_roots", "get_roots"); // Vector<GLTFNodeIndex>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "skeleton"), "set_skeleton", "get_skeleton"); // int
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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"); // Map<int,
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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"); // Map<int,
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "godot_skin"), "set_godot_skin", "get_godot_skin"); // Ref<Skin>
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}
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GLTFNodeIndex GLTFSkin::get_skin_root() {
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return skin_root;
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}
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void GLTFSkin::set_skin_root(GLTFNodeIndex p_skin_root) {
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skin_root = p_skin_root;
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}
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Vector<GLTFNodeIndex> GLTFSkin::get_joints_original() {
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return joints_original;
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}
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void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
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joints_original = p_joints_original;
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}
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Array GLTFSkin::get_inverse_binds() {
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return GLTFDocument::to_array(inverse_binds);
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}
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void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
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GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
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}
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Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
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return joints;
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}
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void GLTFSkin::set_joints(Vector<GLTFNodeIndex> p_joints) {
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joints = p_joints;
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}
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Vector<GLTFNodeIndex> GLTFSkin::get_non_joints() {
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return non_joints;
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}
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void GLTFSkin::set_non_joints(Vector<GLTFNodeIndex> p_non_joints) {
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non_joints = p_non_joints;
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}
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Vector<GLTFNodeIndex> GLTFSkin::get_roots() {
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return roots;
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}
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void GLTFSkin::set_roots(Vector<GLTFNodeIndex> p_roots) {
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roots = p_roots;
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}
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int GLTFSkin::get_skeleton() {
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return skeleton;
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}
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void GLTFSkin::set_skeleton(int p_skeleton) {
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skeleton = p_skeleton;
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}
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Dictionary GLTFSkin::get_joint_i_to_bone_i() {
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return GLTFDocument::to_dict(joint_i_to_bone_i);
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}
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void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
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GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
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}
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Dictionary GLTFSkin::get_joint_i_to_name() {
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Dictionary ret;
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Map<int, StringName>::Element *elem = joint_i_to_name.front();
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while (elem) {
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ret[elem->key()] = String(elem->value());
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elem = elem->next();
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}
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return ret;
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}
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void GLTFSkin::set_joint_i_to_name(Dictionary p_joint_i_to_name) {
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joint_i_to_name = Map<int, StringName>();
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Array keys = p_joint_i_to_name.keys();
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for (int i = 0; i < keys.size(); i++) {
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joint_i_to_name[keys[i]] = joint_i_to_name[keys[i]];
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}
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}
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Ref<Skin> GLTFSkin::get_godot_skin() {
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return godot_skin;
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}
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void GLTFSkin::set_godot_skin(Ref<Skin> p_godot_skin) {
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godot_skin = p_godot_skin;
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}
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