1/**************************************************************************/
2/* gltf_state.cpp */
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#include "gltf_state.h"
32
33#include "gltf_template_convert.h"
34
35void GLTFState::_bind_methods() {
36 ClassDB::bind_method(D_METHOD("add_used_extension", "extension_name", "required"), &GLTFState::add_used_extension);
37 ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
38 ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
39 ClassDB::bind_method(D_METHOD("get_major_version"), &GLTFState::get_major_version);
40 ClassDB::bind_method(D_METHOD("set_major_version", "major_version"), &GLTFState::set_major_version);
41 ClassDB::bind_method(D_METHOD("get_minor_version"), &GLTFState::get_minor_version);
42 ClassDB::bind_method(D_METHOD("set_minor_version", "minor_version"), &GLTFState::set_minor_version);
43 ClassDB::bind_method(D_METHOD("get_copyright"), &GLTFState::get_copyright);
44 ClassDB::bind_method(D_METHOD("set_copyright", "copyright"), &GLTFState::set_copyright);
45 ClassDB::bind_method(D_METHOD("get_glb_data"), &GLTFState::get_glb_data);
46 ClassDB::bind_method(D_METHOD("set_glb_data", "glb_data"), &GLTFState::set_glb_data);
47 ClassDB::bind_method(D_METHOD("get_use_named_skin_binds"), &GLTFState::get_use_named_skin_binds);
48 ClassDB::bind_method(D_METHOD("set_use_named_skin_binds", "use_named_skin_binds"), &GLTFState::set_use_named_skin_binds);
49 ClassDB::bind_method(D_METHOD("get_nodes"), &GLTFState::get_nodes);
50 ClassDB::bind_method(D_METHOD("set_nodes", "nodes"), &GLTFState::set_nodes);
51 ClassDB::bind_method(D_METHOD("get_buffers"), &GLTFState::get_buffers);
52 ClassDB::bind_method(D_METHOD("set_buffers", "buffers"), &GLTFState::set_buffers);
53 ClassDB::bind_method(D_METHOD("get_buffer_views"), &GLTFState::get_buffer_views);
54 ClassDB::bind_method(D_METHOD("set_buffer_views", "buffer_views"), &GLTFState::set_buffer_views);
55 ClassDB::bind_method(D_METHOD("get_accessors"), &GLTFState::get_accessors);
56 ClassDB::bind_method(D_METHOD("set_accessors", "accessors"), &GLTFState::set_accessors);
57 ClassDB::bind_method(D_METHOD("get_meshes"), &GLTFState::get_meshes);
58 ClassDB::bind_method(D_METHOD("set_meshes", "meshes"), &GLTFState::set_meshes);
59 ClassDB::bind_method(D_METHOD("get_animation_players_count", "idx"), &GLTFState::get_animation_players_count);
60 ClassDB::bind_method(D_METHOD("get_animation_player", "idx"), &GLTFState::get_animation_player);
61 ClassDB::bind_method(D_METHOD("get_materials"), &GLTFState::get_materials);
62 ClassDB::bind_method(D_METHOD("set_materials", "materials"), &GLTFState::set_materials);
63 ClassDB::bind_method(D_METHOD("get_scene_name"), &GLTFState::get_scene_name);
64 ClassDB::bind_method(D_METHOD("set_scene_name", "scene_name"), &GLTFState::set_scene_name);
65 ClassDB::bind_method(D_METHOD("get_base_path"), &GLTFState::get_base_path);
66 ClassDB::bind_method(D_METHOD("set_base_path", "base_path"), &GLTFState::set_base_path);
67 ClassDB::bind_method(D_METHOD("get_filename"), &GLTFState::get_filename);
68 ClassDB::bind_method(D_METHOD("set_filename", "filename"), &GLTFState::set_filename);
69 ClassDB::bind_method(D_METHOD("get_root_nodes"), &GLTFState::get_root_nodes);
70 ClassDB::bind_method(D_METHOD("set_root_nodes", "root_nodes"), &GLTFState::set_root_nodes);
71 ClassDB::bind_method(D_METHOD("get_textures"), &GLTFState::get_textures);
72 ClassDB::bind_method(D_METHOD("set_textures", "textures"), &GLTFState::set_textures);
73 ClassDB::bind_method(D_METHOD("get_texture_samplers"), &GLTFState::get_texture_samplers);
74 ClassDB::bind_method(D_METHOD("set_texture_samplers", "texture_samplers"), &GLTFState::set_texture_samplers);
75 ClassDB::bind_method(D_METHOD("get_images"), &GLTFState::get_images);
76 ClassDB::bind_method(D_METHOD("set_images", "images"), &GLTFState::set_images);
77 ClassDB::bind_method(D_METHOD("get_skins"), &GLTFState::get_skins);
