mirror of
https://github.com/godotengine/godot
synced 2024-11-02 09:38:07 +00:00
652ef966f9
Adds a bool import option `nodes/import_as_skeleton_bones`. This is supported in all FBX or GLTF document based formats. It is especially useful for retargeting and importing animations.
440 lines
21 KiB
C++
440 lines
21 KiB
C++
/**************************************************************************/
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/* gltf_state.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_state.h"
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#include "gltf_template_convert.h"
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void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
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ClassDB::bind_method(D_METHOD("append_data_to_buffers", "data", "deduplication"), &GLTFState::append_data_to_buffers);
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ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
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ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
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ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
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ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
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ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
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ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
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ClassDB::bind_method(D_METHOD("get_copyright"), &GLTFState::get_copyright);
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ClassDB::bind_method(D_METHOD("set_copyright", "copyright"), &GLTFState::set_copyright);
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ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
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ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
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ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
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ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
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ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
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ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
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ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
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ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
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ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
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ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
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ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
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ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
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ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
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ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
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ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
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ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
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ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
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ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
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ClassDB::bind_method(D_METHOD("get_base_path"), &GLTFState::get_base_path);
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ClassDB::bind_method(D_METHOD("set_base_path", "base_path"), &GLTFState::set_base_path);
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ClassDB::bind_method(D_METHOD("get_filename"), &GLTFState::get_filename);
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ClassDB::bind_method(D_METHOD("set_filename", "filename"), &GLTFState::set_filename);
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ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
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ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
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ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
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ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
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ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers);
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ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
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ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
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ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
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ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
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ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
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ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
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ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
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ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
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ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
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ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
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ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
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ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
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ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
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ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
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ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
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ClassDB::bind_method(D_METHOD("get_import_as_skeleton_bones"), &GLTFState::get_import_as_skeleton_bones);
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ClassDB::bind_method(D_METHOD("set_import_as_skeleton_bones", "import_as_skeleton_bones"), &GLTFState::set_import_as_skeleton_bones);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
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ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
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ClassDB::bind_method(D_METHOD("get_node_index", "scene_node"), &GLTFState::get_node_index);
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ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFState::get_additional_data);
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ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFState::set_additional_data);
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ClassDB::bind_method(D_METHOD("get_handle_binary_image"), &GLTFState::get_handle_binary_image);
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ClassDB::bind_method(D_METHOD("set_handle_binary_image", "method"), &GLTFState::set_handle_binary_image);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
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ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "copyright"), "set_copyright", "get_copyright"); // String
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
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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>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
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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>>
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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>>
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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>>
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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>
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_path"), "set_base_path", "get_base_path"); // String
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "filename"), "set_filename", "get_filename"); // String
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
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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>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "texture_samplers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_texture_samplers", "get_texture_samplers"); //Vector<Ref<GLTFTextureSampler>>
