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- /**************************************************************************/
- /* gltf_document.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GLTF_DOCUMENT_H
- #define GLTF_DOCUMENT_H
- #include "extensions/gltf_document_extension.h"
- #include "extensions/gltf_spec_gloss.h"
- #include "gltf_defines.h"
- #include "gltf_state.h"
- #include "scene/3d/mesh_instance_3d.h"
- #include "scene/3d/multimesh_instance_3d.h"
- #include "modules/modules_enabled.gen.h" // For csg, gridmap.
- #ifdef MODULE_CSG_ENABLED
- #include "modules/csg/csg_shape.h"
- #endif // MODULE_CSG_ENABLED
- #ifdef MODULE_GRIDMAP_ENABLED
- #include "modules/gridmap/grid_map.h"
- #endif // MODULE_GRIDMAP_ENABLED
- class GLTFDocument : public Resource {
- GDCLASS(GLTFDocument, Resource);
- public:
- const int32_t JOINT_GROUP_SIZE = 4;
- enum {
- ARRAY_BUFFER = 34962,
- ELEMENT_ARRAY_BUFFER = 34963,
- };
- enum {
- TEXTURE_TYPE_GENERIC = 0,
- TEXTURE_TYPE_NORMAL = 1,
- };
- enum RootNodeMode {
- ROOT_NODE_MODE_SINGLE_ROOT,
- ROOT_NODE_MODE_KEEP_ROOT,
- ROOT_NODE_MODE_MULTI_ROOT,
- };
- private:
- int _naming_version = 1;
- String _image_format = "PNG";
- float _lossy_quality = 0.75f;
- Ref<GLTFDocumentExtension> _image_save_extension;
- RootNodeMode _root_node_mode = RootNodeMode::ROOT_NODE_MODE_SINGLE_ROOT;
- protected:
- static void _bind_methods();
- String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
- static Vector<Ref<GLTFDocumentExtension>> all_document_extensions;
- Vector<Ref<GLTFDocumentExtension>> document_extensions;
- public:
- static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false);
- static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension);
- static void unregister_all_gltf_document_extensions();
- static Vector<Ref<GLTFDocumentExtension>> get_all_gltf_document_extensions();
- static Vector<String> get_supported_gltf_extensions();
- static HashSet<String> get_supported_gltf_extensions_hashset();
- static NodePath _find_material_node_path(Ref<GLTFState> p_state, Ref<Material> p_material);
- static Ref<GLTFObjectModelProperty> import_object_model_property(Ref<GLTFState> p_state, const String &p_json_pointer);
- static Ref<GLTFObjectModelProperty> export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index);
- void set_naming_version(int p_version);
- int get_naming_version() const;
- void set_image_format(const String &p_image_format);
- String get_image_format() const;
- void set_lossy_quality(float p_lossy_quality);
- float get_lossy_quality() const;
- void set_root_node_mode(RootNodeMode p_root_node_mode);
- RootNodeMode get_root_node_mode() const;
- static String _gen_unique_name_static(HashSet<String> &r_unique_names, const String &p_name);
- private:
- void _build_parent_hierachy(Ref<GLTFState> p_state);
- double _filter_number(double p_float);
- void _round_min_max_components(Vector<double> &r_type_min, Vector<double> &r_type_max);
- String _get_component_type_name(const GLTFAccessor::GLTFComponentType p_component_type);
- int _get_component_type_size(const GLTFAccessor::GLTFComponentType p_component_type);
- Error _parse_scenes(Ref<GLTFState> p_state);
- Error _parse_nodes(Ref<GLTFState> p_state);
- String _get_accessor_type_name(const GLTFAccessor::GLTFAccessorType p_accessor_type);
- String _sanitize_animation_name(const String &p_name);
- String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
- String _sanitize_bone_name(const String &p_name);
- String _gen_unique_bone_name(Ref<GLTFState> p_state,
- const GLTFSkeletonIndex p_skel_i,
- const String &p_name);
- GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
- StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
- Ref<Texture2D> _get_texture(Ref<GLTFState> p_state,
- const GLTFTextureIndex p_texture, int p_texture_type);
- GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
- StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
- Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
- const GLTFTextureIndex p_texture);
- Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
- Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
- void _compute_node_heights(Ref<GLTFState> p_state);
- Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
- Error _parse_buffer_views(Ref<GLTFState> p_state);
- GLTFAccessor::GLTFAccessorType _get_accessor_type_from_str(const String &p_string);
- Error _parse_accessors(Ref<GLTFState> p_state);
- Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
- const GLTFBufferViewIndex p_buffer_view,
- const int p_skip_every, const int p_skip_bytes,
