mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2025-02-02 14:25:55 +01:00
Lots of work on GLTFDocument.
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parent
ffd29397f8
commit
42607ee8ca
@ -1494,7 +1494,7 @@ void AnimationPlayerEditor::_prepare_onion_layers_2() {
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onion.captures_valid.write[cidx] = valid;
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if (valid) {
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player->seek(pos, true);
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get_tree()->flush_transform_notifications(); // Needed for transforms of Node3Ds.
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get_tree()->flush_transform_notifications(); // Needed for transforms of Spatials.
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values_backup->update_skeletons(); // Needed for Skeletons (2D & 3D).
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VS::get_singleton()->viewport_set_active(onion.captures[cidx], true);
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@ -11,6 +11,7 @@ env_gltf.add_source_files(env.modules_sources, "register_types.cpp")
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env_gltf.add_source_files(env.modules_sources, "gltf_state.cpp")
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env_gltf.add_source_files(env.modules_sources, "gltf_document_extension.cpp")
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env_gltf.add_source_files(env.modules_sources, "gltf_document_extension_convert_importer_mesh.cpp")
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env_gltf.add_source_files(env.modules_sources, "gltf_document.cpp")
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#env_gltf.add_source_files(env.modules_sources, "*.cpp")
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@ -10,7 +10,7 @@
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<methods>
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<method name="append_from_buffer">
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<return type="int" enum="Error" />
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<argument index="0" name="bytes" type="PackedByteArray" />
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<argument index="0" name="bytes" type="PoolByteArray" />
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<argument index="1" name="base_path" type="String" />
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<argument index="2" name="state" type="GLTFState" />
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<argument index="3" name="flags" type="int" default="0" />
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@ -38,7 +38,7 @@
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</description>
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</method>
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<method name="generate_buffer">
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<return type="PackedByteArray" />
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<return type="PoolByteArray" />
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<argument index="0" name="state" type="GLTFState" />
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<description>
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</description>
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@ -196,7 +196,7 @@
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</member>
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<member name="buffers" type="Array" setter="set_buffers" getter="get_buffers" default="[]">
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</member>
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<member name="glb_data" type="PackedByteArray" setter="set_glb_data" getter="get_glb_data" default="PackedByteArray()">
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<member name="glb_data" type="PoolByteArray" setter="set_glb_data" getter="get_glb_data" default="PoolByteArray()">
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</member>
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<member name="json" type="Dictionary" setter="set_json" getter="get_json" default="{}">
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</member>
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File diff suppressed because it is too large
Load Diff
@ -39,16 +39,14 @@
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#include "scene/3d/mesh_instance.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/material.h"
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#include "core/os/file_access.h"
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class Camera;
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class GLTFDocument : public Resource {
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GDCLASS(GLTFDocument, Resource);
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Vector<GLTFDocumentExtension> document_extensions;
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private:
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const float BAKE_FPS = 30.0f;
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public:
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GLTFDocument();
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const int32_t JOINT_GROUP_SIZE = 4;
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enum {
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@ -70,12 +68,12 @@ public:
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COMPONENT_TYPE_FLOAT = 5126,
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};
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protected:
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static void _bind_methods();
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public:
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void set_extensions(TypedArray<GLTFDocumentExtension> p_extensions);
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TypedArray<GLTFDocumentExtension> get_extensions() const;
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void set_extensionsv(const Vector<Ref<GLTFDocumentExtension>> &p_extensions);
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Vector<Ref<GLTFDocumentExtension>> get_extensionsv() const;
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void set_extensions(const Vector<Variant> &p_extensions);
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Vector<Variant> get_extensions() const;
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private:
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void _build_parent_hierachy(Ref<GLTFState> state);
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@ -117,13 +115,13 @@ private:
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Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
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PoolIntArray _decode_accessor_as_ints(Ref<GLTFState> state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
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PoolVector3Array _decode_accessor_as_vec3(Ref<GLTFState> state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
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@ -185,9 +183,9 @@ private:
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const GLTFNodeIndex node_index,
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const GLTFNodeIndex bone_index);
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ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Node3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Camera *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Spatial *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Spatial *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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void _assign_scene_names(Ref<GLTFState> state);
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template <class T>
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T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
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@ -203,24 +201,24 @@ private:
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
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const Vector<real_t> p_attribs,
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const PoolRealArray p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
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const Vector<Vector2> p_attribs,
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const bool p_for_vertex);
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void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
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void _calc_accessor_vec2_min_max(int i, const int element_count, PoolRealArray &type_max, Vector2 attribs, PoolRealArray &type_min) {
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if (i == 0) {
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for (int32_t type_i = 0; type_i < element_count; type_i++) {
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type_max.write[type_i] = attribs[(i * element_count) + type_i];
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type_min.write[type_i] = attribs[(i * element_count) + type_i];
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type_max.set(type_i, attribs[(i * element_count) + type_i]);
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type_min.set(type_i, attribs[(i * element_count) + type_i]);
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}
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}
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for (int32_t type_i = 0; type_i < element_count; type_i++) {
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type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
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type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
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type_max.write[type_i] = _filter_number(type_max.write[type_i]);
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type_min.write[type_i] = _filter_number(type_min.write[type_i]);
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type_max.set(type_i, MAX(attribs[(i * element_count) + type_i], type_max[type_i]));
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type_min.set(type_i, MIN(attribs[(i * element_count) + type_i], type_min[type_i]));
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type_max.set(type_i, _filter_number(type_max[type_i]));
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type_min.set(type_i, _filter_number(type_min[type_i]));
