2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  gltf_document.h                                                       */
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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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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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								#ifndef GLTF_DOCUMENT_H
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								#define GLTF_DOCUMENT_H
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											2022-09-18 20:35:13 -05:00
										 
									 
								 
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								#include "extensions/gltf_document_extension.h"
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											2021-11-12 13:42:58 +01:00
										 
									 
								 
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								#include "modules/modules_enabled.gen.h" // For csg, gridmap.
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								class GLTFDocument : public Resource {
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									GDCLASS(GLTFDocument, Resource);
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									static Vector<Ref<GLTFDocumentExtension>> all_document_extensions;
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									Vector<Ref<GLTFDocumentExtension>> document_extensions;
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											2021-09-03 18:00:59 -07:00
										 
									 
								 
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								private:
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									const float BAKE_FPS = 30.0f;
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											2023-07-16 01:03:49 -05:00
										 
									 
								 
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									String _image_format = "PNG";
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									float _lossy_quality = 0.75f;
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									Ref<GLTFDocumentExtension> _image_save_extension;
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											2021-09-03 18:00:59 -07:00
										 
									 
								 
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								public:
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											2020-12-28 11:51:48 -08:00
										 
									 
								 
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									const int32_t JOINT_GROUP_SIZE = 4;
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									enum {
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										ARRAY_BUFFER = 34962,
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										ELEMENT_ARRAY_BUFFER = 34963,
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										TYPE_BYTE = 5120,
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										TYPE_UNSIGNED_BYTE = 5121,
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										TYPE_SHORT = 5122,
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										TYPE_UNSIGNED_SHORT = 5123,
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										TYPE_UNSIGNED_INT = 5125,
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										TYPE_FLOAT = 5126,
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										COMPONENT_TYPE_BYTE = 5120,
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										COMPONENT_TYPE_UNSIGNED_BYTE = 5121,
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										COMPONENT_TYPE_SHORT = 5122,
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										COMPONENT_TYPE_UNSIGNED_SHORT = 5123,
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										COMPONENT_TYPE_INT = 5125,
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										COMPONENT_TYPE_FLOAT = 5126,
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									};
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											2022-07-18 17:58:27 -07:00
										 
									 
								 
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									enum {
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										TEXTURE_TYPE_GENERIC = 0,
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										TEXTURE_TYPE_NORMAL = 1,
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									};
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											2021-09-10 00:54:10 -07:00
										 
									 
								 
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								protected:
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									static void _bind_methods();
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								public:
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									static void register_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension, bool p_first_priority = false);
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											2022-11-22 21:07:56 +01:00
										 
									 
								 
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									static void unregister_gltf_document_extension(Ref<GLTFDocumentExtension> p_extension);
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									static void unregister_all_gltf_document_extensions();
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											2021-09-10 00:54:10 -07:00
										 
									 
								 
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											2023-07-16 01:03:49 -05:00
										 
									 
								 
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									void set_image_format(const String &p_image_format);
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									String get_image_format() const;
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									void set_lossy_quality(float p_lossy_quality);
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									float get_lossy_quality() const;
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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								private:
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									void _build_parent_hierachy(Ref<GLTFState> p_state);
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									double _filter_number(double p_float);
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									String _get_component_type_name(const uint32_t p_component);
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									int _get_component_type_size(const int p_component_type);
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									Error _parse_scenes(Ref<GLTFState> p_state);
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									Error _parse_nodes(Ref<GLTFState> p_state);
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									String _get_type_name(const GLTFType p_component);
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											2022-07-24 12:06:38 -05:00
										 
									 
								 
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									String _get_accessor_type_name(const GLTFType p_type);
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									String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
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									String _sanitize_animation_name(const String &p_name);
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									String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
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									String _sanitize_bone_name(const String &p_name);
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									String _gen_unique_bone_name(Ref<GLTFState> p_state,
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											const GLTFSkeletonIndex p_skel_i,
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											const String &p_name);
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									GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture2D> p_texture,
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											StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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									Ref<Texture2D> _get_texture(Ref<GLTFState> p_state,
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											const GLTFTextureIndex p_texture, int p_texture_type);
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									GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
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											StandardMaterial3D::TextureFilter p_filter_mode, bool p_repeats);
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									Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
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											const GLTFTextureIndex p_texture);
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									Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
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									Error _parse_glb(Ref<FileAccess> p_file, Ref<GLTFState> p_state);
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									void _compute_node_heights(Ref<GLTFState> p_state);
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									Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
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									Error _parse_buffer_views(Ref<GLTFState> p_state);
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									GLTFType _get_type_from_str(const String &p_string);
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									Error _parse_accessors(Ref<GLTFState> p_state);
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									Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
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											const GLTFBufferViewIndex p_buffer_view,
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											const int p_skip_every, const int p_skip_bytes,
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											const int p_element_size, const int p_count,
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											const GLTFType p_type, const int p_component_count,
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											const int p_component_type, const int p_component_size,
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											const bool p_normalized, const int p_byte_offset,
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											const bool p_for_vertex);
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									Vector<double> _decode_accessor(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Quaternion> _decode_accessor_as_quaternion(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Vector<Transform3D> _decode_accessor_as_xform(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const GLTFAccessorIndex p_accessor,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _parse_meshes(Ref<GLTFState> p_state);
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									Error _serialize_textures(Ref<GLTFState> p_state);
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									Error _serialize_texture_samplers(Ref<GLTFState> p_state);
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											2023-07-18 14:42:22 -05:00
										 