78 ClassDB::bind_method(D_METHOD("set_skins", "skins"), &GLTFState::set_skins);
79 ClassDB::bind_method(D_METHOD("get_cameras"), &GLTFState::get_cameras);
80 ClassDB::bind_method(D_METHOD("set_cameras", "cameras"), &GLTFState::set_cameras);
81 ClassDB::bind_method(D_METHOD("get_lights"), &GLTFState::get_lights);
82 ClassDB::bind_method(D_METHOD("set_lights", "lights"), &GLTFState::set_lights);
83 ClassDB::bind_method(D_METHOD("get_unique_names"), &GLTFState::get_unique_names);
84 ClassDB::bind_method(D_METHOD("set_unique_names", "unique_names"), &GLTFState::set_unique_names);
85 ClassDB::bind_method(D_METHOD("get_unique_animation_names"), &GLTFState::get_unique_animation_names);
86 ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
87 ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
88 ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
89 ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
90 ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
91 ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
92 ClassDB::bind_method(D_METHOD("set_animations", "animations"), &GLTFState::set_animations);
93 ClassDB::bind_method(D_METHOD("get_scene_node", "idx"), &GLTFState::get_scene_node);
94 ClassDB::bind_method(D_METHOD("get_node_index", "scene_node"), &GLTFState::get_node_index);
95 ClassDB::bind_method(D_METHOD("get_additional_data", "extension_name"), &GLTFState::get_additional_data);
96 ClassDB::bind_method(D_METHOD("set_additional_data", "extension_name", "additional_data"), &GLTFState::set_additional_data);
97 ClassDB::bind_method(D_METHOD("get_handle_binary_image"), &GLTFState::get_handle_binary_image);
98 ClassDB::bind_method(D_METHOD("set_handle_binary_image", "method"), &GLTFState::set_handle_binary_image);
99
100 ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "json"), "set_json", "get_json"); // Dictionary
101 ADD_PROPERTY(PropertyInfo(Variant::INT, "major_version"), "set_major_version", "get_major_version"); // int
102 ADD_PROPERTY(PropertyInfo(Variant::INT, "minor_version"), "set_minor_version", "get_minor_version"); // int
103 ADD_PROPERTY(PropertyInfo(Variant::STRING, "copyright"), "set_copyright", "get_copyright"); // String
104 ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "glb_data"), "set_glb_data", "get_glb_data"); // Vector<uint8_t>
105 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_named_skin_binds"), "set_use_named_skin_binds", "get_use_named_skin_binds"); // bool
106 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>>
107 ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "buffers"), "set_buffers", "get_buffers"); // Vector<Vector<uint8_t>
108 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>>
109 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>>
110 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>>
111 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>
112 ADD_PROPERTY(PropertyInfo(Variant::STRING, "scene_name"), "set_scene_name", "get_scene_name"); // String
113 ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_path"), "set_base_path", "get_base_path"); // String
114 ADD_PROPERTY(PropertyInfo(Variant::STRING, "filename"), "set_filename", "get_filename"); // String
115 ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "root_nodes"), "set_root_nodes", "get_root_nodes"); // Vector<int>
116 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>>
117 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>>
118 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>
119 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>>
120 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>>
121 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>>
122 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>
123 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>
124 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>>
125 ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
