Consistently use `p_` for parameters in GLTFDocument
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@ -74,199 +74,199 @@ public:
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static void unregister_all_gltf_document_extensions();
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private:
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void _build_parent_hierachy(Ref<GLTFState> state);
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void _build_parent_hierachy(Ref<GLTFState> p_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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int _get_component_type_size(const int p_component_type);
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Error _parse_scenes(Ref<GLTFState> p_state);
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Error _parse_nodes(Ref<GLTFState> p_state);
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String _get_type_name(const GLTFType p_component);
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String _get_accessor_type_name(const 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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String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
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String _sanitize_animation_name(const String &p_name);
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String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
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String _sanitize_bone_name(const String &p_name);
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String _gen_unique_bone_name(Ref<GLTFState> p_state,
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const GLTFSkeletonIndex p_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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GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
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StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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Ref<Texture2D> _get_texture(Ref<GLTFState> state,
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Ref<Texture2D> _get_texture(Ref<GLTFState> p_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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GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
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StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> state,
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Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_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(Ref<FileAccess> f, 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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Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
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Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
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void _compute_node_heights(Ref<GLTFState> p_state);
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Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
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Error _parse_buffer_views(Ref<GLTFState> p_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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Error _parse_accessors(Ref<GLTFState> p_state);
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Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_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 int p_skip_every, const int p_skip_bytes,
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const int p_element_size, const int p_count,
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const GLTFType p_type, const int p_component_count,
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const int p_component_type, const int p_component_size,
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const bool p_normalized, const int p_byte_offset,
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const bool p_for_vertex);
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Vector<double> _decode_accessor(Ref<GLTFState> p_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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Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_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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Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_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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Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_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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Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_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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Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_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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Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_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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Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_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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Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_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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Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_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<BaseMaterial3D> material);
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Error _parse_meshes(Ref<GLTFState> p_state);
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Error _serialize_textures(Ref<GLTFState> p_state);
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Error _serialize_texture_samplers(Ref<GLTFState> p_state);
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Error _serialize_images(Ref<GLTFState> p_state, const String &p_path);
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Error _serialize_lights(Ref<GLTFState> p_state);
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Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
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Error _parse_textures(Ref<GLTFState> p_state);
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Error _parse_texture_samplers(Ref<GLTFState> p_state);
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Error _parse_materials(Ref<GLTFState> p_state);
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void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_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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GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
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const Vector<GLTFNodeIndex> &p_subset);
