mirror of
https://github.com/Relintai/pandemonium_engine.git
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445 lines
18 KiB
C++
445 lines
18 KiB
C++
#ifndef GLTF_DOCUMENT_H
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#define GLTF_DOCUMENT_H
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/*************************************************************************/
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/* gltf_document.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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 "scene/3d/camera.h"
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#include "scene/3d/light.h"
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#include "scene/3d/mesh_instance.h"
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#include "scene/3d/spatial.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 "scene/resources/texture.h"
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#include "gltf_animation.h"
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#include "modules/modules_enabled.gen.h" // For csg, gridmap.
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#ifdef MODULE_SKELETON_3D_ENABLED
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class Skeleton;
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class BoneAttachment;
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#endif
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class GLTFState;
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class GLTFSkin;
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class GLTFNode;
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class GLTFSpecGloss;
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class GLTFSkeleton;
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class GLTFTextureSampler;
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class MultiMeshInstance;
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using GLTFAccessorIndex = int;
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using GLTFAnimationIndex = int;
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using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFLightIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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using GLTFTextureIndex = int;
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using GLTFTextureSamplerIndex = int;
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class GLTFDocument : public Resource {
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GDCLASS(GLTFDocument, Resource);
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friend class GLTFState;
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friend class GLTFSkin;
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friend class GLTFSkeleton;
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private:
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const float BAKE_FPS = 30.0f;
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public:
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const int32_t JOINT_GROUP_SIZE = 4;
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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enum {
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ARRAY_BUFFER = 34962,
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ELEMENT_ARRAY_BUFFER = 34963,
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TYPE_BYTE = 5120,
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TYPE_UNSIGNED_BYTE = 5121,
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TYPE_SHORT = 5122,
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TYPE_UNSIGNED_SHORT = 5123,
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TYPE_UNSIGNED_INT = 5125,
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TYPE_FLOAT = 5126,
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COMPONENT_TYPE_BYTE = 5120,
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COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
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COMPONENT_TYPE_SHORT = 5122,
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COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
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COMPONENT_TYPE_INT = 5125,
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COMPONENT_TYPE_FLOAT = 5126,
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};
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private:
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template <class T>
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static Array to_array(const Vector<T> &p_inp) {
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Array ret;
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for (int i = 0; i < p_inp.size(); i++) {
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ret.push_back(p_inp[i]);
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}
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return ret;
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}
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template <class T>
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static Array to_array(const Set<T> &p_inp) {
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Array ret;
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typename Set<T>::Element *elem = p_inp.front();
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while (elem) {
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ret.push_back(elem->get());
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elem = elem->next();
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}
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return ret;
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}
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template <class T>
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static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
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r_out.clear();
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for (int i = 0; i < p_inp.size(); i++) {
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r_out.push_back(p_inp[i]);
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}
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}
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template <class T>
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static void set_from_array(Set<T> &r_out, const Array &p_inp) {
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r_out.clear();
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for (int i = 0; i < p_inp.size(); i++) {
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r_out.insert(p_inp[i]);
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}
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}
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template <class K, class V>
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static Dictionary to_dict(const Map<K, V> &p_inp) {
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Dictionary ret;
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for (typename Map<K, V>::Element *E = p_inp.front(); E; E = E->next()) {
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ret[E->key()] = E->value();
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}
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return ret;
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}
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template <class K, class V>
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static void set_from_dict(Map<K, V> &r_out, const Dictionary &p_inp) {
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r_out.clear();
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Array keys = p_inp.keys();
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for (int i = 0; i < keys.size(); i++) {
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r_out[keys[i]] = p_inp[keys[i]];
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}
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}
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double _filter_number(double p_float);
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String _get_component_type_name(const uint32_t p_component);
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int _get_component_type_size(const int component_type);
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Error _parse_scenes(Ref<GLTFState> state);
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Error _parse_nodes(Ref<GLTFState> state);
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String _get_type_name(const GLTFType p_component);
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String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
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String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
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String _sanitize_animation_name(const String &name);
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String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
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String _sanitize_bone_name(Ref<GLTFState> state, const String &name);
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String _gen_unique_bone_name(Ref<GLTFState> state,
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const GLTFSkeletonIndex skel_i,
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const String &p_name);
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GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture> p_texture);
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Ref<Texture> _get_texture(Ref<GLTFState> state,
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const GLTFTextureIndex p_texture);
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GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> state,
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uint32_t p_mode);
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Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> state,
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const GLTFTextureIndex p_texture);
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Error _parse_json(const String &p_path, Ref<GLTFState> state);
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Error _parse_glb(const String &p_path, Ref<GLTFState> state);
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void _compute_node_heights(Ref<GLTFState> state);
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Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
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Error _parse_buffer_views(Ref<GLTFState> state);
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GLTFType _get_type_from_str(const String &p_string);
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Error _parse_accessors(Ref<GLTFState> state);
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Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
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const GLTFBufferViewIndex p_buffer_view,
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const int skip_every, const int skip_bytes,
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const int element_size, const int count,
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const GLTFType type, const int component_count,
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const int component_type, const int component_size,
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const bool normalized, const int byte_offset,
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const bool for_vertex);
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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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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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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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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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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Quaternion> _decode_accessor_as_quat(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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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Vector<Basis> _decode_accessor_as_basis(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<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
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const GLTFAccessorIndex p_accessor,
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const bool p_for_vertex);
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Error _parse_meshes(Ref<GLTFState> state);
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Error _serialize_textures(Ref<GLTFState> state);
