1 | /**************************************************************************/ |
2 | /* gltf_document.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #ifndef GLTF_DOCUMENT_H |
32 | #define GLTF_DOCUMENT_H |
33 | |
34 | #include "extensions/gltf_document_extension.h" |
35 | |
36 | #include "modules/modules_enabled.gen.h" // For csg, gridmap. |
37 | |
38 | class GLTFDocument : public Resource { |
39 | GDCLASS(GLTFDocument, Resource); |
40 | static Vector<Ref<GLTFDocumentExtension>> all_document_extensions; |
41 | Vector<Ref<GLTFDocumentExtension>> document_extensions; |
42 | |
43 | private: |
44 | const float BAKE_FPS = 30.0f; |
45 | String _image_format = "PNG" ; |
46 | float _lossy_quality = 0.75f; |
47 | Ref<GLTFDocumentExtension> _image_save_extension; |
48 | |
49 | public: |
50 | const int32_t JOINT_GROUP_SIZE = 4; |
51 | |
52 | enum { |
53 | ARRAY_BUFFER = 34962, |
54 | ELEMENT_ARRAY_BUFFER = 34963, |
55 | |
56 | TYPE_BYTE = 5120, |
57 | TYPE_UNSIGNED_BYTE = 5121, |
58 | TYPE_SHORT = 5122, |
59 | TYPE_UNSIGNED_SHORT = 5123, |
60 | TYPE_UNSIGNED_INT = 5125, |
61 | TYPE_FLOAT = 5126, |
62 | |
63 | COMPONENT_TYPE_BYTE = 5120, |
64 | COMPONENT_TYPE_UNSIGNED_BYTE = 5121, |
65 | COMPONENT_TYPE_SHORT = 5122, |
66 | COMPONENT_TYPE_UNSIGNED_SHORT = 5123, |
67 | COMPONENT_TYPE_INT = 5125, |
68 | COMPONENT_TYPE_FLOAT = 5126, |
69 | }; |
70 | enum { |
71 | TEXTURE_TYPE_GENERIC = 0, |
72 | TEXTURE_TYPE_NORMAL = 1, |
73 | }; |
74 | |
75 | protected: |
76 | static void _bind_methods(); |
77 | |
78 | public: |
79 | static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false); |
80 | static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension); |
81 | static void unregister_all_gltf_document_extensions(); |
82 | |
83 | void set_image_format(const String &p_image_format); |
84 | String get_image_format() const; |
85 | void set_lossy_quality(float p_lossy_quality); |
86 | float get_lossy_quality() const; |
87 | |
88 | private: |
89 | void _build_parent_hierachy(Ref<GLTFState> p_state); |
90 | double _filter_number(double p_float); |
91 | String _get_component_type_name(const uint32_t p_component); |
92 | int _get_component_type_size(const int p_component_type); |
93 | Error _parse_scenes(Ref<GLTFState> p_state); |
94 | Error _parse_nodes(Ref<GLTFState> p_state); |
95 | String _get_type_name(const GLTFType p_component); |
96 | String _get_accessor_type_name(const GLTFType p_type); |
97 | String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name); |
98 | String _sanitize_animation_name(const String &p_name); |
99 | String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name); |
100 | String _sanitize_bone_name(const String &p_name); |
101 | String _gen_unique_bone_name(Ref<GLTFState> p_state, |
102 | const GLTFSkeletonIndex p_skel_i, |
103 | const String &p_name); |
104 | GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture, |
105 | StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats); |
106 | Ref<Texture2D> _get_texture(Ref<GLTFState> p_state, |
107 | const GLTFTextureIndex p_texture, int p_texture_type); |
108 | GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state, |
109 | StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats); |
110 | Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state, |
111 | const GLTFTextureIndex p_texture); |
112 | Error _parse_json(const String &p_path, Ref<GLTFState> p_state); |
113 | Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state); |
114 | void _compute_node_heights(Ref<GLTFState> p_state); |
115 | Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path); |
116 | Error _parse_buffer_views(Ref<GLTFState> p_state); |
117 | GLTFType _get_type_from_str(const String &p_string); |
118 | Error _parse_accessors(Ref<GLTFState> p_state); |
119 | Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst, |
120 | const GLTFBufferViewIndex p_buffer_view, |
121 | const int p_skip_every, const int p_skip_bytes, |
122 | const int p_element_size, const int p_count, |
123 | const GLTFType p_type, const int p_component_count, |
124 | const int p_component_type, const int p_component_size, |
125 | const bool p_normalized, const int p_byte_offset, |
126 | const bool p_for_vertex); |
127 | Vector<double> _decode_accessor(Ref<GLTFState> p_state, |