									 
								 
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									Error _serialize_images(Ref<GLTFState> p_state);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _serialize_lights(Ref<GLTFState> p_state);
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											2023-07-15 22:23:43 -05:00
										 
									 
								 
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									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);
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									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);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
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									Error _parse_textures(Ref<GLTFState> p_state);
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									Error _parse_texture_samplers(Ref<GLTFState> p_state);
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									Error _parse_materials(Ref<GLTFState> p_state);
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									void _set_texture_transform_uv1(const Dictionary &d, Ref<BaseMaterial3D> p_material);
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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									void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
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											Ref<BaseMaterial3D> p_material);
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									static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
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											const Color &p_diffuse,
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											Color &r_base_color,
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											float &r_metallic);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
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											const Vector<GLTFNodeIndex> &p_subset);
							 | 
						
					
						
							
								
									
										
										
										
											2023-01-26 22:41:58 -08:00
										 
									 
								 
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									void _recurse_children(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index,
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											RBSet<GLTFNodeIndex> &p_all_skin_nodes, HashSet<GLTFNodeIndex> &p_child_visited_set);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
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											const GLTFNodeIndex p_node_index);
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									void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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									Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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									Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
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									Error _parse_skins(Ref<GLTFState> p_state);
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									Error _determine_skeletons(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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									Error _reparent_non_joint_skeleton_subtrees(
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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											Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
							 | 
						
					
						
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											const Vector<GLTFNodeIndex> &p_non_joints);
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									Error _determine_skeleton_roots(Ref<GLTFState> p_state,
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											const GLTFSkeletonIndex p_skel_i);
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									Error _create_skeletons(Ref<GLTFState> p_state);
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									Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state);
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									Error _serialize_skins(Ref<GLTFState> p_state);
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									Error _create_skins(Ref<GLTFState> p_state);
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									bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
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									void _remove_duplicate_skins(Ref<GLTFState> p_state);
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									Error _serialize_cameras(Ref<GLTFState> p_state);
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									Error _parse_cameras(Ref<GLTFState> p_state);
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									Error _parse_lights(Ref<GLTFState> p_state);
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									Error _parse_animations(Ref<GLTFState> p_state);
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									Error _serialize_animations(Ref<GLTFState> p_state);
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									BoneAttachment3D *_generate_bone_attachment(Ref<GLTFState> p_state,
							 | 
						
					
						
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											Skeleton3D *p_skeleton,
							 | 
						
					
						
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											const GLTFNodeIndex p_node_index,
							 | 
						
					
						
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											const GLTFNodeIndex p_bone_index);
							 | 
						
					
						
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									ImporterMeshInstance3D *_generate_mesh_instance(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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									Camera3D *_generate_camera(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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									Light3D *_generate_light(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
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									Node3D *_generate_spatial(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index);
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-21 22:06:50 -05:00
										 
									 
								 
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									void _assign_node_names(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
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									template <class T>
							 | 
						
					
						
							
								
									
										
										
										
											2021-09-16 01:03:50 -05:00
										 
									 
								 
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									T _interpolate_track(const Vector<real_t> &p_times, const Vector<T> &p_values,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const float p_time,
							 | 
						
					
						
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											const GLTFAnimation::Interpolation p_interp);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_quaternions(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2021-01-20 07:02:02 +00:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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											const Vector<Quaternion> p_attribs,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const bool p_for_vertex);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const Vector<Color> p_attribs,
							 | 
						
					
						
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											const bool p_for_vertex);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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									GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
							 | 
							
								
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											const Vector<Color> p_attribs,
							 | 
						
					
						
