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Merge pull request #72158 from lyuma/recursive_skeleton_mesh_fix
Avoid nested skeletons, and handle skinned meshes with children.
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commit
846021da20
@ -4233,6 +4233,21 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> p_state) {
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return OK;
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}
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void GLTFDocument::_recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
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RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set) {
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if (p_child_visited_set.has(p_node_index)) {
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return;
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}
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p_child_visited_set.insert(p_node_index);
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for (int i = 0; i < p_state->nodes[p_node_index]->children.size(); ++i) {
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_recurse_children(p_state, p_state->nodes[p_node_index]->children[i], p_all_skin_nodes, p_child_visited_set);
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}
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if (p_state->nodes[p_node_index]->skin < 0 || p_state->nodes[p_node_index]->mesh < 0 || !p_state->nodes[p_node_index]->children.is_empty()) {
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p_all_skin_nodes.insert(p_node_index);
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}
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}
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Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {
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// Using a disjoint set, we are going to potentially combine all skins that are actually branches
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// of a main skeleton, or treat skins defining the same set of nodes as ONE skeleton.
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@ -4243,16 +4258,21 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> p_state) {
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for (GLTFSkinIndex skin_i = 0; skin_i < p_state->skins.size(); ++skin_i) {
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const Ref<GLTFSkin> skin = p_state->skins[skin_i];
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Vector<GLTFNodeIndex> all_skin_nodes;
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all_skin_nodes.append_array(skin->joints);
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all_skin_nodes.append_array(skin->non_joints);
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for (int i = 0; i < all_skin_nodes.size(); ++i) {
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const GLTFNodeIndex node_index = all_skin_nodes[i];
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HashSet<GLTFNodeIndex> child_visited_set;
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RBSet<GLTFNodeIndex> all_skin_nodes;
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for (int i = 0; i < skin->joints.size(); ++i) {
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all_skin_nodes.insert(skin->joints[i]);
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_recurse_children(p_state, skin->joints[i], all_skin_nodes, child_visited_set);
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}
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for (int i = 0; i < skin->non_joints.size(); ++i) {
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all_skin_nodes.insert(skin->non_joints[i]);
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_recurse_children(p_state, skin->non_joints[i], all_skin_nodes, child_visited_set);
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}
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for (GLTFNodeIndex node_index : all_skin_nodes) {
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const GLTFNodeIndex parent = p_state->nodes[node_index]->parent;
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skeleton_sets.insert(node_index);
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if (all_skin_nodes.find(parent) >= 0) {
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if (all_skin_nodes.has(parent)) {
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skeleton_sets.create_union(parent, node_index);
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}
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}
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@ -5163,6 +5183,7 @@ ImporterMeshInstance3D *GLTFDocument::_generate_mesh_instance(Ref<GLTFState> p_s
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ImporterMeshInstance3D *mi = memnew(ImporterMeshInstance3D);
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print_verbose("glTF: Creating mesh for: " + gltf_node->get_name());
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p_state->scene_mesh_instances.insert(p_node_index, mi);
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Ref<GLTFMesh> mesh = p_state->meshes.write[gltf_node->mesh];
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if (mesh.is_null()) {
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return mi;
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@ -5619,7 +5640,13 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare
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}
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// If none of our GLTFDocumentExtension classes generated us a node, we generate one.
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if (!current_node) {
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if (gltf_node->mesh >= 0) {
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if (gltf_node->skin >= 0 && gltf_node->mesh >= 0 && !gltf_node->children.is_empty()) {
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current_node = _generate_spatial(p_state, node_index);
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Node3D *mesh_inst = _generate_mesh_instance(p_state, node_index);
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mesh_inst->set_name(gltf_node->get_name());
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current_node->add_child(mesh_inst, true);
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} else if (gltf_node->mesh >= 0) {
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current_node = _generate_mesh_instance(p_state, node_index);
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} else if (gltf_node->camera >= 0) {
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current_node = _generate_camera(p_state, node_index);
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@ -5640,7 +5667,6 @@ void GLTFDocument::_generate_scene_node(Ref<GLTFState> p_state, Node *scene_pare
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current_node->set_name(gltf_node->get_name());
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p_state->scene_nodes.insert(node_index, current_node);
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for (int i = 0; i < gltf_node->children.size(); ++i) {
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_generate_scene_node(p_state, current_node, scene_root, gltf_node->children[i]);
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}
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@ -5659,22 +5685,17 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_
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Skeleton3D *active_skeleton = Object::cast_to<Skeleton3D>(p_scene_parent);
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if (active_skeleton != skeleton) {
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if (active_skeleton) {
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// Bone Attachment - Direct Parented Skeleton Case
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// Should no longer be possible.