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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>
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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>>
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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>>
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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>>
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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>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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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>>
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "import_as_skeleton_bones"), "set_import_as_skeleton_bones", "get_import_as_skeleton_bones"); // bool
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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>>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed as Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
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BIND_CONSTANT(HANDLE_BINARY_DISCARD_TEXTURES);
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BIND_CONSTANT(HANDLE_BINARY_EXTRACT_TEXTURES);
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BIND_CONSTANT(HANDLE_BINARY_EMBED_AS_BASISU);
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BIND_CONSTANT(HANDLE_BINARY_EMBED_AS_UNCOMPRESSED);
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}
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void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) {
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if (!extensions_used.has(p_extension_name)) {
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extensions_used.push_back(p_extension_name);
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}
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if (p_required) {
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if (!extensions_required.has(p_extension_name)) {
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extensions_required.push_back(p_extension_name);
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}
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}
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}
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Dictionary GLTFState::get_json() {
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return json;
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}
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void GLTFState::set_json(Dictionary p_json) {
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json = p_json;
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}
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int GLTFState::get_major_version() {
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return major_version;
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}
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void GLTFState::set_major_version(int p_major_version) {
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major_version = p_major_version;
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}
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int GLTFState::get_minor_version() {
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return minor_version;
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}
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void GLTFState::set_minor_version(int p_minor_version) {
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minor_version = p_minor_version;
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}
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String GLTFState::get_copyright() const {
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return copyright;
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}
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void GLTFState::set_copyright(const String &p_copyright) {
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copyright = p_copyright;
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}
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Vector<uint8_t> GLTFState::get_glb_data() {
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return glb_data;
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}
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void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
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glb_data = p_glb_data;
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}
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bool GLTFState::get_use_named_skin_binds() {
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return use_named_skin_binds;
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}
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void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
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use_named_skin_binds = p_use_named_skin_binds;
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}
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TypedArray<GLTFNode> GLTFState::get_nodes() {
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return GLTFTemplateConvert::to_array(nodes);
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}
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void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
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GLTFTemplateConvert::set_from_array(nodes, p_nodes);
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}
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TypedArray<PackedByteArray> GLTFState::get_buffers() {
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return GLTFTemplateConvert::to_array(buffers);
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}
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void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
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GLTFTemplateConvert::set_from_array(buffers, p_buffers);
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}
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TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
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return GLTFTemplateConvert::to_array(buffer_views);
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}
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void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
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GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
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}
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TypedArray<GLTFAccessor> GLTFState::get_accessors() {
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return GLTFTemplateConvert::to_array(accessors);
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}
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void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
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GLTFTemplateConvert::set_from_array(accessors, p_accessors);
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}
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TypedArray<GLTFMesh> GLTFState::get_meshes() {
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return GLTFTemplateConvert::to_array(meshes);
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}
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void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
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GLTFTemplateConvert::set_from_array(meshes, p_meshes);
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}
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TypedArray<Material> GLTFState::get_materials() {
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return GLTFTemplateConvert::to_array(materials);
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}
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void GLTFState::set_materials(TypedArray<Material> p_materials) {
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GLTFTemplateConvert::set_from_array(materials, p_materials);
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}
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String GLTFState::get_scene_name() {
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return scene_name;
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}
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void GLTFState::set_scene_name(String p_scene_name) {
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scene_name = p_scene_name;
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}
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PackedInt32Array GLTFState::get_root_nodes() {