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							 | 
							
							
											const bool p_for_vertex);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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									GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
							 | 
							
								
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											const Vector<real_t> p_attribs,
							 | 
						
					
						
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											const bool p_for_vertex);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
							 | 
							
								
									
										
									
								
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									GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
							 | 
							
								
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											const Vector<Vector2> p_attribs,
							 | 
						
					
						
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							 | 
							
							
											const bool p_for_vertex);
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									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) {
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										if (p_i == 0) {
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											for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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												p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
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												p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											}
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										}
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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										for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
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											p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
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											p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
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											p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
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											p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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										}
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									}
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const Vector<Vector3> p_attribs,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const Vector<Color> p_attribs,
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											const bool p_for_vertex);
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									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);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const Vector<int32_t> p_attribs,
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											const bool p_for_vertex);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
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											2020-10-17 01:08:21 -04:00
										 
									 
								 
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											const Vector<Transform3D> p_attribs,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											const bool p_for_vertex);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
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											const int p_count, const GLTFType p_type,
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											const int p_component_type, const bool p_normalized,
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							 | 
							
							
											const int p_byte_offset, const bool p_for_vertex,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											GLTFBufferViewIndex &r_accessor);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _encode_accessors(Ref<GLTFState> p_state);
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							 | 
							
							
									Error _encode_buffer_views(Ref<GLTFState> p_state);
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									Error _serialize_materials(Ref<GLTFState> p_state);
							 | 
						
					
						
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									Error _serialize_meshes(Ref<GLTFState> p_state);
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									Error _serialize_nodes(Ref<GLTFState> p_state);
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									Error _serialize_scenes(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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							 | 
							
							
									String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											GLTFAnimation::Track p_track,
							 | 
						
					
						
							
								
									
										
										
										
											2021-10-13 02:18:43 -07:00
										 
									 
								 
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											Ref<Animation> p_animation,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											int32_t p_track_i,
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							 | 
							
							
											GLTFNodeIndex p_node_i);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
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									Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
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									PackedByteArray _serialize_glb_buffer(Ref<GLTFState> p_state, Error *r_err);
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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									Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
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									Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
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											2023-07-10 00:18:55 -05:00
										 
									 
								 
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									Error _serialize_asset_header(Ref<GLTFState> p_state);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
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									Error _serialize_gltf_extensions(Ref<GLTFState> p_state) const;
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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								public:
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											2021-08-21 20:56:25 -05:00
										 
									 
								 
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									// https://www.itu.int/rec/R-REC-BT.601
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									// https://www.itu.int/dms_pubrec/itu-r/rec/bt/R-REC-BT.601-7-201103-I!!PDF-E.pdf
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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									static constexpr float R_BRIGHTNESS_COEFF = 0.299f;
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									static constexpr float G_BRIGHTNESS_COEFF = 0.587f;
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									static constexpr float B_BRIGHTNESS_COEFF = 0.114f;
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								private:
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									// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
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									// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									static float solve_metallic(float p_dielectric_specular, float p_diffuse,
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											float p_specular,
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											2020-12-21 07:39:32 -08:00
										 
									 
								 
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											float p_one_minus_specular_strength);
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									static float get_perceived_brightness(const Color p_color);
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									static float get_max_component(const Color &p_color);
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								public:
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											2023-08-03 01:18:45 -05:00
										 
									 
								 
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									Error append_from_file(String p_path, Ref<GLTFState> p_state, uint32_t p_flags = 0, String p_base_path = String());
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									Error append_from_buffer(PackedByteArray p_bytes, String p_base_path, Ref<GLTFState> p_state, uint32_t p_flags = 0);
							 | 
						
					
						
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									Error append_from_scene(Node *p_node, Ref<GLTFState> p_state, uint32_t p_flags = 0);
							 | 
						
					
						
							
								
									
										
										
										
											2021-10-19 09:06:23 -07:00
										 
									 
								 
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								public:
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											2023-01-30 08:49:55 +09:00
										 
									 
								 
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									Node *generate_scene(Ref<GLTFState> p_state, float p_bake_fps = 30.0f, bool p_trimming = false, bool p_remove_immutable_tracks = true);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									PackedByteArray generate_buffer(Ref<GLTFState> p_state);
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									Error write_to_filesystem(Ref<GLTFState> p_state, const String &p_path);
							 | 
						
					
						
							
								
									
										
										
										
											2021-10-19 09:06:23 -07:00
										 
									 
								 
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								public:
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _parse_gltf_state(Ref<GLTFState> p_state, const String &p_search_path);
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-10 00:18:55 -05:00
										 
									 
								 