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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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Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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Error _parse_skins(Ref<GLTFState> p_state);
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Error _determine_skeletons(Ref<GLTFState> p_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 _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, const GLTFNodeIndex node_index);
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Camera3D *_generate_camera(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Light3D *_generate_light(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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Node3D *_generate_spatial(Ref<GLTFState> state, const GLTFNodeIndex node_index);
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void _assign_scene_names(Ref<GLTFState> state);
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Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
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const Vector<GLTFNodeIndex> &p_non_joints);
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Error _determine_skeleton_roots(Ref<GLTFState> p_state,
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const GLTFSkeletonIndex p_skel_i);
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Error _create_skeletons(Ref<GLTFState> p_state);
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Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state);
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Error _serialize_skins(Ref<GLTFState> p_state);
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Error _create_skins(Ref<GLTFState> p_state);
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bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
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void _remove_duplicate_skins(Ref<GLTFState> p_state);
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Error _serialize_cameras(Ref<GLTFState> p_state);
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Error _parse_cameras(Ref<GLTFState> p_state);
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Error _parse_lights(Ref<GLTFState> p_state);
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Error _parse_animations(Ref<GLTFState> p_state);
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Error _serialize_animations(Ref<GLTFState> p_state);
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BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
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Skeleton3D *p_skeleton,
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const GLTFNodeIndex p_node_index,
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const GLTFNodeIndex p_bone_index);
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ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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void _assign_scene_names(Ref<GLTFState> p_state);
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template <class T>
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T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
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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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GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_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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void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {
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if (p_i == 0) {
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for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
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p_type_min.write[type_i] = p_attribs[(p_i * p_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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for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
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p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
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p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
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p_type_min.write[type_i] = _filter_number(p_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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GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_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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GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_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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Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
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const int p_count, const GLTFType p_type,
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const int p_component_type, const bool p_normalized,
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const int p_byte_offset, const bool p_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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Error _encode_accessors(Ref<GLTFState> p_state);
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Error _encode_buffer_views(Ref<GLTFState> p_state);
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Error _serialize_materials(Ref<GLTFState> p_state);
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Error _serialize_meshes(Ref<GLTFState> p_state);
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Error _serialize_nodes(Ref<GLTFState> p_state);
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Error _serialize_scenes(Ref<GLTFState> p_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 _convert_animation_track(Ref<GLTFState> p_state,
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GLTFAnimation::Track p_track,
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Ref<Animation> p_animation,
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int32_t p_track_i,
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GLTFNodeIndex p_node_i);
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Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
|
||||
Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
|
||||
PackedByteArray _serialize_glb_buffer(Ref<GLTFState> state, Error *r_err);
|
||||
Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
|
||||
Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
|
||||
PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
|
||||
Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
|
||||
Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
|
||||
Error _serialize_version(Ref<GLTFState> state);
|
||||
Error _serialize_file(Ref<GLTFState> state, const String p_path);
|
||||
Error _serialize_gltf_extensions(Ref<GLTFState> state) const;
|
||||
Error _serialize_version(Ref<GLTFState> p_state);
|
||||
Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
