[3.x] Consistently use p_ for parameters in GLTFDocument

This commit is contained in:
Aaron Franke 2022-12-10 15:37:22 -06:00
parent 9983df9210
commit d8b1c9ff3c
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GPG key ID: 40A1750B977E56BF
2 changed files with 1132 additions and 1131 deletions

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@ -84,196 +84,196 @@ public:
private:
double _filter_number(double p_float);
String _get_component_type_name(const uint32_t p_component);
int _get_component_type_size(const int component_type);
Error _parse_scenes(Ref<GLTFState> state);
Error _parse_nodes(Ref<GLTFState> state);
int _get_component_type_size(const int p_component_type);
Error _parse_scenes(Ref<GLTFState> p_state);
Error _parse_nodes(Ref<GLTFState> p_state);
String _get_type_name(const GLTFType p_component);
String _get_accessor_type_name(const GLTFType p_type);
String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_animation_name(const String &name);
String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_bone_name(Ref<GLTFState> state, const String &name);
String _gen_unique_bone_name(Ref<GLTFState> state,
const GLTFSkeletonIndex skel_i,
String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
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(Ref<GLTFState> p_state, 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> state, Ref<Texture> p_texture);
Ref<Texture> _get_texture(Ref<GLTFState> state,
GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture> p_texture);
Ref<Texture> _get_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture);
GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> state,
GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
uint32_t p_mode);
Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> state,
Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
const GLTFTextureIndex p_texture);
Error _parse_json(const String &p_path, Ref<GLTFState> state);
Error _parse_glb(const String &p_path, Ref<GLTFState> state);
void _compute_node_heights(Ref<GLTFState> state);
Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
Error _parse_buffer_views(Ref<GLTFState> state);
Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
Error _parse_glb(const String &p_path, 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);
GLTFType _get_type_from_str(const String &p_string);
Error _parse_accessors(Ref<GLTFState> state);
Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
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 skip_every, const int skip_bytes,
const int element_size, const int count,
const GLTFType type, const int component_count,
const int component_type, const int component_size,
const bool normalized, const int byte_offset,
const bool for_vertex);
Vector<double> _decode_accessor(Ref<GLTFState> state,
const int p_skip_every, const int p_skip_bytes,
const int p_element_size, const int p_count,
const GLTFType p_type, const int p_component_count,
const int 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> state,
Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state,
Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
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> state,
Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> p_state,
const GLTFAccessorIndex p_accessor,
const bool p_for_vertex);
Error _parse_meshes(Ref<GLTFState> state);
Error _serialize_textures(Ref<GLTFState> state);
Error _serialize_texture_samplers(Ref<GLTFState> state);
Error _serialize_images(Ref<GLTFState> state, const String &p_path);
Error _serialize_lights(Ref<GLTFState> state);
Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
Error _parse_textures(Ref<GLTFState> state);
Error _parse_texture_samplers(Ref<GLTFState> state);
Error _parse_materials(Ref<GLTFState> state);
void _set_texture_transform_uv1(const Dictionary &d, Ref<SpatialMaterial> material);
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, const String &p_path);
Error _serialize_lights(Ref<GLTFState> p_state);
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 &p_dict, Ref<SpatialMaterial> p_material);
void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
Ref<SpatialMaterial> 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);
GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
const Vector<GLTFNodeIndex> &subset);
bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
const GLTFNodeIndex node_index);
void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
Error _parse_skins(Ref<GLTFState> state);
Error _determine_skeletons(Ref<GLTFState> state);
GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
const Vector<GLTFNodeIndex> &p_subset);
bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
const GLTFNodeIndex p_node_index);
void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
Error _parse_skins(Ref<GLTFState> p_state);
Error _determine_skeletons(Ref<GLTFState> p_state);
Error _reparent_non_joint_skeleton_subtrees(
Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
const Vector<GLTFNodeIndex> &non_joints);
Error _determine_skeleton_roots(Ref<GLTFState> state,
const GLTFSkeletonIndex skel_i);
Error _create_skeletons(Ref<GLTFState> state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
Error _serialize_skins(Ref<GLTFState> state);
Error _create_skins(Ref<GLTFState> state);
bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
void _remove_duplicate_skins(Ref<GLTFState> state);
Error _serialize_cameras(Ref<GLTFState> state);
Error _parse_cameras(Ref<GLTFState> state);
Error _parse_lights(Ref<GLTFState> state);
Error _parse_animations(Ref<GLTFState> state);
Error _serialize_animations(Ref<GLTFState> state);
BoneAttachment *_generate_bone_attachment(Ref<GLTFState> state,
Skeleton *skeleton,
const GLTFNodeIndex node_index,
const GLTFNodeIndex bone_index);
Spatial *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Camera *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
Spatial *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
Spatial *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
const GLTFNodeIndex node_index);
void _assign_scene_names(Ref<GLTFState> state);
Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
const Vector<GLTFNodeIndex> &p_non_joints);
Error _determine_skeleton_roots(Ref<GLTFState> p_state,
const GLTFSkeletonIndex p_skel_i);
Error _create_skeletons(Ref<GLTFState> p_state);
Error _map_skin_joints_indices_to_skeleton_bone_indices(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);