128 | const GLTFAccessorIndex p_accessor, |
129 | const bool p_for_vertex); |
130 | Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state, |
131 | const GLTFAccessorIndex p_accessor, |
132 | const bool p_for_vertex); |
133 | Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state, |
134 | const GLTFAccessorIndex p_accessor, |
135 | const bool p_for_vertex); |
136 | Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state, |
137 | const GLTFAccessorIndex p_accessor, |
138 | const bool p_for_vertex); |
139 | Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state, |
140 | const GLTFAccessorIndex p_accessor, |
141 | const bool p_for_vertex); |
142 | Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state, |
143 | const GLTFAccessorIndex p_accessor, |
144 | const bool p_for_vertex); |
145 | Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state, |
146 | const GLTFAccessorIndex p_accessor, |
147 | const bool p_for_vertex); |
148 | Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state, |
149 | const GLTFAccessorIndex p_accessor, |
150 | const bool p_for_vertex); |
151 | Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state, |
152 | const GLTFAccessorIndex p_accessor, |
153 | const bool p_for_vertex); |
154 | Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state, |
155 | const GLTFAccessorIndex p_accessor, |
156 | const bool p_for_vertex); |
157 | Error _parse_meshes(Ref<GLTFState> p_state); |
158 | Error _serialize_textures(Ref<GLTFState> p_state); |
159 | Error _serialize_texture_samplers(Ref<GLTFState> p_state); |
160 | Error _serialize_images(Ref<GLTFState> p_state); |
161 | Error _serialize_lights(Ref<GLTFState> p_state); |
162 | 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); |
163 | 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); |
164 | Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path); |
165 | Error _parse_textures(Ref<GLTFState> p_state); |
166 | Error _parse_texture_samplers(Ref<GLTFState> p_state); |
167 | Error _parse_materials(Ref<GLTFState> p_state); |
168 | void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material); |
169 | void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, |
170 | Ref<BaseMaterial3D> p_material); |
171 | static void spec_gloss_to_metal_base_color(const Color &p_specular_factor, |
172 | const Color &p_diffuse, |
173 | Color &r_base_color, |
174 | float &r_metallic); |
175 | GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state, |
176 | const Vector<GLTFNodeIndex> &p_subset); |
177 | void _recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, |
178 | RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set); |
179 | bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin, |
180 | const GLTFNodeIndex p_node_index); |
181 | void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin); |
182 | Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin); |
183 | Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin); |
184 | Error _parse_skins(Ref<GLTFState> p_state); |
185 | Error _determine_skeletons(Ref<GLTFState> p_state); |
186 | Error _reparent_non_joint_skeleton_subtrees( |
187 | Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton, |
188 | const Vector<GLTFNodeIndex> &p_non_joints); |
189 | Error _determine_skeleton_roots(Ref<GLTFState> p_state, |
190 | const GLTFSkeletonIndex p_skel_i); |
191 | Error _create_skeletons(Ref<GLTFState> p_state); |
192 | Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state); |
193 | Error _serialize_skins(Ref<GLTFState> p_state); |
194 | Error _create_skins(Ref<GLTFState> p_state); |
195 | bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b); |
196 | void _remove_duplicate_skins(Ref<GLTFState> p_state); |
197 | Error _serialize_cameras(Ref<GLTFState> p_state); |
198 | Error _parse_cameras(Ref<GLTFState> p_state); |
199 | Error _parse_lights(Ref<GLTFState> p_state); |
200 | Error _parse_animations(Ref<GLTFState> p_state); |
201 | Error _serialize_animations(Ref<GLTFState> p_state); |
202 | BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state, |
203 | Skeleton3D *p_skeleton, |
204 | const GLTFNodeIndex p_node_index, |
205 | const GLTFNodeIndex p_bone_index); |
206 | ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index); |
207 | Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index); |
