1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
353 lines
17 KiB
C++
353 lines
17 KiB
C++
/**************************************************************************/
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/* gltf_state.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gltf_state.h"
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#include "scene/animation/animation_player.h"
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void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
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ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
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ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
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ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
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ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
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ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
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ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
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ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
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ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
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ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
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ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
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ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
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ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
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ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
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ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
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ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
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ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
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ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
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ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
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ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
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ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
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ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
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ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
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ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
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ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
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ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
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ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
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ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
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ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
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ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
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ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers);
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ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
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ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
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ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
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ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
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ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
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ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
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ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
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ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
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ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
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ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
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ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
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ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
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ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
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ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
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ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
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ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
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ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFState::get_additional_data);
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ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFState::set_additional_data);
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
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ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
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ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_nodes", "get_nodes"); // Vector<Ref<GLTFNode>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffer_views", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_buffer_views", "get_buffer_views"); // Vector<Ref<GLTFBufferView>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "accessors", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_accessors", "get_accessors"); // Vector<Ref<GLTFAccessor>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "meshes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_meshes", "get_meshes"); // Vector<Ref<GLTFMesh>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "materials", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_materials", "get_materials"); // Vector<Ref<Material>
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
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ADD_PROPERTY(PropertyInfo(Variant::POOL_INT_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "textures", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_textures", "get_textures"); // Vector<Ref<GLTFTexture>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "texture_samplers", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_texture_samplers", "get_texture_samplers"); //Vector<Ref<GLTFTextureSampler>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "images", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_images", "get_images"); // Vector<Ref<Texture>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skins", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skins", "get_skins"); // Vector<Ref<GLTFSkin>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "cameras", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_cameras", "get_cameras"); // Vector<Ref<GLTFCamera>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "lights", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_lights", "get_lights"); // Vector<Ref<GLTFLight>>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // Map<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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}
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void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) {
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if (extensions_used.find(p_extension_name) == -1) {
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extensions_used.push_back(p_extension_name);
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}
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if (p_required) {
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if (extensions_required.find(p_extension_name) == -1) {
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extensions_required.push_back(p_extension_name);
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}
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}
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}
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Dictionary GLTFState::get_json() {
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return json;
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}
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void GLTFState::set_json(Dictionary p_json) {
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json = p_json;
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}
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int GLTFState::get_major_version() {
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return major_version;
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}
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void GLTFState::set_major_version(int p_major_version) {
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major_version = p_major_version;
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}
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int GLTFState::get_minor_version() {
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return minor_version;
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}
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void GLTFState::set_minor_version(int p_minor_version) {
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minor_version = p_minor_version;
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}
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Vector<uint8_t> GLTFState::get_glb_data() {
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return glb_data;
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}
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void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
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glb_data = p_glb_data;
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}
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bool GLTFState::get_use_named_skin_binds() {
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return use_named_skin_binds;
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}
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void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
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use_named_skin_binds = p_use_named_skin_binds;