- const int p_element_size, const int p_count,
- const GLTFAccessor::GLTFAccessorType p_accessor_type, const int p_component_count,
- const GLTFAccessor::GLTFComponentType p_component_type, const int p_component_size,
- const bool p_normalized, const int p_byte_offset,
- const bool p_for_vertex);
- Vector<double> _decode_accessor(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex,
- const Vector<int> &p_packed_vertex_ids = Vector<int>());
- Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex,
- const Vector<int> &p_packed_vertex_ids = Vector<int>());
- Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex,
- const Vector<int> &p_packed_vertex_ids = Vector<int>());
- Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex,
- const Vector<int> &p_packed_vertex_ids = Vector<int>());
- Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex,
- const Vector<int> &p_packed_vertex_ids = Vector<int>());
- Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- const bool p_for_vertex);
- Vector<Variant> _decode_accessor_as_variant(Ref<GLTFState> p_state,
- const GLTFAccessorIndex p_accessor,
- Variant::Type p_variant_type,
- GLTFAccessor::GLTFAccessorType p_accessor_type);
- GLTFAccessorIndex _encode_accessor_as_variant(Ref<GLTFState> p_state,
- Vector<Variant> p_attribs,
- Variant::Type p_variant_type,
- GLTFAccessor::GLTFAccessorType p_accessor_type,
- GLTFAccessor::GLTFComponentType p_component_type = GLTFAccessor::COMPONENT_TYPE_SINGLE_FLOAT);
- Error _parse_meshes(Ref<GLTFState> p_state);
- Error _serialize_textures(Ref<GLTFState> p_state);
- Error _serialize_texture_samplers(Ref<GLTFState> p_state);
- Error _serialize_images(Ref<GLTFState> p_state);
- Error _serialize_lights(Ref<GLTFState> p_state);
- Ref<Image> _parse_image_bytes_into_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_mime_type, int p_index, String &r_file_extension);
- void _parse_image_save_image(Ref<GLTFState> p_state, const Vector<uint8_t> &p_bytes, const String &p_file_extension, int p_index, Ref<Image> p_image);
- Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
- Error _parse_textures(Ref<GLTFState> p_state);
- Error _parse_texture_samplers(Ref<GLTFState> p_state);
- Error _parse_materials(Ref<GLTFState> p_state);
- void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material);
- void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
- Ref<BaseMaterial3D> p_material);
- static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
- const Color &p_diffuse,
- Color &r_base_color,
- float &r_metallic);
- Error _parse_skins(Ref<GLTFState> p_state);
- Error _serialize_skins(Ref<GLTFState> p_state);
- Error _create_skins(Ref<GLTFState> p_state);
- bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
- void _remove_duplicate_skins(Ref<GLTFState> p_state);
- Error _serialize_cameras(Ref<GLTFState> p_state);
- Error _parse_cameras(Ref<GLTFState> p_state);
- Error _parse_lights(Ref<GLTFState> p_state);
- Error _parse_animations(Ref<GLTFState> p_state);
- void _parse_animation_pointer(Ref<GLTFState> p_state, const String &p_animation_json_pointer, const Ref<GLTFAnimation> p_gltf_animation, const GLTFAnimation::Interpolation p_interp, const Vector<double> &p_times, const int p_output_value_accessor_index);
- Error _serialize_animations(Ref<GLTFState> p_state);
- BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
- Skeleton3D *p_skeleton,
- const GLTFNodeIndex p_node_index,
- const GLTFNodeIndex p_bone_index);
- ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
- Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
- Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
- Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
- void _assign_node_names(Ref<GLTFState> p_state);
- template <typename T>
- T _interpolate_track(const Vector<double> &p_times, const Vector<T> &p_values,
- const float p_time,
- const GLTFAnimation::Interpolation p_interp);
- GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
- const Vector<Quaternion> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
- const Vector<double> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
- const Vector<Vector2> p_attribs,
- const bool p_for_vertex);
- 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) {
- if (p_i == 0) {
- for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
- p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
- p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
- }
- }
- for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
- p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
- p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
