Rename instance()->instantiate() when it's a verb
This commit is contained in:
parent
60dcc4f39c
commit
e28fd07b2b
371 changed files with 1318 additions and 1318 deletions
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@ -565,7 +565,7 @@ Error GLTFDocument::_parse_nodes(Ref<GLTFState> state) {
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const Array &nodes = state->json["nodes"];
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for (int i = 0; i < nodes.size(); i++) {
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Ref<GLTFNode> node;
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node.instance();
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node.instantiate();
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const Dictionary &n = nodes[i];
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if (n.has("name")) {
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@ -826,7 +826,7 @@ Error GLTFDocument::_parse_buffer_views(Ref<GLTFState> state) {
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const Dictionary &d = buffers[i];
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Ref<GLTFBufferView> buffer_view;
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buffer_view.instance();
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buffer_view.instantiate();
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ERR_FAIL_COND_V(!d.has("buffer"), ERR_PARSE_ERROR);
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buffer_view->buffer = d["buffer"];
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@ -972,7 +972,7 @@ Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
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const Dictionary &d = accessors[i];
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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ERR_FAIL_COND_V(!d.has("componentType"), ERR_PARSE_ERROR);
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accessor->component_type = d["componentType"];
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@ -1114,7 +1114,7 @@ Error GLTFDocument::_encode_buffer_view(Ref<GLTFState> state, const double *src,
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}
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Ref<GLTFBufferView> bv;
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bv.instance();
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bv.instantiate();
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const uint32_t offset = bv->byte_offset = byte_offset;
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Vector<uint8_t> &gltf_buffer = state->buffers.write[0];
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@ -1508,7 +1508,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
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ERR_FAIL_COND_V(attribs.size() == 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
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@ -1592,7 +1592,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
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@ -1641,7 +1641,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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@ -1706,7 +1706,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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@ -1753,7 +1753,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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@ -1802,7 +1802,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> s
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
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@ -1867,7 +1867,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
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ERR_FAIL_COND_V(!attribs.size(), -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
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@ -1913,7 +1913,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
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@ -1981,7 +1981,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
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ERR_FAIL_COND_V(attribs.size() % element_count != 0, -1);
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Ref<GLTFAccessor> accessor;
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accessor.instance();
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accessor.instantiate();
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GLTFBufferIndex buffer_view_i;
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int64_t size = state->buffers[0].size();
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const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
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@ -2331,7 +2331,7 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
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//generate indices because they need to be swapped for CW/CCW
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const Vector<Vector3> &vertices = array[Mesh::ARRAY_VERTEX];
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Ref<SurfaceTool> st;
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st.instance();
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st.instantiate();
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st->create_from_triangle_arrays(array);
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st->index();
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Vector<int32_t> generated_indices = st->commit_to_arrays()[Mesh::ARRAY_INDEX];
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@ -2455,7 +2455,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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Dictionary d = meshes[i];
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Ref<GLTFMesh> mesh;
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mesh.instance();
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mesh.instantiate();
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bool has_vertex_color = false;
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ERR_FAIL_COND_V(!d.has("primitives"), ERR_PARSE_ERROR);
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@ -2463,7 +2463,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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Array primitives = d["primitives"];
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const Dictionary &extras = d.has("extras") ? (Dictionary)d["extras"] : Dictionary();
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Ref<EditorSceneImporterMesh> import_mesh;
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import_mesh.instance();
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import_mesh.instantiate();
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String mesh_name = "mesh";
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if (d.has("name") && !String(d["name"]).is_empty()) {
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mesh_name = d["name"];
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@ -2648,7 +2648,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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if (generate_tangents) {
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//must generate mikktspace tangents.. ergh..