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}
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Array GLTFState::get_nodes() {
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return GLTFTemplateConvert::to_array(nodes);
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}
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void GLTFState::set_nodes(Array p_nodes) {
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GLTFTemplateConvert::set_from_array(nodes, p_nodes);
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}
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Array GLTFState::get_buffers() {
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return GLTFTemplateConvert::to_array(buffers);
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}
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void GLTFState::set_buffers(Array p_buffers) {
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GLTFTemplateConvert::set_from_array(buffers, p_buffers);
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}
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Array GLTFState::get_buffer_views() {
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return GLTFTemplateConvert::to_array(buffer_views);
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}
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void GLTFState::set_buffer_views(Array p_buffer_views) {
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GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
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}
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Array GLTFState::get_accessors() {
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return GLTFTemplateConvert::to_array(accessors);
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}
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void GLTFState::set_accessors(Array p_accessors) {
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GLTFTemplateConvert::set_from_array(accessors, p_accessors);
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}
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Array GLTFState::get_meshes() {
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return GLTFTemplateConvert::to_array(meshes);
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}
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void GLTFState::set_meshes(Array p_meshes) {
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GLTFTemplateConvert::set_from_array(meshes, p_meshes);
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}
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Array GLTFState::get_materials() {
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return GLTFTemplateConvert::to_array(materials);
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}
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void GLTFState::set_materials(Array p_materials) {
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GLTFTemplateConvert::set_from_array(materials, p_materials);
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}
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String GLTFState::get_scene_name() {
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return scene_name;
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}
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void GLTFState::set_scene_name(String p_scene_name) {
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scene_name = p_scene_name;
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}
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Array GLTFState::get_root_nodes() {
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return GLTFTemplateConvert::to_array(root_nodes);
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}
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void GLTFState::set_root_nodes(Array p_root_nodes) {
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GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
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}
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Array GLTFState::get_textures() {
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return GLTFTemplateConvert::to_array(textures);
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}
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void GLTFState::set_textures(Array p_textures) {
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GLTFTemplateConvert::set_from_array(textures, p_textures);
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}
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Array GLTFState::get_texture_samplers() {
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return GLTFTemplateConvert::to_array(texture_samplers);
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}
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void GLTFState::set_texture_samplers(Array p_texture_samplers) {
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GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
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}
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Array GLTFState::get_images() {
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return GLTFTemplateConvert::to_array(images);
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}
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void GLTFState::set_images(Array p_images) {
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GLTFTemplateConvert::set_from_array(images, p_images);
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}
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Array GLTFState::get_skins() {
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return GLTFTemplateConvert::to_array(skins);
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}
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void GLTFState::set_skins(Array p_skins) {
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GLTFTemplateConvert::set_from_array(skins, p_skins);
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}
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Array GLTFState::get_cameras() {
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return GLTFTemplateConvert::to_array(cameras);
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}
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void GLTFState::set_cameras(Array p_cameras) {
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GLTFTemplateConvert::set_from_array(cameras, p_cameras);
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}
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Array GLTFState::get_lights() {
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return GLTFTemplateConvert::to_array(lights);
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}
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void GLTFState::set_lights(Array p_lights) {
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GLTFTemplateConvert::set_from_array(lights, p_lights);
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}
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Array GLTFState::get_unique_names() {
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return GLTFTemplateConvert::to_array(unique_names);
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}
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void GLTFState::set_unique_names(Array p_unique_names) {
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GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
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}
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Array GLTFState::get_unique_animation_names() {
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return GLTFTemplateConvert::to_array(unique_animation_names);
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}
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void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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Array GLTFState::get_skeletons() {
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return GLTFTemplateConvert::to_array(skeletons);
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}
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void GLTFState::set_skeletons(Array p_skeletons) {
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GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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Dictionary GLTFState::get_skeleton_to_node() {
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return GLTFTemplateConvert::to_dict(skeleton_to_node);
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}
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void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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}
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bool GLTFState::get_create_animations() {
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return create_animations;
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}
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void GLTFState::set_create_animations(bool p_create_animations) {
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create_animations = p_create_animations;
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}
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Array GLTFState::get_animations() {
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return GLTFTemplateConvert::to_array(animations);
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}
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void GLTFState::set_animations(Array p_animations) {
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GLTFTemplateConvert::set_from_array(animations, p_animations);
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}
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Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
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if (!scene_nodes.has(idx)) {
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return nullptr;
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}
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return scene_nodes[idx];
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}
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int GLTFState::get_animation_players_count(int idx) {
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return animation_players.size();
|
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}
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|
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AnimationPlayer *GLTFState::get_animation_player(int idx) {
|
|
ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
|
|
return animation_players[idx];
|
|
}
|
|
|
|
Variant GLTFState::get_additional_data(const String &p_extension_name) {
|
|
return additional_data[p_extension_name];
|
|
}
|
|
|
|
void GLTFState::set_additional_data(const String &p_extension_name, Variant p_additional_data) {
|
|
additional_data[p_extension_name] = p_additional_data;
|
|
}
|