126 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>>
127 ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed As Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
128
129 BIND_CONSTANT(HANDLE_BINARY_DISCARD_TEXTURES);
130 BIND_CONSTANT(HANDLE_BINARY_EXTRACT_TEXTURES);
131 BIND_CONSTANT(HANDLE_BINARY_EMBED_AS_BASISU);
132 BIND_CONSTANT(HANDLE_BINARY_EMBED_AS_UNCOMPRESSED);
133}
134
135void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) {
136 if (!extensions_used.has(p_extension_name)) {
137 extensions_used.push_back(p_extension_name);
138 }
139 if (p_required) {
140 if (!extensions_required.has(p_extension_name)) {
141 extensions_required.push_back(p_extension_name);
142 }
143 }
144}
145
146Dictionary GLTFState::get_json() {
147 return json;
148}
149
150void GLTFState::set_json(Dictionary p_json) {
151 json = p_json;
152}
153
154int GLTFState::get_major_version() {
155 return major_version;
156}
157
158void GLTFState::set_major_version(int p_major_version) {
159 major_version = p_major_version;
160}
161
162int GLTFState::get_minor_version() {
163 return minor_version;
164}
165
166void GLTFState::set_minor_version(int p_minor_version) {
167 minor_version = p_minor_version;
168}
169
170String GLTFState::get_copyright() const {
171 return copyright;
172}
173
174void GLTFState::set_copyright(const String &p_copyright) {
175 copyright = p_copyright;
176}
177
178Vector<uint8_t> GLTFState::get_glb_data() {
179 return glb_data;
180}
181
182void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {
183 glb_data = p_glb_data;
184}
185
186bool GLTFState::get_use_named_skin_binds() {
187 return use_named_skin_binds;
188}
189
190void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
191 use_named_skin_binds = p_use_named_skin_binds;
192}
193
194TypedArray<GLTFNode> GLTFState::get_nodes() {
195 return GLTFTemplateConvert::to_array(nodes);
196}
197
198void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {
199 GLTFTemplateConvert::set_from_array(nodes, p_nodes);
200}
201
202TypedArray<PackedByteArray> GLTFState::get_buffers() {
203 return GLTFTemplateConvert::to_array(buffers);
204}
205
206void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {
207 GLTFTemplateConvert::set_from_array(buffers, p_buffers);
208}
209
210TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {
211 return GLTFTemplateConvert::to_array(buffer_views);
212}
213
214void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {
215 GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
216}
217
218TypedArray<GLTFAccessor> GLTFState::get_accessors() {
219 return GLTFTemplateConvert::to_array(accessors);
220}
221
222void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {
223 GLTFTemplateConvert::set_from_array(accessors, p_accessors);
224}
225
226TypedArray<GLTFMesh> GLTFState::get_meshes() {
227 return GLTFTemplateConvert::to_array(meshes);
228}
229
230void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {
231 GLTFTemplateConvert::set_from_array(meshes, p_meshes);
232}
233
234TypedArray<Material> GLTFState::get_materials() {
235 return GLTFTemplateConvert::to_array(materials);
236}
237
238void GLTFState::set_materials(TypedArray<Material> p_materials) {
239 GLTFTemplateConvert::set_from_array(materials, p_materials);
240}
241
242String GLTFState::get_scene_name() {
243 return scene_name;
244}
245
246void GLTFState::set_scene_name(String p_scene_name) {
247 scene_name = p_scene_name;
248}
249
250PackedInt32Array GLTFState::get_root_nodes() {
251 return root_nodes;
252}
253
254void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {
255 root_nodes = p_root_nodes;
256}
257
258TypedArray<GLTFTexture> GLTFState::get_textures() {
259 return GLTFTemplateConvert::to_array(textures);
260}
261
262void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {
263 GLTFTemplateConvert::set_from_array(textures, p_textures);
264}
265