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Ref<SurfaceTool> st;
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st.instance();
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st.instantiate();
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st->create_from_triangle_arrays(array);
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if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
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st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
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@ -2767,7 +2767,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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if (generate_tangents) {
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Ref<SurfaceTool> st;
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st.instance();
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st.instantiate();
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st->create_from_triangle_arrays(array_copy);
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if (a.has("JOINTS_0") && a.has("JOINTS_1")) {
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st->set_skin_weight_count(SurfaceTool::SKIN_8_WEIGHTS);
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@ -2795,7 +2795,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> state) {
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} else if (has_vertex_color) {
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Ref<StandardMaterial3D> mat3d;
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mat3d.instance();
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mat3d.instantiate();
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mat3d->set_flag(BaseMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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mat = mat3d;
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}
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@ -2843,7 +2843,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
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GLTFBufferViewIndex bvi;
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Ref<GLTFBufferView> bv;
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bv.instance();
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bv.instantiate();
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const GLTFBufferIndex bi = 0;
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bv->buffer = bi;
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@ -2875,7 +2875,7 @@ Error GLTFDocument::_serialize_images(Ref<GLTFState> state, const String &p_path
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name = _gen_unique_name(state, name);
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name = name.pad_zeros(3);
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Ref<_Directory> dir;
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dir.instance();
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dir.instantiate();
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String texture_dir = "textures";
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String new_texture_dir = p_path.get_base_dir() + "/" + texture_dir;
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dir->open(p_path.get_base_dir());
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@ -3034,7 +3034,7 @@ Error GLTFDocument::_parse_images(Ref<GLTFState> state, const String &p_base_pat
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}
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Ref<ImageTexture> t;
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t.instance();
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t.instantiate();
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t->create_from_image(img);
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state->images.push_back(t);
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@ -3075,7 +3075,7 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
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ERR_FAIL_COND_V(!d.has("source"), ERR_PARSE_ERROR);
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Ref<GLTFTexture> t;
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t.instance();
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t.instantiate();
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t->set_src_image(d["source"]);
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state->textures.push_back(t);
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}
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@ -3086,7 +3086,7 @@ Error GLTFDocument::_parse_textures(Ref<GLTFState> state) {
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GLTFTextureIndex GLTFDocument::_set_texture(Ref<GLTFState> state, Ref<Texture2D> p_texture) {
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ERR_FAIL_COND_V(p_texture.is_null(), -1);
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Ref<GLTFTexture> gltf_texture;
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gltf_texture.instance();
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gltf_texture.instantiate();
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ERR_FAIL_COND_V(p_texture->get_image().is_null(), -1);
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GLTFImageIndex gltf_src_image_i = state->images.size();
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state->images.push_back(p_texture);
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@ -3159,9 +3159,9 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
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Ref<Texture2D> ao_texture = material->get_texture(BaseMaterial3D::TEXTURE_AMBIENT_OCCLUSION);
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BaseMaterial3D::TextureChannel ao_channel = material->get_ao_texture_channel();
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Ref<ImageTexture> orm_texture;
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orm_texture.instance();
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orm_texture.instantiate();
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Ref<Image> orm_image;
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orm_image.instance();
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orm_image.instantiate();
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int32_t height = 0;
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int32_t width = 0;
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Ref<Image> ao_image;
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@ -3281,7 +3281,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
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if (material->get_feature(BaseMaterial3D::FEATURE_NORMAL_MAPPING)) {
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Dictionary nt;
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Ref<ImageTexture> tex;