208 | Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index); |
209 | Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index); |
210 | void _assign_node_names(Ref<GLTFState> p_state); |
211 | template <class T> |
212 | T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values, |
213 | const float p_time, |
214 | const GLTFAnimation::Interpolation p_interp); |
215 | GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state, |
216 | const Vector<Quaternion> p_attribs, |
217 | const bool p_for_vertex); |
218 | GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state, |
219 | const Vector<Color> p_attribs, |
220 | const bool p_for_vertex); |
221 | GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state, |
222 | const Vector<Color> p_attribs, |
223 | const bool p_for_vertex); |
224 | GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state, |
225 | const Vector<real_t> p_attribs, |
226 | const bool p_for_vertex); |
227 | GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state, |
228 | const Vector<Vector2> p_attribs, |
229 | const bool p_for_vertex); |
230 | |
231 | 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) { |
232 | if (p_i == 0) { |
233 | for (int32_t type_i = 0; type_i < p_element_count; type_i++) { |
234 | p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i]; |
235 | p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i]; |
236 | } |
237 | } |
238 | for (int32_t type_i = 0; type_i < p_element_count; type_i++) { |
239 | p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]); |
240 | p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]); |
241 | p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]); |
242 | p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]); |
243 | } |
244 | } |
245 | |
246 | GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state, |
247 | const Vector<Vector3> p_attribs, |
248 | const bool p_for_vertex); |
249 | GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state, |
250 | const Vector<Color> p_attribs, |
251 | const bool p_for_vertex); |
252 | |
253 | 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); |
254 | |
255 | GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state, |
256 | const Vector<int32_t> p_attribs, |
257 | const bool p_for_vertex); |
258 | GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state, |
259 | const Vector<Transform3D> p_attribs, |
260 | const bool p_for_vertex); |
261 | Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src, |
262 | const int p_count, const GLTFType p_type, |
263 | const int p_component_type, const bool p_normalized, |
264 | const int p_byte_offset, const bool p_for_vertex, |
265 | GLTFBufferViewIndex &r_accessor); |
266 | Error _encode_accessors(Ref<GLTFState> p_state); |
267 | Error _encode_buffer_views(Ref<GLTFState> p_state); |
268 | Error _serialize_materials(Ref<GLTFState> p_state); |
269 | Error _serialize_meshes(Ref<GLTFState> p_state); |
270 | Error _serialize_nodes(Ref<GLTFState> p_state); |
271 | Error _serialize_scenes(Ref<GLTFState> p_state); |
272 | String interpolation_to_string(const GLTFAnimation::Interpolation p_interp); |
273 | GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state, |
274 | GLTFAnimation::Track p_track, |
275 | Ref<Animation> p_animation, |
276 | int32_t p_track_i, |
277 | GLTFNodeIndex p_node_i); |
278 | Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path); |
279 | Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path); |
280 | PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err); |
281 | Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material); |
282 | Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material); |
283 | Error (Ref<GLTFState> p_state); |
284 | Error _serialize_file(Ref<GLTFState> p_state, const String p_path); |
285 | Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const; |
286 | |
287 | public: |
288 | // https://www.itu.int/rec/R-REC-BT.601 |
289 | // https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf |
290 | static constexpr float R_BRIGHTNESS_COEFF = 0.299f; |
291 | static constexpr float G_BRIGHTNESS_COEFF = 0.587f; |
292 | static constexpr float B_BRIGHTNESS_COEFF = 0.114f; |
293 | |
294 | private: |
295 | // https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9 |
