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gltf_state.cpp
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/*************************************************************************/
/* gltf_state.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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. */
/*************************************************************************/
#include "gltf_state.h"
void GLTFState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
ClassDB::bind_method(D_METHOD("get_animation_players_count"), &GLTFState::get_animation_players_count);
ClassDB::bind_method(D_METHOD("get_animation_player"), &GLTFState::get_animation_player);
ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
ClassDB::bind_method(D_METHOD("get_scene_node"), &GLTFState::get_scene_node);
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_nodes", "get_nodes"); // Vector<Ref<GLTFNode>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffer_views", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_buffer_views", "get_buffer_views"); // Vector<Ref<GLTFBufferView>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "accessors", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_accessors", "get_accessors"); // Vector<Ref<GLTFAccessor>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_meshes", "get_meshes"); // Vector<Ref<GLTFMesh>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_materials", "get_materials"); // Vector<Ref<Material>
ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector<Ref<GLTFTexture>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector<Ref<GLTFSkin>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector<Ref<GLTFLight>>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // Map<GLTFSkeletonIndex,
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
}