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tex.instance();
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tex.instantiate();
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{
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Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
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// Code for uncompressing RG normal maps
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@ -3369,7 +3369,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
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const Dictionary &d = materials[i];
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Ref<StandardMaterial3D> material;
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material.instance();
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material.instantiate();
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if (d.has("name") && !String(d["name"]).is_empty()) {
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material->set_name(d["name"]);
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} else {
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@ -3385,7 +3385,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
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Dictionary sgm = pbr_spec_gloss_extensions["KHR_materials_pbrSpecularGlossiness"];
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Ref<GLTFSpecGloss> spec_gloss;
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spec_gloss.instance();
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spec_gloss.instantiate();
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if (sgm.has("diffuseTexture")) {
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const Dictionary &diffuse_texture_dict = sgm["diffuseTexture"];
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if (diffuse_texture_dict.has("index")) {
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@ -3568,7 +3568,7 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
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return;
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}
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Ref<Image> rm_img;
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rm_img.instance();
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rm_img.instantiate();
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bool has_roughness = false;
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bool has_metal = false;
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p_material->set_roughness(1.0f);
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@ -3610,11 +3610,11 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
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rm_img->generate_mipmaps();
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r_spec_gloss->diffuse_img->generate_mipmaps();
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Ref<ImageTexture> diffuse_image_texture;
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diffuse_image_texture.instance();
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diffuse_image_texture.instantiate();
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diffuse_image_texture->create_from_image(r_spec_gloss->diffuse_img);
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p_material->set_texture(BaseMaterial3D::TEXTURE_ALBEDO, diffuse_image_texture);
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Ref<ImageTexture> rm_image_texture;
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rm_image_texture.instance();
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rm_image_texture.instantiate();
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rm_image_texture->create_from_image(rm_img);
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if (has_roughness) {
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p_material->set_texture(BaseMaterial3D::TEXTURE_ROUGHNESS, rm_image_texture);
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@ -3890,7 +3890,7 @@ Error GLTFDocument::_parse_skins(Ref<GLTFState> state) {
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const Dictionary &d = skins[i];
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Ref<GLTFSkin> skin;
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skin.instance();
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skin.instantiate();
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ERR_FAIL_COND_V(!d.has("joints"), ERR_PARSE_ERROR);
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@ -4018,7 +4018,7 @@ Error GLTFDocument::_determine_skeletons(Ref<GLTFState> state) {
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for (GLTFSkeletonIndex skel_i = 0; skel_i < skeleton_owners.size(); ++skel_i) {
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const GLTFNodeIndex skeleton_owner = skeleton_owners[skel_i];
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Ref<GLTFSkeleton> skeleton;
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skeleton.instance();
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skeleton.instantiate();
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Vector<GLTFNodeIndex> skeleton_nodes;
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skeleton_sets.get_members(skeleton_nodes, skeleton_owner);
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@ -4266,7 +4266,7 @@ Error GLTFDocument::_create_skins(Ref<GLTFState> state) {
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Ref<GLTFSkin> gltf_skin = state->skins.write[skin_i];
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Ref<Skin> skin;
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skin.instance();
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skin.instantiate();
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// Some skins don't have IBM's! What absolute monsters!
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const bool has_ibms = !gltf_skin->inverse_binds.is_empty();
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@ -4448,7 +4448,7 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
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const Dictionary &d = lights[light_i];
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Ref<GLTFLight> light;
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light.instance();
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light.instantiate();
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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light->type = type;
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@ -4493,7 +4493,7 @@ Error GLTFDocument::_parse_cameras(Ref<GLTFState> state) {
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const Dictionary &d = cameras[i];
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Ref<GLTFCamera> camera;
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camera.instance();
