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![Rémi Verschelde](/assets/img/avatar_default.png)
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
190 lines
9.1 KiB
C++
190 lines
9.1 KiB
C++
/**************************************************************************/
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/* gltf_accessor.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_accessor.h"
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void GLTFAccessor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
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ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
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ClassDB::bind_method(D_METHOD("get_byte_offset"), &GLTFAccessor::get_byte_offset);
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ClassDB::bind_method(D_METHOD("set_byte_offset", "byte_offset"), &GLTFAccessor::set_byte_offset);
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ClassDB::bind_method(D_METHOD("get_component_type"), &GLTFAccessor::get_component_type);
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ClassDB::bind_method(D_METHOD("set_component_type", "component_type"), &GLTFAccessor::set_component_type);
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ClassDB::bind_method(D_METHOD("get_normalized"), &GLTFAccessor::get_normalized);
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ClassDB::bind_method(D_METHOD("set_normalized", "normalized"), &GLTFAccessor::set_normalized);
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ClassDB::bind_method(D_METHOD("get_count"), &GLTFAccessor::get_count);
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ClassDB::bind_method(D_METHOD("set_count", "count"), &GLTFAccessor::set_count);
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ClassDB::bind_method(D_METHOD("get_type"), &GLTFAccessor::get_type);
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ClassDB::bind_method(D_METHOD("set_type", "type"), &GLTFAccessor::set_type);
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ClassDB::bind_method(D_METHOD("get_min"), &GLTFAccessor::get_min);
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ClassDB::bind_method(D_METHOD("set_min", "min"), &GLTFAccessor::set_min);
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ClassDB::bind_method(D_METHOD("get_max"), &GLTFAccessor::get_max);
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ClassDB::bind_method(D_METHOD("set_max", "max"), &GLTFAccessor::set_max);
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ClassDB::bind_method(D_METHOD("get_sparse_count"), &GLTFAccessor::get_sparse_count);
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ClassDB::bind_method(D_METHOD("set_sparse_count", "sparse_count"), &GLTFAccessor::set_sparse_count);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_buffer_view"), &GLTFAccessor::get_sparse_indices_buffer_view);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_buffer_view", "sparse_indices_buffer_view"), &GLTFAccessor::set_sparse_indices_buffer_view);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_byte_offset"), &GLTFAccessor::get_sparse_indices_byte_offset);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_byte_offset", "sparse_indices_byte_offset"), &GLTFAccessor::set_sparse_indices_byte_offset);
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ClassDB::bind_method(D_METHOD("get_sparse_indices_component_type"), &GLTFAccessor::get_sparse_indices_component_type);
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ClassDB::bind_method(D_METHOD("set_sparse_indices_component_type", "sparse_indices_component_type"), &GLTFAccessor::set_sparse_indices_component_type);
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ClassDB::bind_method(D_METHOD("get_sparse_values_buffer_view"), &GLTFAccessor::get_sparse_values_buffer_view);
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ClassDB::bind_method(D_METHOD("set_sparse_values_buffer_view", "sparse_values_buffer_view"), &GLTFAccessor::set_sparse_values_buffer_view);
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ClassDB::bind_method(D_METHOD("get_sparse_values_byte_offset"), &GLTFAccessor::get_sparse_values_byte_offset);
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ClassDB::bind_method(D_METHOD("set_sparse_values_byte_offset", "sparse_values_byte_offset"), &GLTFAccessor::set_sparse_values_byte_offset);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "buffer_view"), "set_buffer_view", "get_buffer_view"); // GLTFBufferViewIndex
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ADD_PROPERTY(PropertyInfo(Variant::INT, "byte_offset"), "set_byte_offset", "get_byte_offset"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_buffer_view"), "set_sparse_indices_buffer_view", "get_sparse_indices_buffer_view"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_byte_offset"), "set_sparse_indices_byte_offset", "get_sparse_indices_byte_offset"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_indices_component_type"), "set_sparse_indices_component_type", "get_sparse_indices_component_type"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_buffer_view"), "set_sparse_values_buffer_view", "get_sparse_values_buffer_view"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_values_byte_offset"), "set_sparse_values_byte_offset", "get_sparse_values_byte_offset"); // int
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}
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GLTFBufferViewIndex GLTFAccessor::get_buffer_view() {
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return buffer_view;
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}
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void GLTFAccessor::set_buffer_view(GLTFBufferViewIndex p_buffer_view) {
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buffer_view = p_buffer_view;
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}
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int GLTFAccessor::get_byte_offset() {
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return byte_offset;
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}
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void GLTFAccessor::set_byte_offset(int p_byte_offset) {
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byte_offset = p_byte_offset;
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}
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int GLTFAccessor::get_component_type() {
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return component_type;
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}
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void GLTFAccessor::set_component_type(int p_component_type) {
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component_type = p_component_type;
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}
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bool GLTFAccessor::get_normalized() {
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return normalized;
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}
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void GLTFAccessor::set_normalized(bool p_normalized) {
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normalized = p_normalized;
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}
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int GLTFAccessor::get_count() {
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return count;
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}
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void GLTFAccessor::set_count(int p_count) {
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count = p_count;
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}
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int GLTFAccessor::get_type() {
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return (int)type;
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}
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void GLTFAccessor::set_type(int p_type) {
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type = (GLTFType)p_type; // TODO: Register enum
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}
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Vector<double> GLTFAccessor::get_min() {
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return min;
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}
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void GLTFAccessor::set_min(Vector<double> p_min) {
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min = p_min;
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}
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Vector<double> GLTFAccessor::get_max() {
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return max;
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}
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void GLTFAccessor::set_max(Vector<double> p_max) {
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max = p_max;
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}
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int GLTFAccessor::get_sparse_count() {
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return sparse_count;
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}
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void GLTFAccessor::set_sparse_count(int p_sparse_count) {
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sparse_count = p_sparse_count;
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}
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int GLTFAccessor::get_sparse_indices_buffer_view() {
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return sparse_indices_buffer_view;
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}
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void GLTFAccessor::set_sparse_indices_buffer_view(int p_sparse_indices_buffer_view) {
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sparse_indices_buffer_view = p_sparse_indices_buffer_view;
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}
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int GLTFAccessor::get_sparse_indices_byte_offset() {
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return sparse_indices_byte_offset;
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}
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void GLTFAccessor::set_sparse_indices_byte_offset(int p_sparse_indices_byte_offset) {
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sparse_indices_byte_offset = p_sparse_indices_byte_offset;
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}
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int GLTFAccessor::get_sparse_indices_component_type() {
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return sparse_indices_component_type;
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}
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void GLTFAccessor::set_sparse_indices_component_type(int p_sparse_indices_component_type) {
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sparse_indices_component_type = p_sparse_indices_component_type;
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}
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int GLTFAccessor::get_sparse_values_buffer_view() {
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return sparse_values_buffer_view;
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}
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void GLTFAccessor::set_sparse_values_buffer_view(int p_sparse_values_buffer_view) {
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sparse_values_buffer_view = p_sparse_values_buffer_view;
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}
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int GLTFAccessor::get_sparse_values_byte_offset() {
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return sparse_values_byte_offset;
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}
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void GLTFAccessor::set_sparse_values_byte_offset(int p_sparse_values_byte_offset) {
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sparse_values_byte_offset = p_sparse_values_byte_offset;
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}
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