Error _serialize_animations(Ref<GLTFState> p_state);
BoneAttachment *_generate_bone_attachment(Ref<GLTFState> p_state,
Skeleton *p_skeleton,
const GLTFNodeIndex p_node_index,
const GLTFNodeIndex p_bone_index);
Spatial *_generate_mesh_instance(Ref<GLTFState> p_state, Node *p_scene_parent, const GLTFNodeIndex p_node_index);
Camera *_generate_camera(Ref<GLTFState> p_state, Node *p_scene_parent,
const GLTFNodeIndex p_node_index);
Spatial *_generate_light(Ref<GLTFState> p_state, Node *p_scene_parent, const GLTFNodeIndex p_node_index);
Spatial *_generate_spatial(Ref<GLTFState> p_state, Node *p_scene_parent,
const GLTFNodeIndex p_node_index);
void _assign_scene_names(Ref<GLTFState> p_state);
template <class T>
T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
const float p_time,
const GLTFAnimation::Interpolation p_interp);
GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state,
GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> p_state,
const Vector<Quat> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
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> state,
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> state,
GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
const Vector<real_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
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 i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
if (i == 0) {
for (int32_t type_i = 0; type_i < element_count; type_i++) {
type_max.write[type_i] = attribs[(i * element_count) + type_i];
type_min.write[type_i] = attribs[(i * element_count) + type_i];
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 < element_count; type_i++) {
type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
type_max.write[type_i] = _filter_number(type_max.write[type_i]);
type_min.write[type_i] = _filter_number(type_min.write[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> state,
GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
const Vector<Vector3> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
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> state,
GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
const Vector<int32_t> p_attribs,
const bool p_for_vertex);
GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
const Vector<Transform> p_attribs,
const bool p_for_vertex);
Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
const int count, const GLTFType type,
const int component_type, const bool normalized,
const int byte_offset, const bool for_vertex,
Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
const int p_count, const GLTFType p_type,
const int p_component_type, const bool p_normalized,
const int p_byte_offset, const bool p_for_vertex,
GLTFBufferViewIndex &r_accessor);
Error _encode_accessors(Ref<GLTFState> state);
Error _encode_buffer_views(Ref<GLTFState> state);
Error _serialize_materials(Ref<GLTFState> state);
Error _serialize_meshes(Ref<GLTFState> state);
Error _serialize_nodes(Ref<GLTFState> state);
Error _serialize_scenes(Ref<GLTFState> state);
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);
GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
GLTFAnimation::Track p_track,
Ref<Animation> p_animation, Transform p_bone_rest,
int32_t p_track_i,
GLTFNodeIndex p_node_i);
Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
Dictionary _serialize_texture_transform_uv1(Ref<SpatialMaterial> p_material);
Dictionary _serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material);
Error _serialize_version(Ref<GLTFState> state);
Error _serialize_file(Ref<GLTFState> state, const String p_path);
Error _serialize_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_extensions(Ref<GLTFState> p_state) const;
public:
// http://www.itu.int/rec/R-REC-BT.601
@ -285,83 +285,83 @@ 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);
public:
String _sanitize_scene_name(Ref<GLTFState> state, const String &p_name);
String _sanitize_scene_name(Ref<GLTFState> p_state, const String &p_name);
String _legacy_validate_node_name(const String &p_name);
Error _parse_gltf_extensions(Ref<GLTFState> state);
Error _parse_gltf_extensions(Ref<GLTFState> p_state);
void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
Spatial *scene_root,
const GLTFNodeIndex node_index);
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
void _convert_mesh_instances(Ref<GLTFState> state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera *p_camera);
void _convert_light_to_gltf(Light *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> state, Light *p_light);
void _convert_spatial(Ref<GLTFState> state, Spatial *p_spatial, Ref<GLTFNode> p_node);
void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
void _generate_scene_node(Ref<GLTFState> p_state, Node *p_scene_parent,
Spatial *p_scene_root,
const GLTFNodeIndex p_node_index);
void _generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Spatial *p_scene_root, const GLTFNodeIndex p_node_index);
void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
const GLTFAnimationIndex p_index, const int p_bake_fps);
void _convert_mesh_instances(Ref<GLTFState> p_state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera *p_camera);
void _convert_light_to_gltf(Light *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light *p_light);
void _convert_spatial(Ref<GLTFState> p_state, Spatial *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(CSGShape *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
void _convert_csg_shape_to_gltf(CSGShape *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(Camera *camera, Ref<GLTFState> state,
Ref<GLTFNode> gltf_node);
void _check_visibility(Node *p_node, bool &r_retflag);
void _convert_camera_to_gltf(Camera *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_mult_mesh_instance_to_gltf(
void _convert_multi_mesh_instance_to_gltf(
MultiMeshInstance *p_scene_parent,
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(
Skeleton *p_scene_parent, Ref<GLTFState> state,
Skeleton *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(BoneAttachment *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(MeshInstance *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,
MeshInstance *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, Node *p_root, const String &p_path);
Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
Error serialize(Ref<GLTFState> p_state, Node *p_root, const String &p_path);
Error parse(Ref<GLTFState> p_state, String p_paths, bool p_read_binary = false);
};
#endif // GLTF_DOCUMENT_H