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Diffstat (limited to 'modules/gltf/gltf_document.h')
-rw-r--r--modules/gltf/gltf_document.h63
1 files changed, 32 insertions, 31 deletions
diff --git a/modules/gltf/gltf_document.h b/modules/gltf/gltf_document.h
index fb798a055a..18aeb81bc0 100644
--- a/modules/gltf/gltf_document.h
+++ b/modules/gltf/gltf_document.h
@@ -51,6 +51,9 @@ class GLTFSkin;
class GLTFNode;
class GLTFSpecGloss;
class GLTFSkeleton;
+class CSGShape3D;
+class GridMap;
+class MultiMeshInstance3D;
using GLTFAccessorIndex = int;
using GLTFAnimationIndex = int;
@@ -72,6 +75,9 @@ class GLTFDocument : public Resource {
friend class GLTFSkin;
friend class GLTFSkeleton;
+private:
+ const float BAKE_FPS = 30.0f;
+
public:
const int32_t JOINT_GROUP_SIZE = 4;
enum GLTFType {
@@ -350,7 +356,6 @@ private:
GLTFNodeIndex p_node_i);
Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
- Error _serialize_bone_attachment(Ref<GLTFState> state);
Dictionary _serialize_texture_transform_uv1(Ref<BaseMaterial3D> p_material);
Dictionary _serialize_texture_transform_uv2(Ref<BaseMaterial3D> p_material);
Error _serialize_version(Ref<GLTFState> state);
@@ -381,20 +386,17 @@ public:
void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Node3D *scene_root, const GLTFNodeIndex node_index);
void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
const GLTFAnimationIndex index, const int bake_fps);
- GLTFMeshIndex _convert_mesh_instance(Ref<GLTFState> state,
- MeshInstance3D *p_mesh_instance);
void _convert_mesh_instances(Ref<GLTFState> state);
GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera3D *p_camera);
- void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Node3D *spatial, Ref<GLTFNode> gltf_node);
+ void _convert_light_to_gltf(Light3D *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
GLTFLightIndex _convert_light(Ref<GLTFState> state, Light3D *p_light);
- GLTFSkeletonIndex _convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton);
void _convert_spatial(Ref<GLTFState> state, Node3D *p_spatial, Ref<GLTFNode> p_node);
- void _convert_scene_node(Ref<GLTFState> state, Node *p_current, Node *p_root,
+ void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
const GLTFNodeIndex p_gltf_current,
const GLTFNodeIndex p_gltf_root);
#ifdef MODULE_CSG_ENABLED
- void _convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+ void _convert_csg_shape_to_gltf(CSGShape3D *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_CSG_ENABLED
void _create_gltf_node(Ref<GLTFState> state,
@@ -405,40 +407,39 @@ public:
Ref<GLTFNode> gltf_node);
void _convert_animation_player_to_gltf(
AnimationPlayer *animation_player, Ref<GLTFState> state,
- const GLTFNodeIndex &p_gltf_current,
- const GLTFNodeIndex &p_gltf_root_index,
- Ref<GLTFNode> p_gltf_node, Node *p_scene_parent,
- Node *p_root);
+ GLTFNodeIndex p_gltf_current,
+ GLTFNodeIndex p_gltf_root_index,
+ Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
void _check_visibility(Node *p_node, bool &retflag);
void _convert_camera_to_gltf(Camera3D *camera, Ref<GLTFState> state,
- Node3D *spatial,
Ref<GLTFNode> gltf_node);
#ifdef MODULE_GRIDMAP_ENABLED
void _convert_grid_map_to_gltf(
- Node *p_scene_parent,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
- Node *p_root_node);
+ GridMap *p_grid_map,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
#endif // MODULE_GRIDMAP_ENABLED
void _convert_mult_mesh_instance_to_gltf(
- Node *p_scene_parent,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Ref<GLTFState> state,
- Node *p_root_node);
+ MultiMeshInstance3D *p_scene_parent,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
void _convert_skeleton_to_gltf(
- Node *p_scene_parent, Ref<GLTFState> state,
- const GLTFNodeIndex &p_parent_node_index,
- const GLTFNodeIndex &p_root_node_index,
- Ref<GLTFNode> gltf_node, Node *p_root_node);
- void _convert_bone_attachment_to_gltf(Node *p_scene_parent,
+ Skeleton3D *p_scene_parent, Ref<GLTFState> state,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node);
+ void _convert_bone_attachment_to_gltf(BoneAttachment3D *p_bone_attachment,
+ Ref<GLTFState> state,
+ GLTFNodeIndex p_parent_node_index,
+ GLTFNodeIndex p_root_node_index,
+ Ref<GLTFNode> gltf_node);
+ void _convert_mesh_instance_to_gltf(MeshInstance3D *p_mesh_instance,
Ref<GLTFState> state,
- Ref<GLTFNode> gltf_node,
- bool &retflag);
- void _convert_mesh_to_gltf(Node *p_scene_parent,
- Ref<GLTFState> state, Node3D *spatial,
Ref<GLTFNode> gltf_node);
+ GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
+ MeshInstance3D *p_mesh_instance);
void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
String p_animation_track_name);
Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);