GLTF: Organize structures into a subfolder
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# Godot GLTF import and export module
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In a nutshell, the GLTF module works like this:
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* The [`structures/`](structures/) folder contains GLTF structures, the
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small pieces that make up a GLTF file, represented as C++ classes.
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* The [`extensions/`](extensions/) folder contains GLTF extensions, which
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are optional features that build on top of the base GLTF spec.
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* [`GLTFState`](gltf_state.h) holds collections of structures and extensions.
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* [`GLTFDocument`](gltf_document.h) operates on GLTFState and its elements.
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* The [`editor/`](editor/) folder uses GLTFDocument to import and export 3D models.
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@ -7,5 +7,7 @@ env_gltf = env_modules.Clone()
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# Godot's own source files
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env_gltf.add_source_files(env.modules_sources, "*.cpp")
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env_gltf.add_source_files(env.modules_sources, "extensions/*.cpp")
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env_gltf.add_source_files(env.modules_sources, "structures/*.cpp")
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if env["tools"]:
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env_gltf.add_source_files(env.modules_sources, "editor/*.cpp")
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@ -30,9 +30,9 @@
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#include "gltf_document.h"
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#include "extensions/gltf_spec_gloss.h"
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#include "gltf_document_extension.h"
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#include "gltf_document_extension_convert_importer_mesh.h"
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#include "gltf_spec_gloss.h"
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#include "gltf_state.h"
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#include "core/crypto/crypto_core.h"
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@ -31,8 +31,8 @@
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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 "gltf_defines.h"
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#include "structures/gltf_animation.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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@ -31,8 +31,8 @@
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#ifndef GLTF_DOCUMENT_EXTENSION_H
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#define GLTF_DOCUMENT_EXTENSION_H
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#include "gltf_node.h"
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#include "gltf_state.h"
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#include "structures/gltf_node.h"
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class GLTFDocumentExtension : public Resource {
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GDCLASS(GLTFDocumentExtension, Resource);
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@ -31,17 +31,17 @@
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#ifndef GLTF_STATE_H
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#define GLTF_STATE_H
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#include "gltf_accessor.h"
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#include "gltf_animation.h"
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#include "gltf_buffer_view.h"
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#include "gltf_camera.h"
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#include "gltf_light.h"
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#include "gltf_mesh.h"
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#include "gltf_node.h"
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#include "gltf_skeleton.h"
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#include "gltf_skin.h"
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#include "extensions/gltf_light.h"
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#include "gltf_template_convert.h"
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#include "gltf_texture.h"
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#include "structures/gltf_accessor.h"
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#include "structures/gltf_animation.h"
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#include "structures/gltf_buffer_view.h"
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#include "structures/gltf_camera.h"
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#include "structures/gltf_mesh.h"
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#include "structures/gltf_node.h"
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#include "structures/gltf_skeleton.h"
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#include "structures/gltf_skin.h"
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#include "structures/gltf_texture.h"
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#include "core/templates/rb_map.h"
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#include "scene/animation/animation_player.h"
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@ -32,21 +32,21 @@
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#ifndef _3D_DISABLED
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#include "gltf_accessor.h"
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#include "gltf_animation.h"
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#include "gltf_buffer_view.h"
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#include "gltf_camera.h"
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#include "extensions/gltf_light.h"
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#include "extensions/gltf_spec_gloss.h"
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#include "gltf_document.h"
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#include "gltf_document_extension.h"
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#include "gltf_document_extension_convert_importer_mesh.h"
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#include "gltf_light.h"
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#include "gltf_mesh.h"
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#include "gltf_node.h"
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#include "gltf_skeleton.h"
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#include "gltf_skin.h"
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#include "gltf_spec_gloss.h"
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#include "gltf_state.h"
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#include "gltf_texture.h"
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#include "structures/gltf_accessor.h"
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#include "structures/gltf_animation.h"
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#include "structures/gltf_buffer_view.h"
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#include "structures/gltf_camera.h"
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#include "structures/gltf_mesh.h"
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#include "structures/gltf_node.h"
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#include "structures/gltf_skeleton.h"
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#include "structures/gltf_skin.h"
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#include "structures/gltf_texture.h"
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#ifdef TOOLS_ENABLED
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#include "core/config/project_settings.h"
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@ -33,7 +33,7 @@
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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#include "../gltf_defines.h"
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struct GLTFAccessor : public Resource {
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GDCLASS(GLTFAccessor, Resource);
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@ -30,7 +30,7 @@
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#include "gltf_buffer_view.h"
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#include "gltf_document_extension.h"
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#include "../gltf_document_extension.h"
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void GLTFBufferView::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_buffer"), &GLTFBufferView::get_buffer);
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@ -31,8 +31,8 @@
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#ifndef GLTF_BUFFER_VIEW_H
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#define GLTF_BUFFER_VIEW_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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class GLTFBufferView : public Resource {
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GDCLASS(GLTFBufferView, Resource);
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@ -31,8 +31,8 @@
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#ifndef GLTF_NODE_H
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#define GLTF_NODE_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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class GLTFNode : public Resource {
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GDCLASS(GLTFNode, Resource);
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@ -30,7 +30,7 @@
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#include "gltf_skeleton.h"
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#include "gltf_template_convert.h"
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#include "../gltf_template_convert.h"
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#include "scene/3d/bone_attachment_3d.h"
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void GLTFSkeleton::_bind_methods() {
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@ -31,8 +31,8 @@
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#ifndef GLTF_SKELETON_H
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#define GLTF_SKELETON_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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class GLTFSkeleton : public Resource {
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GDCLASS(GLTFSkeleton, Resource);
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@ -30,7 +30,7 @@
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#include "gltf_skin.h"
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#include "gltf_template_convert.h"
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#include "../gltf_template_convert.h"
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#include "scene/resources/skin.h"
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void GLTFSkin::_bind_methods() {
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#ifndef GLTF_SKIN_H
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#define GLTF_SKIN_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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class GLTFSkin : public Resource {
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GDCLASS(GLTFSkin, Resource);
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@ -31,8 +31,8 @@
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#ifndef GLTF_TEXTURE_H
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#define GLTF_TEXTURE_H
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#include "../gltf_defines.h"
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#include "core/io/resource.h"
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#include "gltf_defines.h"
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class GLTFTexture : public Resource {
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GDCLASS(GLTFTexture, Resource);
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