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Now GLTFDocument can be built.
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@ -34,12 +34,12 @@
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#include "gltf_defines.h"
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#include "structures/gltf_animation.h"
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#include "core/os/file_access.h"
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#include "scene/3d/bone_attachment.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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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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@ -112,7 +112,7 @@ private:
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Vector<double> _decode_accessor(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<float> _decode_accessor_as_floats(Ref<GLTFState> state,
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PoolVector<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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PoolIntArray _decode_accessor_as_ints(Ref<GLTFState> state,
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@ -127,7 +127,7 @@ private:
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Vector<Color> _decode_accessor_as_color(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<Quat> _decode_accessor_as_quaternion(Ref<GLTFState> state,
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PoolVector<Quat> _decode_accessor_as_quaternion(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<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
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@ -188,11 +188,11 @@ private:
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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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T _interpolate_track(const PoolRealArray &p_times, const PoolVector<T> &p_values,
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const float p_time,
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const GLTFAnimation::Interpolation p_interp);
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GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> state,
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const Vector<Quat> p_attribs,
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const PoolVector<Quat> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
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const Vector<Color> p_attribs,
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@ -223,7 +223,7 @@ private:
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}
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GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
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const Vector<Vector3> p_attribs,
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const PoolVector<Vector3> p_attribs,
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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
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const Vector<Color> p_attribs,
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@ -249,11 +249,19 @@ private:
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Error _serialize_nodes(Ref<GLTFState> state);
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Error _serialize_scenes(Ref<GLTFState> state);
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String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
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//TODO UNCOMMENT
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/*
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GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
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GLTFAnimation::Track p_track,
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Ref<Animation> p_animation,
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int32_t p_track_i,
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GLTFNodeIndex p_node_i);
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*/
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//TODO DELETE
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GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, Transform p_bone_rest, int32_t p_track_i, 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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PoolByteArray _serialize_glb_buffer(Ref<GLTFState> state, Error *r_err);
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@ -50,8 +50,8 @@ public:
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template <class T>
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struct Channel {
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Interpolation interpolation;
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Vector<real_t> times;
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Vector<T> values;
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PoolRealArray times;
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PoolVector<T> values;
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};
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struct Track {
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