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}
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}
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@ -231,7 +229,7 @@ private:
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const Vector<Color> p_attribs,
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const bool p_for_vertex);
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void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
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void _calc_accessor_min_max(int p_i, const int p_element_count, PoolRealArray &p_type_max, PoolRealArray p_attribs, PoolRealArray &p_type_min);
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GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
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const Vector<int32_t> p_attribs,
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@ -239,7 +237,7 @@ private:
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GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
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const Vector<Transform> p_attribs,
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const bool p_for_vertex);
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Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
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Error _encode_buffer_view(Ref<GLTFState> state, const float *src,
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const int count, const GLTFType type,
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const int component_type, const bool normalized,
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const int byte_offset, const bool for_vertex,
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@ -258,7 +256,7 @@ private:
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GLTFNodeIndex p_node_i);
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Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
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Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
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PackedByteArray _serialize_glb_buffer(Ref<GLTFState> state, Error *r_err);
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PoolByteArray _serialize_glb_buffer(Ref<GLTFState> state, Error *r_err);
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Dictionary _serialize_texture_transform_uv1(Ref<SpatialMaterial> p_material);
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Dictionary _serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material);
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Error _serialize_version(Ref<GLTFState> state);
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@ -283,12 +281,12 @@ private:
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public:
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Error append_from_file(String p_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30, String p_base_path = String());
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Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30);
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Error append_from_buffer(PoolByteArray p_bytes, String p_base_path, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30);
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Error append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags = 0, int32_t p_bake_fps = 30);
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public:
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Node *generate_scene(Ref<GLTFState> state, int32_t p_bake_fps = 30.0f);
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PackedByteArray generate_buffer(Ref<GLTFState> state);
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PoolByteArray generate_buffer(Ref<GLTFState> state);
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Error write_to_filesystem(Ref<GLTFState> state, const String &p_path);
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public:
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@ -296,16 +294,16 @@ public:
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Error _parse_gltf_extensions(Ref<GLTFState> state);
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void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
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void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
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Node3D *scene_root,
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Spatial *scene_root,
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const GLTFNodeIndex node_index);
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void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
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void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
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void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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const GLTFAnimationIndex index, const int bake_fps);
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void _convert_mesh_instances(Ref<GLTFState> state);
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GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
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GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera *p_camera);
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void _convert_light_to_gltf(Light *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
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GLTFLightIndex _convert_light(Ref<GLTFState> state, Light *p_light);
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void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
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void _convert_spatial(Ref<GLTFState> state, Spatial *p_spatial, Ref<GLTFNode> p_node);
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void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
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const GLTFNodeIndex p_gltf_current,
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const GLTFNodeIndex p_gltf_root);
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@ -322,7 +320,7 @@ public:
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GLTFNodeIndex p_gltf_root_index,
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Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
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void _check_visibility(Node *p_node, bool &retflag);
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void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
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void _convert_camera_to_gltf(Camera *camera, Ref<GLTFState> state,
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Ref<GLTFNode> gltf_node);
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void _convert_multi_mesh_instance_to_gltf(
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MultiMeshInstance *p_multi_mesh_instance,
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@ -339,15 +337,25 @@ public:
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_node_index,
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Ref<GLTFNode> gltf_node);
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void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
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void _convert_mesh_instance_to_gltf(MeshInstance *p_mesh_instance,
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Ref<GLTFState> state,
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Ref<GLTFNode> gltf_node);
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GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
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MeshInstance3D *p_mesh_instance);
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MeshInstance *p_mesh_instance);
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void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
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String p_animation_track_name);
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Error _serialize(Ref<GLTFState> state, const String &p_path);
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Error _parse(Ref<GLTFState> state, String p_path, FileAccess *f, int p_bake_fps);
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GLTFDocument();
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protected:
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static void _bind_methods();
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private:
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const float BAKE_FPS = 30.0f;
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Vector<Ref<GLTFDocumentExtension>> document_extensions;
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};
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#endif // GLTF_DOCUMENT_H
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@ -48,6 +48,7 @@
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#include "gltf_document_extension.h"
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#include "gltf_document_extension_convert_importer_mesh.h"
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#include "gltf_state.h"
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#include "gltf_document.h"
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void register_gltf_types() {
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ClassDB::register_class<GLTFAccessor>();
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@ -63,7 +64,7 @@ void register_gltf_types() {
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ClassDB::register_class<GLTFSpecGloss>();
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ClassDB::register_class<GLTFLight>();
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//ClassDB::register_class<GLTFDocument>();
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ClassDB::register_class<GLTFDocument>();
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ClassDB::register_class<GLTFDocumentExtension>();
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ClassDB::register_class<GLTFDocumentExtensionConvertImporterMesh>();
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ClassDB::register_class<GLTFState>();
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@ -74,7 +75,7 @@ void unregister_gltf_types() {
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/*
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#include "gltf_document.h"
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