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return root_nodes;
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}
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void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
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root_nodes = p_root_nodes;
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}
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TypedArray<GLTFTexture> GLTFState::get_textures() {
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return GLTFTemplateConvert::to_array(textures);
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}
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void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
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GLTFTemplateConvert::set_from_array(textures, p_textures);
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}
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TypedArray<GLTFTextureSampler> GLTFState::get_texture_samplers() {
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return GLTFTemplateConvert::to_array(texture_samplers);
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}
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void GLTFState::set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers) {
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GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
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}
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TypedArray<Texture2D> GLTFState::get_images() {
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return GLTFTemplateConvert::to_array(images);
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}
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void GLTFState::set_images(TypedArray<Texture2D> p_images) {
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GLTFTemplateConvert::set_from_array(images, p_images);
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}
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TypedArray<GLTFSkin> GLTFState::get_skins() {
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return GLTFTemplateConvert::to_array(skins);
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}
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void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
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GLTFTemplateConvert::set_from_array(skins, p_skins);
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}
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TypedArray<GLTFCamera> GLTFState::get_cameras() {
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return GLTFTemplateConvert::to_array(cameras);
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}
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void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
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GLTFTemplateConvert::set_from_array(cameras, p_cameras);
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}
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TypedArray<GLTFLight> GLTFState::get_lights() {
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return GLTFTemplateConvert::to_array(lights);
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}
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void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
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GLTFTemplateConvert::set_from_array(lights, p_lights);
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}
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TypedArray<String> GLTFState::get_unique_names() {
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return GLTFTemplateConvert::to_array(unique_names);
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}
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|
|
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void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
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GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
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}
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|
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TypedArray<String> GLTFState::get_unique_animation_names() {
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|
return GLTFTemplateConvert::to_array(unique_animation_names);
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|
}
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|
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void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
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GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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|
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TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {
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|
return GLTFTemplateConvert::to_array(skeletons);
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}
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|
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void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
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|
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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|
|
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bool GLTFState::get_create_animations() {
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|
return create_animations;
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|
}
|
|
|
|
void GLTFState::set_create_animations(bool p_create_animations) {
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|
create_animations = p_create_animations;
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|
}
|
|
|
|
bool GLTFState::get_import_as_skeleton_bones() {
|
|
return import_as_skeleton_bones;
|
|
}
|
|
|
|
void GLTFState::set_import_as_skeleton_bones(bool p_import_as_skeleton_bones) {
|
|
import_as_skeleton_bones = p_import_as_skeleton_bones;
|
|
}
|
|
|
|
TypedArray<GLTFAnimation> GLTFState::get_animations() {
|
|
return GLTFTemplateConvert::to_array(animations);
|
|
}
|
|
|
|
void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
|
|
GLTFTemplateConvert::set_from_array(animations, p_animations);
|
|
}
|
|
|
|
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
|
|
if (!scene_nodes.has(idx)) {
|
|
return nullptr;
|
|
}
|
|
return scene_nodes[idx];
|
|
}
|
|
|
|
GLTFNodeIndex GLTFState::get_node_index(Node *p_node) {
|
|
for (KeyValue<GLTFNodeIndex, Node *> x : scene_nodes) {
|
|
if (x.value == p_node) {
|
|
return x.key;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int GLTFState::get_animation_players_count(int idx) {
|
|
return animation_players.size();
|
|
}
|
|
|
|
AnimationPlayer *GLTFState::get_animation_player(int idx) {
|
|
ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
|
|
return animation_players[idx];
|
|
}
|
|
|
|
void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
|
|
discard_meshes_and_materials = p_discard_meshes_and_materials;
|
|
}
|
|
|
|
bool GLTFState::get_discard_meshes_and_materials() {
|
|
return discard_meshes_and_materials;
|
|
}
|
|
|
|
String GLTFState::get_base_path() {
|
|
return base_path;
|
|
}
|
|
|
|
void GLTFState::set_base_path(String p_base_path) {
|
|
base_path = p_base_path;
|
|
}
|
|
|
|
String GLTFState::get_filename() const {
|
|
return filename;
|
|
}
|
|
|
|
void GLTFState::set_filename(const String &p_filename) {
|
|
filename = p_filename;
|
|
}
|
|
|
|
Variant GLTFState::get_additional_data(const StringName &p_extension_name) {
|
|
return additional_data[p_extension_name];
|
|
}
|
|
|
|
void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
|
|
additional_data[p_extension_name] = p_additional_data;
|
|
}
|
|
|
|
GLTFBufferViewIndex GLTFState::append_data_to_buffers(const Vector<uint8_t> &p_data, const bool p_deduplication = false) {
|
|
if (p_deduplication) {
|
|
for (int i = 0; i < buffer_views.size(); i++) {
|
|
Ref<GLTFBufferView> buffer_view = buffer_views[i];
|
|
Vector<uint8_t> buffer_view_data = buffer_view->load_buffer_view_data(this);
|
|
if (buffer_view_data == p_data) {
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
// Append the given data to a buffer and create a buffer view for it.
|
|
if (unlikely(buffers.is_empty())) {
|
|
buffers.push_back(Vector<uint8_t>());
|
|
}
|
|
Vector<uint8_t> &destination_buffer = buffers.write[0];
|
|
Ref<GLTFBufferView> buffer_view;
|
|
buffer_view.instantiate();
|
|
buffer_view->set_buffer(0);
|
|
buffer_view->set_byte_offset(destination_buffer.size());
|
|
buffer_view->set_byte_length(p_data.size());
|
|
destination_buffer.append_array(p_data);
|
|
const int new_index = buffer_views.size();
|
|
buffer_views.push_back(buffer_view);
|
|
return new_index;
|
|
}
|