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GLTF: Prerequisite cleanups before KHR_animation_pointer
Add get_scene_node_path and has_additional_data to GLTFNode, remove center of mass ignore warning in physics (it's supported now), rename `d` to `mesh_dict` in mesh import code.
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@@ -30,6 +30,8 @@
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#include "gltf_node.h"
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#include "../gltf_state.h"
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void GLTFNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_original_name"), &GLTFNode::get_original_name);
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ClassDB::bind_method(D_METHOD("set_original_name", "original_name"), &GLTFNode::set_original_name);
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@@ -60,6 +62,7 @@ void GLTFNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_light", "light"), &GLTFNode::set_light);
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ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFNode::get_additional_data);
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ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFNode::set_additional_data);
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ClassDB::bind_method(D_METHOD("get_scene_node_path", "gltf_state", "handle_skeletons"), &GLTFNode::get_scene_node_path, DEFVAL(true));
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "original_name"), "set_original_name", "get_original_name"); // String
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ADD_PROPERTY(PropertyInfo(Variant::INT, "parent"), "set_parent", "get_parent"); // GLTFNodeIndex
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@@ -187,6 +190,48 @@ Variant GLTFNode::get_additional_data(const StringName &p_extension_name) {
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return additional_data[p_extension_name];
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}
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bool GLTFNode::has_additional_data(const StringName &p_extension_name) {
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return additional_data.has(p_extension_name);
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}
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void GLTFNode::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
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additional_data[p_extension_name] = p_additional_data;
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}
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NodePath GLTFNode::get_scene_node_path(Ref<GLTFState> p_state, bool p_handle_skeletons) {
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Vector<StringName> path;
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Vector<StringName> subpath;
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Ref<GLTFNode> current_gltf_node = this;
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const int gltf_node_count = p_state->nodes.size();
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if (p_handle_skeletons && skeleton != -1) {
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// Special case for skeleton nodes, skip all bones so that the path is to the Skeleton3D node.
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// A path that would otherwise be `A/B/C/Bone1/Bone2/Bone3` becomes `A/B/C/Skeleton3D:Bone3`.
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subpath.append(get_name());
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// The generated Skeleton3D node will be named Skeleton3D, so add it to the path.
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path.append("Skeleton3D");
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do {
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const int parent_index = current_gltf_node->get_parent();
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ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
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current_gltf_node = p_state->nodes[parent_index];
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} while (current_gltf_node->skeleton != -1);
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}
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const bool is_godot_single_root = p_state->extensions_used.has("GODOT_single_root");
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while (true) {
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const int parent_index = current_gltf_node->get_parent();
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if (is_godot_single_root && parent_index == -1) {
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// For GODOT_single_root scenes, the root glTF node becomes the Godot scene root, so it
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// should not be included in the path. Ex: A/B/C, A is single root, we want B/C only.
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break;
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}
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path.insert(0, current_gltf_node->get_name());
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if (!is_godot_single_root && parent_index == -1) {
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break;
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}
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ERR_FAIL_INDEX_V(parent_index, gltf_node_count, NodePath());
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current_gltf_node = p_state->nodes[parent_index];
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}
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if (unlikely(path.is_empty())) {
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path.append(".");
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}
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return NodePath(path, subpath, false);
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}
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