mirror of
https://github.com/godotengine/godot.git
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1463fc889b
Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes.
456 lines
19 KiB
C++
456 lines
19 KiB
C++
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef GLTF_DOCUMENT_H
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#define GLTF_DOCUMENT_H
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#include "gltf_animation.h"
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#include "core/variant/dictionary.h"
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#include "core/variant/variant.h"
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#include "gltf_document_extension_convert_importer_mesh.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/3d/importer_mesh_instance_3d.h"
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#include "scene/3d/light_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/node_3d.h"
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#include "scene/3d/skeleton_3d.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 "modules/modules_enabled.gen.h"
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#include <cstdint>
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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 CSGShape3D;
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class GridMap;
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class MultiMeshInstance3D;
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class GLTFDocumentExtension;
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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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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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TypedArray<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 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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protected:
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static void _bind_methods();
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public:
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Node *import_scene(const String &p_path, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state);
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Node *import_scene_gltf(const String &p_path, uint32_t p_flags, int32_t p_bake_fps, Ref<GLTFState> r_state, List<String> *r_missing_deps, Error *r_err = nullptr);
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Error save_scene(Node *p_node, const String &p_path,
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const String &p_src_path, uint32_t p_flags,
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float p_bake_fps, Ref<GLTFState> r_state);
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void set_extensions(TypedArray<GLTFDocumentExtension> p_extensions);
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TypedArray<GLTFDocumentExtension> get_extensions() const;
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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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void _build_parent_hierachy(Ref<GLTFState> state);
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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(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<Texture2D> p_texture);
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Ref<Texture2D> _get_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_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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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<Transform3D> _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_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_materials(Ref<GLTFState> state);
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void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> material);
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void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
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Ref<BaseMaterial3D> 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(
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Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
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const Vector<GLTFNodeIndex> &non_joints);
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Error _reparent_to_fake_joint(Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
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const GLTFNodeIndex node_index);
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Error _determine_skeleton_roots(Ref<GLTFState> state,
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const GLTFSkeletonIndex skel_i);
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Error _create_skeletons(Ref<GLTFState> state);
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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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bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
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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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BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> state,
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Skeleton3D *skeleton,
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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, Node *parent_node, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
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Node3D *_generate_light(Ref<GLTFState> state, Node *parent_node, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(Ref<GLTFState> state, Node *parent_node, 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_quaternions(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<Transform3D> 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,
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GLTFAnimation::Track p_track,
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Ref<Animation> p_animation, Transform3D p_bone_rest,
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int32_t p_track_i,
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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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Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
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Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> 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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// https://www.itu.int/rec/R-REC-BT.601
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// https://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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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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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 _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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void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
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GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *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_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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#ifdef MODULE_CSG_ENABLED
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void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
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#endif // MODULE_CSG_ENABLED
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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(Camera3D *camera, Ref<GLTFState> state,
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Ref<GLTFNode> gltf_node);
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#ifdef MODULE_GRIDMAP_ENABLED
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void _convert_grid_map_to_gltf(
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GridMap *p_grid_map,
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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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#endif // MODULE_GRIDMAP_ENABLED
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void _convert_multi_mesh_instance_to_gltf(
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MultiMeshInstance3D *p_multi_mesh_instance,
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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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void _convert_skeleton_to_gltf(
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Skeleton3D *p_scene_parent, 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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void _convert_bone_attachment_to_gltf(BoneAttachment3D *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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void _convert_mesh_instance_to_gltf(MeshInstance3D *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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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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