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Error _serialize_texture_samplers(Ref<GLTFState> state);
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Error _serialize_images(Ref<GLTFState> state, const String &p_path);
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Error _serialize_lights(Ref<GLTFState> state);
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Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
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Error _parse_textures(Ref<GLTFState> state);
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Error _parse_texture_samplers(Ref<GLTFState> state);
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Error _parse_materials(Ref<GLTFState> state);
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void _set_texture_transform_uv1(const Dictionary &d, Ref<SpatialMaterial> material);
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void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
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Ref<SpatialMaterial> p_material);
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static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
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const Color &p_diffuse,
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Color &r_base_color,
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float &r_metallic);
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GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
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const Vector<GLTFNodeIndex> &subset);
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bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
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const GLTFNodeIndex node_index);
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void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
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Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
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Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
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Error _parse_skins(Ref<GLTFState> state);
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Error _determine_skeletons(Ref<GLTFState> state);
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Error _reparent_non_joint_skeleton_subtrees(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton, const Vector<GLTFNodeIndex> &non_joints);
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Error _determine_skeleton_roots(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i);
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#ifdef MODULE_SKELETON_3D_ENABLED
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Error _create_skeletons(Ref<GLTFState> state);
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#endif
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Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
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Error _serialize_skins(Ref<GLTFState> state);
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Error _create_skins(Ref<GLTFState> state);
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#ifdef MODULE_SKELETON_3D_ENABLED
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bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
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#endif
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void _remove_duplicate_skins(Ref<GLTFState> state);
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Error _serialize_cameras(Ref<GLTFState> state);
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Error _parse_cameras(Ref<GLTFState> state);
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Error _parse_lights(Ref<GLTFState> state);
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Error _parse_animations(Ref<GLTFState> state);
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Error _serialize_animations(Ref<GLTFState> state);
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#ifdef MODULE_SKELETON_3D_ENABLED
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BoneAttachment *_generate_bone_attachment(Ref<GLTFState> state, Skeleton *skeleton, const GLTFNodeIndex node_index, const GLTFNodeIndex bone_index);
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#endif
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Spatial *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
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Camera *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
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const GLTFNodeIndex node_index);
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Spatial *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
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Spatial *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
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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<float> &p_times, const Vector<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_quats(Ref<GLTFState> state,
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const Vector<Quaternion> 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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const bool p_for_vertex);
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GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
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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 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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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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}
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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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}
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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 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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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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GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
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const Vector<int32_t> p_attribs,
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const bool p_for_vertex);
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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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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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GLTFBufferViewIndex &r_accessor);
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Error _encode_accessors(Ref<GLTFState> state);
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Error _encode_buffer_views(Ref<GLTFState> state);
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Error _serialize_materials(Ref<GLTFState> state);
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Error _serialize_meshes(Ref<GLTFState> state);
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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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GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state, GLTFAnimation::Track p_track, Ref<Animation> p_animation, 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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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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Error _serialize_file(Ref<GLTFState> state, const String p_path);
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Error _serialize_extensions(Ref<GLTFState> state) const;
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public:
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// http://www.itu.int/rec/R-REC-BT.601
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// http://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
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static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
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static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
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static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
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private:
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// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
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// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
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static float solve_metallic(float p_dielectric_specular, float diffuse,
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float specular,
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float p_one_minus_specular_strength);
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static float get_perceived_brightness(const Color p_color);
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static float get_max_component(const Color &p_color);
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public:
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String _sanitize_scene_name(Ref<GLTFState> state, const String &p_name);
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String _legacy_validate_node_name(const String &p_name);
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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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Spatial *scene_root,
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const GLTFNodeIndex node_index);
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#ifdef MODULE_SKELETON_3D_ENABLED
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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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#endif
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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, 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, 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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void _create_gltf_node(Ref<GLTFState> state,
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Node *p_scene_parent,
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GLTFNodeIndex current_node_i,
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GLTFNodeIndex p_parent_node_index,
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GLTFNodeIndex p_root_gltf_node,
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Ref<GLTFNode> gltf_node);
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void _convert_animation_player_to_gltf(
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AnimationPlayer *animation_player, Ref<GLTFState> state,
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GLTFNodeIndex p_gltf_current,
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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(Camera *camera, Ref<GLTFState> state,
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Ref<GLTFNode> gltf_node);
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void _convert_mult_mesh_instance_to_gltf(
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MultiMeshInstance *p_scene_parent,
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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, Ref<GLTFState> state);
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#ifdef MODULE_SKELETON_3D_ENABLED
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void _convert_skeleton_to_gltf(Skeleton *p_scene_parent, Ref<GLTFState> state, GLTFNodeIndex p_parent_node_index, GLTFNodeIndex p_root_node_index, Ref<GLTFNode> gltf_node);
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#endif
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#ifdef MODULE_SKELETON_3D_ENABLED
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void _convert_bone_attachment_to_gltf(BoneAttachment *p_bone_attachment,
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Ref<GLTFState> state,
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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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#endif
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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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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, Node *p_root, const String &p_path);
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Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
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};
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#endif // GLTF_DOCUMENT_H
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