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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  gltf_state.h                                                         */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #ifndef GLTF_STATE_H
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							|  |  |  | #define GLTF_STATE_H
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							|  |  |  | 
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							|  |  |  | #include "gltf_accessor.h"
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							|  |  |  | #include "gltf_animation.h"
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							|  |  |  | #include "gltf_buffer_view.h"
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							|  |  |  | #include "gltf_camera.h"
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							|  |  |  | #include "gltf_document.h"
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							|  |  |  | #include "gltf_light.h"
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							|  |  |  | #include "gltf_mesh.h"
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							|  |  |  | #include "gltf_node.h"
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							|  |  |  | #include "gltf_skeleton.h"
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							|  |  |  | #include "gltf_skin.h"
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							|  |  |  | #include "gltf_texture.h"
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							|  |  |  | #include "core/io/resource.h"
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							|  |  |  | #include "core/templates/vector.h"
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										 |  |  | #include "scene/animation/animation_player.h"
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							|  |  |  | #include "scene/resources/texture.h"
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							|  |  |  | 
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							|  |  |  | class GLTFState : public Resource { | 
					
						
							|  |  |  | 	GDCLASS(GLTFState, Resource); | 
					
						
							|  |  |  | 	friend class GLTFDocument; | 
					
						
							|  |  |  | 	friend class PackedSceneGLTF; | 
					
						
							|  |  |  | 
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										 |  |  | 	String filename; | 
					
						
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										 |  |  | 	Dictionary json; | 
					
						
							|  |  |  | 	int major_version = 0; | 
					
						
							|  |  |  | 	int minor_version = 0; | 
					
						
							|  |  |  | 	Vector<uint8_t> glb_data; | 
					
						
							|  |  |  | 
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							|  |  |  | 	bool use_named_skin_binds = false; | 
					
						
							|  |  |  | 
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							|  |  |  | 	Vector<Ref<GLTFNode>> nodes; | 
					
						
							|  |  |  | 	Vector<Vector<uint8_t>> buffers; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFBufferView>> buffer_views; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFAccessor>> accessors; | 
					
						
							|  |  |  | 
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							|  |  |  | 	Vector<Ref<GLTFMesh>> meshes; // meshes are loaded directly, no reason not to.
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							|  |  |  | 
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							|  |  |  | 	Vector<AnimationPlayer *> animation_players; | 
					
						
							|  |  |  | 	Map<Ref<BaseMaterial3D>, GLTFMaterialIndex> material_cache; | 
					
						
							|  |  |  | 	Vector<Ref<BaseMaterial3D>> materials; | 
					
						
							|  |  |  | 
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							|  |  |  | 	String scene_name; | 
					
						
							|  |  |  | 	Vector<int> root_nodes; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFTexture>> textures; | 
					
						
							|  |  |  | 	Vector<Ref<Texture2D>> images; | 
					
						
							|  |  |  | 
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							|  |  |  | 	Vector<Ref<GLTFSkin>> skins; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFCamera>> cameras; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFLight>> lights; | 
					
						
							|  |  |  | 	Set<String> unique_names; | 
					
						
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										 |  |  | 	Set<String> unique_animation_names; | 
					
						
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										 |  |  | 
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							|  |  |  | 	Vector<Ref<GLTFSkeleton>> skeletons; | 
					
						
							|  |  |  | 	Map<GLTFSkeletonIndex, GLTFNodeIndex> skeleton_to_node; | 
					
						
							|  |  |  | 	Vector<Ref<GLTFAnimation>> animations; | 
					
						
							|  |  |  | 	Map<GLTFNodeIndex, Node *> scene_nodes; | 
					
						
							|  |  |  | 
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							|  |  |  | protected: | 
					
						
							|  |  |  | 	static void _bind_methods(); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	Dictionary get_json(); | 
					
						
							|  |  |  | 	void set_json(Dictionary p_json); | 
					
						
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							|  |  |  | 	int get_major_version(); | 
					
						
							|  |  |  | 	void set_major_version(int p_major_version); | 
					
						
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							|  |  |  | 	int get_minor_version(); | 
					
						
							|  |  |  | 	void set_minor_version(int p_minor_version); | 
					
						
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							|  |  |  | 	Vector<uint8_t> get_glb_data(); | 
					