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ERR_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
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BoneAttachment3D *bone_attachment = _generate_bone_attachment(p_state, active_skeleton, p_node_index, gltf_node->parent);
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p_scene_parent->add_child(bone_attachment, true);
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bone_attachment->set_owner(p_scene_root);
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// There is no gltf_node that represent this, so just directly create a unique name
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bone_attachment->set_name(_gen_unique_name(p_state, "BoneAttachment3D"));
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// We change the scene_parent to our bone attachment now. We do not set current_node because we want to make the node
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// and attach it to the bone_attachment
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p_scene_parent = bone_attachment;
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WARN_PRINT(vformat("glTF: Generating scene detected direct parented Skeletons at node %d", p_node_index));
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}
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// Add it to the scene if it has not already been added
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if (skeleton->get_parent() == nullptr) {
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p_scene_parent->add_child(skeleton, true);
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skeleton->set_owner(p_scene_root);
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@ -5682,9 +5703,10 @@ void GLTFDocument::_generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_
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}
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active_skeleton = skeleton;
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current_node = skeleton;
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current_node = active_skeleton;
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if (requires_extra_node) {
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current_node = nullptr;
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// skinned meshes must not be placed in a bone attachment.
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if (!is_skinned_mesh) {
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// Bone Attachment - Same Node Case
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@ -5885,6 +5907,8 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
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NodePath node_path;
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//for skeletons, transform tracks always affect bones
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NodePath transform_node_path;
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//for meshes, especially skinned meshes, there are cases where it will be added as a child
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NodePath mesh_instance_node_path;
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GLTFNodeIndex node_index = track_i.key;
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@ -5895,6 +5919,12 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
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HashMap<GLTFNodeIndex, Node *>::Iterator node_element = p_state->scene_nodes.find(node_index);
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ERR_CONTINUE_MSG(!node_element, vformat("Unable to find node %d for animation", node_index));
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node_path = root->get_path_to(node_element->value);
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HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mesh_instance_element = p_state->scene_mesh_instances.find(node_index);
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if (mesh_instance_element) {
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mesh_instance_node_path = root->get_path_to(mesh_instance_element->value);
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} else {
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mesh_instance_node_path = node_path;
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}
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if (gltf_node->skeleton >= 0) {
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const Skeleton3D *sk = p_state->skeletons[gltf_node->skeleton]->godot_skeleton;
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@ -6067,7 +6097,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_
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ERR_CONTINUE(mesh->get_mesh().is_null());
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ERR_CONTINUE(mesh->get_mesh()->get_mesh().is_null());
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const String blend_path = String(node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
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const String blend_path = String(mesh_instance_node_path) + ":" + String(mesh->get_mesh()->get_blend_shape_name(i));
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const int track_idx = animation->get_track_count();
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animation->add_track(Animation::TYPE_BLEND_SHAPE);
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@ -6258,11 +6288,16 @@ void GLTFDocument::_process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene
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if (node->skin >= 0 && node->mesh >= 0) {
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const GLTFSkinIndex skin_i = node->skin;
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HashMap<GLTFNodeIndex, Node *>::Iterator mi_element = p_state->scene_nodes.find(node_i);
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ERR_CONTINUE_MSG(!mi_element, vformat("Unable to find node %d", node_i));
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ImporterMeshInstance3D *mi = Object::cast_to<ImporterMeshInstance3D>(mi_element->value);
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ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, mi_element->value->get_class_name()));
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ImporterMeshInstance3D *mi = nullptr;
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HashMap<GLTFNodeIndex, ImporterMeshInstance3D *>::Iterator mi_element = p_state->scene_mesh_instances.find(node_i);
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if (mi_element) {
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mi = mi_element->value;
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} else {
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HashMap<GLTFNodeIndex, Node *>::Iterator si_element = p_state->scene_nodes.find(node_i);
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ERR_CONTINUE_MSG(!si_element, vformat("Unable to find node %d", node_i));
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mi = Object::cast_to<ImporterMeshInstance3D>(si_element->value);
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ERR_CONTINUE_MSG(mi == nullptr, vformat("Unable to cast node %d of type %s to ImporterMeshInstance3D", node_i, si_element->value->get_class_name()));
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}
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const GLTFSkeletonIndex skel_i = p_state->skins.write[node->skin]->skeleton;
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Ref<GLTFSkeleton> gltf_skeleton = p_state->skeletons.write[skel_i];
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@ -160,6 +160,8 @@ private:
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float &r_metallic);
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GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
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const Vector<GLTFNodeIndex> &p_subset);
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void _recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
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RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set);
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bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
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const GLTFNodeIndex p_node_index);
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void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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@ -89,6 +89,7 @@ class GLTFState : public Resource {
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HashMap<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node;
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Vector<Ref<GLTFAnimation>> animations;
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HashMap<GLTFNodeIndex, Node *> scene_nodes;
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HashMap<GLTFNodeIndex, ImporterMeshInstance3D *> scene_mesh_instances;
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HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_gltf_skeleton;
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HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_gltf_skin;
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@ -182,6 +183,7 @@ public:
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void set_animations(TypedArray<GLTFAnimation> p_animations);
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Node *get_scene_node(GLTFNodeIndex idx);
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ImporterMeshInstance3D *get_scene_mesh_instance(GLTFNodeIndex idx);
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int get_animation_players_count(int idx);
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