|
||||
Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
|
||||
|
||||
public:
|
||||
// https://www.itu.int/rec/R-REC-BT.601
|
||||
|
@ -278,8 +278,8 @@ public:
|
|||
private:
|
||||
// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
|
||||
// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
|
||||
static float solve_metallic(float p_dielectric_specular, float diffuse,
|
||||
float specular,
|
||||
static float solve_metallic(float p_dielectric_specular, float p_diffuse,
|
||||
float p_specular,
|
||||
float p_one_minus_specular_strength);
|
||||
static float get_perceived_brightness(const Color p_color);
|
||||
static float get_max_component(const Color &p_color);
|
||||
|
@ -290,78 +290,78 @@ public:
|
|||
Error append_from_scene(Node *p_node, Ref<GLTFState> r_state, uint32_t p_flags = 0);
|
||||
|
||||
public:
|
||||
Node *generate_scene(Ref<GLTFState> state, float p_bake_fps = 30.0f, bool p_trimming = false);
|
||||
PackedByteArray generate_buffer(Ref<GLTFState> state);
|
||||
Error write_to_filesystem(Ref<GLTFState> state, const String &p_path);
|
||||
Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false);
|
||||
PackedByteArray generate_buffer(Ref<GLTFState> p_state);
|
||||
Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
|
||||
|
||||
public:
|
||||
Error _parse_gltf_state(Ref<GLTFState> state, const String &p_search_path);
|
||||
Error _parse_gltf_extensions(Ref<GLTFState> state);
|
||||
void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
|
||||
void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
|
||||
Node3D *scene_root,
|
||||
const GLTFNodeIndex node_index);
|
||||
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
|
||||
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
|
||||
const GLTFAnimationIndex index, const float bake_fps, const bool trimming);
|
||||
void _convert_mesh_instances(Ref<GLTFState> state);
|
||||
GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
|
||||
void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
|
||||
GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
|
||||
void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
|
||||
void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
|
||||
Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
|
||||
Error _parse_gltf_extensions(Ref<GLTFState> p_state);
|
||||
void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
|
||||
void _generate_scene_node(Ref<GLTFState> p_state, Node *p_scene_parent,
|
||||
Node3D *p_scene_root,
|
||||
const GLTFNodeIndex p_node_index);
|
||||
void _generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Node3D *p_scene_root, const GLTFNodeIndex p_node_index);
|
||||
void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
|
||||
const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming);
|
||||
void _convert_mesh_instances(Ref<GLTFState> p_state);
|
||||
GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera);
|
||||
void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
|
||||
GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light);
|
||||
void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node);
|
||||
void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
|
||||
const GLTFNodeIndex p_gltf_current,
|
||||
const GLTFNodeIndex p_gltf_root);
|
||||
|
||||
#ifdef MODULE_CSG_ENABLED
|
||||
void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
|
||||
void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
|
||||
#endif // MODULE_CSG_ENABLED
|
||||
|
||||
void _create_gltf_node(Ref<GLTFState> state,
|
||||
void _create_gltf_node(Ref<GLTFState> p_state,
|
||||
Node *p_scene_parent,
|
||||
GLTFNodeIndex current_node_i,
|
||||
GLTFNodeIndex p_current_node_i,
|
||||
GLTFNodeIndex p_parent_node_index,
|
||||
GLTFNodeIndex p_root_gltf_node,
|
||||
Ref<GLTFNode> gltf_node);
|
||||
Ref<GLTFNode> p_gltf_node);
|
||||
void _convert_animation_player_to_gltf(
|
||||
AnimationPlayer *animation_player, Ref<GLTFState> state,
|
||||
AnimationPlayer *p_animation_player, Ref<GLTFState> p_state,
|
||||
GLTFNodeIndex p_gltf_current,
|
||||
GLTFNodeIndex p_gltf_root_index,
|
||||
Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
|
||||
void _check_visibility(Node *p_node, bool &retflag);
|
||||
void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
|
||||
Ref<GLTFNode> gltf_node);
|
||||
void _check_visibility(Node *p_node, bool &r_retflag);
|
||||
void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state,
|
||||
Ref<GLTFNode> p_gltf_node);
|
||||
#ifdef MODULE_GRIDMAP_ENABLED
|
||||
void _convert_grid_map_to_gltf(
|
||||
GridMap *p_grid_map,
|
||||
GLTFNodeIndex p_parent_node_index,
|
||||
GLTFNodeIndex p_root_node_index,
|
||||
Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
|
||||
Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
|
||||
#endif // MODULE_GRIDMAP_ENABLED
|
||||
void _convert_multi_mesh_instance_to_gltf(
|
||||
MultiMeshInstance3D *p_multi_mesh_instance,
|
||||
GLTFNodeIndex p_parent_node_index,
|
||||
GLTFNodeIndex p_root_node_index,
|
||||
Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
|
||||
Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
|
||||
void _convert_skeleton_to_gltf(
|
||||
Skeleton3D *p_scene_parent, Ref<GLTFState> state,
|
||||
Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
|
||||
GLTFNodeIndex p_parent_node_index,
|
||||
GLTFNodeIndex p_root_node_index,
|
||||
Ref<GLTFNode> gltf_node);
|
||||
Ref<GLTFNode> p_gltf_node);
|
||||
void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
|
||||
Ref<GLTFState> state,
|
||||
Ref<GLTFState> p_state,
|
||||
GLTFNodeIndex p_parent_node_index,
|
||||
GLTFNodeIndex p_root_node_index,
|
||||
Ref<GLTFNode> gltf_node);
|
||||
Ref<GLTFNode> p_gltf_node);
|
||||
void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
|
||||
Ref<GLTFState> state,
|
||||
Ref<GLTFNode> gltf_node);
|
||||
GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
|
||||
Ref<GLTFState> p_state,
|
||||
Ref<GLTFNode> p_gltf_node);
|
||||
GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
|
||||
MeshInstance3D *p_mesh_instance);
|
||||
void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
|
||||
void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
|
||||
String p_animation_track_name);
|
||||
Error _serialize(Ref<GLTFState> state, const String &p_path);
|
||||
Error _parse(Ref<GLTFState> state, String p_path, Ref<FileAccess> f);
|
||||
Error _serialize(Ref<GLTFState> p_state, const String &p_path);
|
||||
Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
|
||||
};
|
||||
|
||||
#endif // GLTF_DOCUMENT_H
|
||||
|
|
|
@ -65,7 +65,7 @@ public:
|
|||
real_t get_depth_near() const { return depth_near; }
|
||||
void set_depth_near(real_t p_val) { depth_near = p_val; }
|
||||
|
||||
static Ref<GLTFCamera> from_node(const Camera3D *p_light);
|
||||
static Ref<GLTFCamera> from_node(const Camera3D *p_camera);
|
||||
Camera3D *to_node() const;
|
||||
|
||||
static Ref<GLTFCamera> from_dictionary(const Dictionary p_dictionary);
|
||||
|
|
Loading…
Reference in New Issue