						
							|  |  |  | 	void set_glb_data(Vector<uint8_t> p_glb_data); | 
					
						
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							|  |  |  | 	bool get_use_named_skin_binds(); | 
					
						
							|  |  |  | 	void set_use_named_skin_binds(bool p_use_named_skin_binds); | 
					
						
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							|  |  |  | 	Array get_nodes(); | 
					
						
							|  |  |  | 	void set_nodes(Array p_nodes); | 
					
						
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							|  |  |  | 	Array get_buffers(); | 
					
						
							|  |  |  | 	void set_buffers(Array p_buffers); | 
					
						
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							|  |  |  | 	Array get_buffer_views(); | 
					
						
							|  |  |  | 	void set_buffer_views(Array p_buffer_views); | 
					
						
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							|  |  |  | 	Array get_accessors(); | 
					
						
							|  |  |  | 	void set_accessors(Array p_accessors); | 
					
						
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							|  |  |  | 	Array get_meshes(); | 
					
						
							|  |  |  | 	void set_meshes(Array p_meshes); | 
					
						
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							|  |  |  | 	Array get_materials(); | 
					
						
							|  |  |  | 	void set_materials(Array p_materials); | 
					
						
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							|  |  |  | 	String get_scene_name(); | 
					
						
							|  |  |  | 	void set_scene_name(String p_scene_name); | 
					
						
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							|  |  |  | 	Array get_root_nodes(); | 
					
						
							|  |  |  | 	void set_root_nodes(Array p_root_nodes); | 
					
						
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							|  |  |  | 	Array get_textures(); | 
					
						
							|  |  |  | 	void set_textures(Array p_textures); | 
					
						
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							|  |  |  | 	Array get_images(); | 
					
						
							|  |  |  | 	void set_images(Array p_images); | 
					
						
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							|  |  |  | 	Array get_skins(); | 
					
						
							|  |  |  | 	void set_skins(Array p_skins); | 
					
						
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							|  |  |  | 	Array get_cameras(); | 
					
						
							|  |  |  | 	void set_cameras(Array p_cameras); | 
					
						
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							|  |  |  | 	Array get_lights(); | 
					
						
							|  |  |  | 	void set_lights(Array p_lights); | 
					
						
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							|  |  |  | 	Array get_unique_names(); | 
					
						
							|  |  |  | 	void set_unique_names(Array p_unique_names); | 
					
						
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										 |  |  | 	Array get_unique_animation_names(); | 
					
						
							|  |  |  | 	void set_unique_animation_names(Array p_unique_names); | 
					
						
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										 |  |  | 	Array get_skeletons(); | 
					
						
							|  |  |  | 	void set_skeletons(Array p_skeletons); | 
					
						
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							|  |  |  | 	Dictionary get_skeleton_to_node(); | 
					
						
							|  |  |  | 	void set_skeleton_to_node(Dictionary p_skeleton_to_node); | 
					
						
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							|  |  |  | 	Array get_animations(); | 
					
						
							|  |  |  | 	void set_animations(Array p_animations); | 
					
						
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							|  |  |  | 	Node *get_scene_node(GLTFNodeIndex idx); | 
					
						
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							|  |  |  | 	int get_animation_players_count(int idx); | 
					
						
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							|  |  |  | 	AnimationPlayer *get_animation_player(int idx); | 
					
						
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							|  |  |  | 	//void set_scene_nodes(Map<GLTFNodeIndex, Node *> p_scene_nodes) {
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							|  |  |  | 	//	this->scene_nodes = p_scene_nodes;
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							|  |  |  | 	//}
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							|  |  |  | 	//void set_animation_players(Vector<AnimationPlayer *> p_animation_players) {
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							|  |  |  | 	//	this->animation_players = p_animation_players;
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							|  |  |  | 	//}
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							|  |  |  | 	//Map<Ref<Material>, GLTFMaterialIndex> get_material_cache() {
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							|  |  |  | 	//	return this->material_cache;
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							|  |  |  | 	//}
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							|  |  |  | 	//void set_material_cache(Map<Ref<Material>, GLTFMaterialIndex> p_material_cache) {
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							|  |  |  | 	//	this->material_cache = p_material_cache;
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							|  |  |  | 	//}
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							|  |  |  | }; | 
					
						
							|  |  |  | #endif // GLTF_STATE_H
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