296 | // https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js |
297 | static float solve_metallic(float p_dielectric_specular, float p_diffuse, |
298 | float p_specular, |
299 | float p_one_minus_specular_strength); |
300 | static float get_perceived_brightness(const Color p_color); |
301 | static float get_max_component(const Color &p_color); |
302 | |
303 | public: |
304 | Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String()); |
305 | Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0); |
306 | Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0); |
307 | |
308 | public: |
309 | Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true); |
310 | PackedByteArray generate_buffer(Ref<GLTFState> p_state); |
311 | Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path); |
312 | |
313 | public: |
314 | Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path); |
315 | Error (Ref<GLTFState> p_state); |
316 | Error _parse_gltf_extensions(Ref<GLTFState> p_state); |
317 | void _process_mesh_instances(Ref<GLTFState> p_state); |
318 | Node *_generate_scene_node_tree(Ref<GLTFState> p_state); |
319 | void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root); |
320 | void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root); |
321 | void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, |
322 | const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks); |
323 | void _convert_mesh_instances(Ref<GLTFState> p_state); |
324 | GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera); |
325 | void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node); |
326 | GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light); |
327 | void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node); |
328 | void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current, |
329 | const GLTFNodeIndex p_gltf_current, |
330 | const GLTFNodeIndex p_gltf_root); |
331 | |
332 | #ifdef MODULE_CSG_ENABLED |
333 | void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state); |
334 | #endif // MODULE_CSG_ENABLED |
335 | |
336 | void _create_gltf_node(Ref<GLTFState> p_state, |
337 | Node *p_scene_parent, |
338 | GLTFNodeIndex p_current_node_i, |
339 | GLTFNodeIndex p_parent_node_index, |
340 | GLTFNodeIndex p_root_gltf_node, |
341 | Ref<GLTFNode> p_gltf_node); |
342 | void _convert_animation_player_to_gltf( |
343 | AnimationPlayer *p_animation_player, Ref<GLTFState> p_state, |
344 | GLTFNodeIndex p_gltf_current, |
345 | GLTFNodeIndex p_gltf_root_index, |
346 | Ref<GLTFNode> p_gltf_node, Node *p_scene_parent); |
347 | void _check_visibility(Node *p_node, bool &r_retflag); |
348 | void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state, |
349 | Ref<GLTFNode> p_gltf_node); |
350 | #ifdef MODULE_GRIDMAP_ENABLED |
351 | void _convert_grid_map_to_gltf( |
352 | GridMap *p_grid_map, |
353 | GLTFNodeIndex p_parent_node_index, |
354 | GLTFNodeIndex p_root_node_index, |
355 | Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state); |
356 | #endif // MODULE_GRIDMAP_ENABLED |
357 | void _convert_multi_mesh_instance_to_gltf( |
358 | MultiMeshInstance3D *p_multi_mesh_instance, |
359 | GLTFNodeIndex p_parent_node_index, |
360 | GLTFNodeIndex p_root_node_index, |
361 | Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state); |
362 | void _convert_skeleton_to_gltf( |
363 | Skeleton3D *p_scene_parent, Ref<GLTFState> p_state, |
364 | GLTFNodeIndex p_parent_node_index, |
365 | GLTFNodeIndex p_root_node_index, |
366 | Ref<GLTFNode> p_gltf_node); |
367 | void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment, |
368 | Ref<GLTFState> p_state, |
369 | GLTFNodeIndex p_parent_node_index, |
370 | GLTFNodeIndex p_root_node_index, |
371 | Ref<GLTFNode> p_gltf_node); |
372 | void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance, |
373 | Ref<GLTFState> p_state, |
374 | Ref<GLTFNode> p_gltf_node); |
375 | GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state, |
376 | MeshInstance3D *p_mesh_instance); |
377 | void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, String p_animation_track_name); |
378 | Error _serialize(Ref<GLTFState> p_state); |
379 | Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file); |
380 | }; |
381 | |
382 | #endif // GLTF_DOCUMENT_H |
383 | |