- p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
- p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
- }
- }
- GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
- const Vector<Vector3> p_attribs,
- const bool p_for_vertex);
- GLTFAccessorIndex _encode_sparse_accessor_as_vec3(Ref<GLTFState> p_state, const Vector<Vector3> p_attribs, const Vector<Vector3> p_reference_attribs, const float p_reference_multiplier, const bool p_for_vertex, const GLTFAccessorIndex p_reference_accessor);
- GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
- const Vector<Color> p_attribs,
- const bool p_for_vertex);
- 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);
- GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
- const Vector<int32_t> p_attribs,
- const bool p_for_vertex,
- const bool p_for_indices);
- GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
- const Vector<Transform3D> p_attribs,
- const bool p_for_vertex);
- Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
- const int p_count, const GLTFAccessor::GLTFAccessorType p_accessor_type,
- const GLTFAccessor::GLTFComponentType p_component_type, const bool p_normalized,
- const int p_byte_offset, const bool p_for_vertex,
- GLTFBufferViewIndex &r_accessor, const bool p_for_indices = false);
- Error _encode_accessors(Ref<GLTFState> p_state);
- Error _encode_buffer_views(Ref<GLTFState> p_state);
- Error _serialize_materials(Ref<GLTFState> p_state);
- Error _serialize_meshes(Ref<GLTFState> p_state);
- Error _serialize_nodes(Ref<GLTFState> p_state);
- Error _serialize_scenes(Ref<GLTFState> p_state);
- String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
- 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_asset_header(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
- // https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
- static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
- static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
- static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
- 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 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);
- public:
- virtual Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String());
- virtual Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0);
- virtual Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0);
- virtual Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true);
- virtual PackedByteArray generate_buffer(Ref<GLTFState> p_state);
- virtual Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
- public:
- Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
- Error _parse_asset_header(Ref<GLTFState> p_state);
- Error _parse_gltf_extensions(Ref<GLTFState> p_state);
- void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
- Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
- void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
- void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
- void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
- const GLTFAnimationIndex p_index, const bool p_trimming, const bool p_remove_immutable_tracks);
- 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> p_gltf_node, Ref<GLTFState> p_state);
- #endif // MODULE_CSG_ENABLED
- 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> 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> p_gltf_node, Ref<GLTFState> p_state);
- void _convert_skeleton_to_gltf(
- Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> p_gltf_node);
- void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
- Ref<GLTFState> p_state,
- GLTFNodeIndex p_parent_node_index,
- GLTFNodeIndex p_root_node_index,
- Ref<GLTFNode> p_gltf_node);
- void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
- Ref<GLTFState> p_state,
- Ref<GLTFNode> p_gltf_node);
- GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
- MeshInstance3D *p_mesh_instance);
- GLTFNodeIndex _node_and_or_bone_to_gltf_node_index(Ref<GLTFState> p_state, const Vector<StringName> &p_node_subpath, const Node *p_godot_node);
- bool _convert_animation_node_track(Ref<GLTFState> p_state,
- GLTFAnimation::NodeTrack &p_gltf_node_track,
- const Ref<Animation> &p_godot_animation,
- int32_t p_godot_anim_track_index,
- Vector<double> &p_times);
- void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, const String &p_animation_track_name);
- Error _serialize(Ref<GLTFState> p_state);
- Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
- };
- VARIANT_ENUM_CAST(GLTFDocument::RootNodeMode);
- #endif // GLTF_DOCUMENT_H
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