266TypedArray<GLTFTextureSampler> GLTFState::get_texture_samplers() {
267 return GLTFTemplateConvert::to_array(texture_samplers);
268}
269
270void GLTFState::set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers) {
271 GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
272}
273
274TypedArray<Texture2D> GLTFState::get_images() {
275 return GLTFTemplateConvert::to_array(images);
276}
277
278void GLTFState::set_images(TypedArray<Texture2D> p_images) {
279 GLTFTemplateConvert::set_from_array(images, p_images);
280}
281
282TypedArray<GLTFSkin> GLTFState::get_skins() {
283 return GLTFTemplateConvert::to_array(skins);
284}
285
286void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {
287 GLTFTemplateConvert::set_from_array(skins, p_skins);
288}
289
290TypedArray<GLTFCamera> GLTFState::get_cameras() {
291 return GLTFTemplateConvert::to_array(cameras);
292}
293
294void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {
295 GLTFTemplateConvert::set_from_array(cameras, p_cameras);
296}
297
298TypedArray<GLTFLight> GLTFState::get_lights() {
299 return GLTFTemplateConvert::to_array(lights);
300}
301
302void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {
303 GLTFTemplateConvert::set_from_array(lights, p_lights);
304}
305
306TypedArray<String> GLTFState::get_unique_names() {
307 return GLTFTemplateConvert::to_array(unique_names);
308}
309
310void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {
311 GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
312}
313
314TypedArray<String> GLTFState::get_unique_animation_names() {
315 return GLTFTemplateConvert::to_array(unique_animation_names);
316}
317
318void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {
319 GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
320}
321
322TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {
323 return GLTFTemplateConvert::to_array(skeletons);
324}
325
326void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
327 GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
328}
329
330bool GLTFState::get_create_animations() {
331 return create_animations;
332}
333
334void GLTFState::set_create_animations(bool p_create_animations) {
335 create_animations = p_create_animations;
336}
337
338TypedArray<GLTFAnimation> GLTFState::get_animations() {
339 return GLTFTemplateConvert::to_array(animations);
340}
341
342void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {
343 GLTFTemplateConvert::set_from_array(animations, p_animations);
344}
345
346Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
347 if (!scene_nodes.has(idx)) {
348 return nullptr;
349 }
350 return scene_nodes[idx];
351}
352
353GLTFNodeIndex GLTFState::get_node_index(Node *p_node) {
354 for (KeyValue<GLTFNodeIndex, Node *> x : scene_nodes) {
355 if (x.value == p_node) {
356 return x.key;
357 }
358 }
359 return -1;
360}
361
362int GLTFState::get_animation_players_count(int idx) {
363 return animation_players.size();
364}
365
366AnimationPlayer *GLTFState::get_animation_player(int idx) {
367 ERR_FAIL_INDEX_V(idx, animation_players.size(), nullptr);
368 return animation_players[idx];
369}
370
371void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {
372 discard_meshes_and_materials = p_discard_meshes_and_materials;
373}
374
375bool GLTFState::get_discard_meshes_and_materials() {
376 return discard_meshes_and_materials;
377}
378
379String GLTFState::get_base_path() {
380 return base_path;
381}
382
383void GLTFState::set_base_path(String p_base_path) {
384 base_path = p_base_path;
385}
386
387String GLTFState::get_filename() const {
388 return filename;
389}
390
391void GLTFState::set_filename(const String &p_filename) {
392 filename = p_filename;
393}
394
395Variant GLTFState::get_additional_data(const StringName &p_extension_name) {
396 return additional_data[p_extension_name];
397}
398
399void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {
400 additional_data[p_extension_name] = p_additional_data;
401}
402