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									Error _parse_asset_header(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									Error _parse_gltf_extensions(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-21 21:59:39 -05:00
										 
									 
								 
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									void _process_mesh_instances(Ref<GLTFState> p_state);
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									Node *_generate_scene_node_tree(Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-21 22:06:50 -05:00
										 
									 
								 
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									void _generate_scene_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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									void _generate_skeleton_bone_node(Ref<GLTFState> p_state, const GLTFNodeIndex p_node_index, Node *p_scene_parent, Node *p_scene_root);
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											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
							 | 
						
					
						
							
								
									
										
										
										
											2023-01-30 08:49:55 +09:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
											const GLTFAnimationIndex p_index, const float p_bake_fps, const bool p_trimming, const bool p_remove_immutable_tracks);
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									void _convert_mesh_instances(Ref<GLTFState> p_state);
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							 | 
							
							
									GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera3D *p_camera);
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									void _convert_light_to_gltf(Light3D *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
							 | 
						
					
						
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							 | 
							
							
									GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light3D *p_light);
							 | 
						
					
						
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							 | 
							
							
									void _convert_spatial(Ref<GLTFState> p_state, Node3D *p_spatial, Ref<GLTFNode> p_node);
							 | 
						
					
						
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							 | 
							
							
									void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
											const GLTFNodeIndex p_gltf_current,
							 | 
						
					
						
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							 | 
							
								
							 | 
							
							
											const GLTFNodeIndex p_gltf_root);
							 | 
						
					
						
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											2021-01-22 16:52:32 -05:00
										 
									 
								 
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								#ifdef MODULE_CSG_ENABLED
							 | 
						
					
						
							
								
									
										
										
										
											2022-12-10 15:05:13 -06:00
										 
									 
								 
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									void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
							 | 
						
					
						
							
								
									
										
										
										
											2021-01-22 16:52:32 -05:00
										 
									 
								 
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								#endif // MODULE_CSG_ENABLED
							 | 
						
					
						
							
								
									
										
										
										
											2020-12-21 07:39:32 -08:00
										 
									 
								 
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									void _create_gltf_node(Ref<GLTFState> p_state,
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											Node *p_scene_parent,
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											GLTFNodeIndex p_current_node_i,
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											GLTFNodeIndex p_parent_node_index,
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											GLTFNodeIndex p_root_gltf_node,
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											Ref<GLTFNode> p_gltf_node);
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									void _convert_animation_player_to_gltf(
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											AnimationPlayer *p_animation_player, Ref<GLTFState> p_state,
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											GLTFNodeIndex p_gltf_current,
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											GLTFNodeIndex p_gltf_root_index,
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											Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
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									void _check_visibility(Node *p_node, bool &r_retflag);
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									void _convert_camera_to_gltf(Camera3D *p_camera, Ref<GLTFState> p_state,
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											Ref<GLTFNode> p_gltf_node);
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								#ifdef MODULE_GRIDMAP_ENABLED
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									void _convert_grid_map_to_gltf(
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											GridMap *p_grid_map,
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											GLTFNodeIndex p_parent_node_index,
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											GLTFNodeIndex p_root_node_index,
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											Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
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								#endif // MODULE_GRIDMAP_ENABLED
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									void _convert_multi_mesh_instance_to_gltf(
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											MultiMeshInstance3D *p_multi_mesh_instance,
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											GLTFNodeIndex p_parent_node_index,
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											GLTFNodeIndex p_root_node_index,
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											Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
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									void _convert_skeleton_to_gltf(
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											Skeleton3D *p_scene_parent, Ref<GLTFState> p_state,
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											GLTFNodeIndex p_parent_node_index,
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											GLTFNodeIndex p_root_node_index,
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											Ref<GLTFNode> p_gltf_node);
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									void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
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											Ref<GLTFState> p_state,
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											GLTFNodeIndex p_parent_node_index,
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											GLTFNodeIndex p_root_node_index,
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											Ref<GLTFNode> p_gltf_node);
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									void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
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											Ref<GLTFState> p_state,
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											Ref<GLTFNode> p_gltf_node);
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									GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
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											MeshInstance3D *p_mesh_instance);
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											2023-02-03 18:06:29 -08:00
										 
									 
								 
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									void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player, String p_animation_track_name);
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											2023-07-18 14:42:22 -05:00
										 
									 
								 
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									Error _serialize(Ref<GLTFState> p_state);
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									Error _parse(Ref<GLTFState> p_state, String p_path, Ref<FileAccess> p_file);
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								};
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								#endif // GLTF_DOCUMENT_H
							 |