forked from sascha/godot
GLTF: Move shared defines into a separate gltf_defines.h file
Also move GLTFDocument's template conversion functions into gltf_template_convert.h4.0
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/*************************************************************************/
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/* gltf_defines.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef GLTF_DEFINES_H
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#define GLTF_DEFINES_H
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// This file should only be included by other headers.
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// Godot classes used by GLTF headers.
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class BoneAttachment3D;
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class CSGShape3D;
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class DirectionalLight3D;
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class GridMap;
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class Light3D;
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class MultiMeshInstance3D;
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class Skeleton3D;
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class Skin;
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// GLTF classes.
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struct GLTFAccessor;
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class GLTFAnimation;
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class GLTFBufferView;
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class GLTFCamera;
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class GLTFDocument;
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class GLTFDocumentExtension;
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class GLTFLight;
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class GLTFMesh;
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class GLTFNode;
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class GLTFSkeleton;
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class GLTFSkin;
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class GLTFSpecGloss;
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class GLTFState;
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class GLTFTexture;
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// GLTF index aliases.
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using GLTFAccessorIndex = int;
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using GLTFAnimationIndex = int;
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using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFLightIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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using GLTFTextureIndex = int;
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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#endif // GLTF_DEFINES_H
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@ -0,0 +1,94 @@
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/*************************************************************************/
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/* gltf_template_convert.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef GLTF_TEMPLATE_CONVERT_H
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#define GLTF_TEMPLATE_CONVERT_H
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#include "core/templates/hash_set.h"
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#include "core/variant/array.h"
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#include "core/variant/dictionary.h"
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namespace GLTFTemplateConvert {
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template <class T>
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static Array to_array(const Vector<T> &p_inp) {
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Array ret;
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for (int i = 0; i < p_inp.size(); i++) {
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ret.push_back(p_inp[i]);
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}
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return ret;
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}
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template <class T>
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static Array to_array(const HashSet<T> &p_inp) {
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Array ret;
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typename HashSet<T>::Iterator elem = p_inp.begin();
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while (elem) {
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ret.push_back(*elem);
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++elem;
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}
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return ret;
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}
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template <class T>
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static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
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r_out.clear();
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for (int i = 0; i < p_inp.size(); i++) {
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r_out.push_back(p_inp[i]);
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}
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}
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template <class T>
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static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
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r_out.clear();
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for (int i = 0; i < p_inp.size(); i++) {
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r_out.insert(p_inp[i]);
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}
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}
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template <class K, class V>
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static Dictionary to_dict(const HashMap<K, V> &p_inp) {
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Dictionary ret;
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for (const KeyValue<K, V> &E : p_inp) {
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ret[E.key] = E.value;
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}
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return ret;
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}
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template <class K, class V>
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static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
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r_out.clear();
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Array keys = p_inp.keys();
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for (int i = 0; i < keys.size(); i++) {
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r_out[keys[i]] = p_inp[keys[i]];
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}
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}
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} //namespace GLTFTemplateConvert
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#endif // GLTF_TEMPLATE_CONVERT_H
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