Files
GDevelop/Extensions/3D/Model3DObjectConfiguration.h
T
D8H 20c3d62c90 Add the support for animations on 3D models (#5302)
- Breaking change: fix 3D models that were mirrored on Y axis.
  - In case some models look upside-down, they can be fixed by adding 180° to the "Rotation around Y axis" property.
- Handle custom origin and center.
2023-06-13 12:42:46 +02:00

178 lines
4.8 KiB
C++

/**
GDevelop - Particle System Extension
Copyright (c) 2010-2016 Florian Rival (Florian.Rival@gmail.com)
This project is released under the MIT License.
*/
#pragma once
#include "GDCore/Project/ObjectConfiguration.h"
namespace gd {
class InitialInstance;
class Project;
} // namespace gd
class GD_EXTENSION_API Model3DAnimation {
public:
Model3DAnimation() : shouldLoop(false) {};
virtual ~Model3DAnimation(){};
/**
* \brief Return the name of the animation
*/
const gd::String &GetName() const { return name; }
/**
* \brief Change the name of the animation
*/
void SetName(const gd::String &name_) { name = name_; }
/**
* \brief Return the name of the animation from the GLB file.
*/
const gd::String &GetSource() const { return source; }
/**
* \brief Change the name of the animation from the GLB file.
*/
void SetSource(const gd::String &source_) { source = source_; }
/**
* \brief Return true if the animation should loop.
*/
const bool ShouldLoop() const { return shouldLoop; }
/**
* \brief Change whether the animation should loop or not.
*/
void SetShouldLoop(bool shouldLoop_) { shouldLoop = shouldLoop_; }
private:
gd::String name;
gd::String source;
bool shouldLoop;
};
/**
* \brief Particle Emitter object used for storage and for the IDE.
*/
class GD_EXTENSION_API Model3DObjectConfiguration
: public gd::ObjectConfiguration {
public:
Model3DObjectConfiguration();
virtual ~Model3DObjectConfiguration(){};
virtual std::unique_ptr<gd::ObjectConfiguration> Clone() const override {
return gd::make_unique<Model3DObjectConfiguration>(*this);
}
virtual void ExposeResources(gd::ArbitraryResourceWorker &worker) override;
virtual std::map<gd::String, gd::PropertyDescriptor>
GetProperties() const override;
virtual bool UpdateProperty(const gd::String &name,
const gd::String &value) override;
virtual std::map<gd::String, gd::PropertyDescriptor>
GetInitialInstanceProperties(const gd::InitialInstance &instance,
gd::Project &project,
gd::Layout &layout) override;
virtual bool UpdateInitialInstanceProperty(gd::InitialInstance &instance,
const gd::String &name,
const gd::String &value,
gd::Project &project,
gd::Layout &layout) override;
/** \name Animations
* Methods related to animations management
*/
///@{
/**
* \brief Return the animation at the specified index.
* If the index is out of bound, a "bad animation" object is returned.
*/
const Model3DAnimation &GetAnimation(std::size_t nb) const;
/**
* \brief Return the animation at the specified index.
* If the index is out of bound, a "bad animation" object is returned.
*/
Model3DAnimation &GetAnimation(std::size_t nb);
/**
* \brief Return the number of animations this object has.
*/
std::size_t GetAnimationsCount() const { return animations.size(); };
/**
* \brief Return true if the animation called "name" exists.
*/
bool HasAnimationNamed(const gd::String& name) const;
/**
* \brief Add an animation at the end of the existing ones.
*/
void AddAnimation(const Model3DAnimation &animation);
/**
* \brief Remove an animation.
*/
bool RemoveAnimation(std::size_t nb);
/**
* \brief Remove all animations.
*/
void RemoveAllAnimations() { animations.clear(); }
/**
* \brief Return true if the object hasn't any animation.
*/
bool HasNoAnimations() const { return animations.empty(); }
/**
* \brief Swap the position of two animations
*/
void SwapAnimations(std::size_t firstIndex, std::size_t secondIndex);
/**
* \brief Change the position of the specified animation
*/
void MoveAnimation(std::size_t oldIndex, std::size_t newIndex);
/**
* \brief Return a read-only reference to the vector containing all the
* animation of the object.
*/
const std::vector<Model3DAnimation> &GetAllAnimations() const {
return animations;
}
///@}
protected:
virtual void DoUnserializeFrom(gd::Project &project,
const gd::SerializerElement &element) override;
virtual void DoSerializeTo(gd::SerializerElement &element) const override;
private:
double width;
double height;
double depth;
double rotationX;
double rotationY;
double rotationZ;
gd::String modelResourceName;
gd::String materialType;
gd::String originLocation;
gd::String centerLocation;
bool keepAspectRatio;
std::vector<Model3DAnimation> animations;
static Model3DAnimation badAnimation; //< Bad animation when an out of bound
// animation is requested.
};