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camera.instantiate();
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ERR_FAIL_COND_V(!d.has("type"), ERR_PARSE_ERROR);
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const String &type = d["type"];
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if (type == "orthographic") {
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@ -4696,7 +4696,7 @@ Error GLTFDocument::_parse_animations(Ref<GLTFState> state) {
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const Dictionary &d = animations[i];
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Ref<GLTFAnimation> animation;
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animation.instance();
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animation.instantiate();
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if (!d.has("channels") || !d.has("samplers")) {
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continue;
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@ -4864,7 +4864,7 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshIns
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return -1;
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}
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Ref<EditorSceneImporterMesh> import_mesh;
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import_mesh.instance();
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import_mesh.instantiate();
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Ref<Mesh> godot_mesh = p_mesh_instance->get_mesh();
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if (godot_mesh.is_null()) {
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return -1;
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@ -4901,7 +4901,7 @@ GLTFMeshIndex GLTFDocument::_convert_mesh_instance(Ref<GLTFState> state, MeshIns
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blend_weights.write[blend_i] = 0.0f;
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}
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Ref<GLTFMesh> gltf_mesh;
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gltf_mesh.instance();
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gltf_mesh.instantiate();
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gltf_mesh->set_mesh(import_mesh);
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gltf_mesh->set_blend_weights(blend_weights);
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GLTFMeshIndex mesh_i = state->meshes.size();
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@ -5006,7 +5006,7 @@ GLTFCameraIndex GLTFDocument::_convert_camera(Ref<GLTFState> state, Camera3D *p_
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print_verbose("glTF: Converting camera: " + p_camera->get_name());
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Ref<GLTFCamera> c;
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c.instance();
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c.instantiate();
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if (p_camera->get_projection() == Camera3D::Projection::PROJECTION_PERSPECTIVE) {
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c->set_perspective(true);
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@ -5027,7 +5027,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
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print_verbose("glTF: Converting light: " + p_light->get_name());
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Ref<GLTFLight> l;
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l.instance();
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l.instantiate();
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||||
l->color = p_light->get_color();
|
||||
if (cast_to<DirectionalLight3D>(p_light)) {
|
||||
l->type = "directional";
|
||||
|
|
@ -5062,7 +5062,7 @@ GLTFLightIndex GLTFDocument::_convert_light(Ref<GLTFState> state, Light3D *p_lig
|
|||
GLTFSkeletonIndex GLTFDocument::_convert_skeleton(Ref<GLTFState> state, Skeleton3D *p_skeleton) {
|
||||
print_verbose("glTF: Converting skeleton: " + p_skeleton->get_name());
|
||||
Ref<GLTFSkeleton> gltf_skeleton;
|
||||
gltf_skeleton.instance();
|
||||
gltf_skeleton.instantiate();
|
||||
gltf_skeleton->set_name(_gen_unique_name(state, p_skeleton->get_name()));
|
||||
gltf_skeleton->godot_skeleton = p_skeleton;
|
||||
GLTFSkeletonIndex skeleton_i = state->skeletons.size();
|
||||
|
|
@ -5092,7 +5092,7 @@ void GLTFDocument::_convert_scene_node(Ref<GLTFState> state, Node *p_current, No
|
|||
return;
|
||||
}
|
||||
Ref<GLTFNode> gltf_node;
|
||||
gltf_node.instance();
|
||||
gltf_node.instantiate();
|
||||
gltf_node->set_name(_gen_unique_name(state, p_current->get_name()));
|
||||
if (cast_to<Node3D>(p_current)) {
|
||||
Node3D *spatial = cast_to<Node3D>(p_current);
|
||||
|
|
@ -5158,9 +5158,9 @@ void GLTFDocument::_convert_csg_shape_to_gltf(Node *p_current, GLTFNodeIndex p_g
|
|||
mat = csg->get_material_override();
|
||||
}
|
||||
Ref<GLTFMesh> gltf_mesh;
|
||||
gltf_mesh.instance();
|
||||
gltf_mesh.instantiate();
|
||||
Ref<EditorSceneImporterMesh> import_mesh;
|
||||
import_mesh.instance();
|
||||
import_mesh.instantiate();
|
||||
Ref<ArrayMesh> array_mesh = csg->get_meshes()[1];
|
||||
for (int32_t surface_i = 0; surface_i < array_mesh->get_surface_count(); surface_i++) {
|
||||
import_mesh->add_surface(Mesh::PrimitiveType::PRIMITIVE_TRIANGLES, array_mesh->surface_get_arrays(surface_i), Array(), Dictionary(), mat, array_mesh->surface_get_name(surface_i));
|
||||
|
|
@ -5246,7 +5246,7 @@ void GLTFDocument::_convert_grid_map_to_gltf(Node *p_scene_parent, const GLTFNod
|
|||
cell_xform.set_origin(grid_map->map_to_world(
|
||||
Vector3(cell_location.x, cell_location.y, cell_location.z)));
|
||||
Ref<GLTFMesh> gltf_mesh;
|
||||
gltf_mesh.instance();
|
||||
gltf_mesh.instantiate();
|
||||
gltf_mesh = import_mesh_node;
|
||||
new_gltf_node->mesh = state->meshes.size();
|
||||
state->meshes.push_back(gltf_mesh);
|
||||
|
|
@ -5283,14 +5283,14 @@ void GLTFDocument::_convert_mult_mesh_instance_to_gltf(Node *p_scene_parent, con
|
|||
Ref<ArrayMesh> mm = multi_mesh->get_mesh();
|
||||
if (mm.is_valid()) {
|
||||
Ref<EditorSceneImporterMesh> mesh;
|
||||
mesh.instance();
|
||||
mesh.instantiate();
|
||||
for (int32_t surface_i = 0; surface_i < mm->get_surface_count(); surface_i++) {
|
||||
Array surface = mm->surface_get_arrays(surface_i);
|
||||
mesh->add_surface(mm->surface_get_primitive_type(surface_i), surface, Array(), Dictionary(),
|
||||
mm->surface_get_material(surface_i), mm->get_name());
|
||||
}
|
||||
Ref<GLTFMesh> gltf_mesh;
|
||||
gltf_mesh.instance();
|
||||
gltf_mesh.instantiate();
|
||||
gltf_mesh->set_name(multi_mesh->get_name());
|
||||
gltf_mesh->set_mesh(mesh);
|
||||
new_gltf_node->mesh = state->meshes.size();
|
||||
|
|
@ -5611,7 +5611,7 @@ void GLTFDocument::_import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
|
|||
}
|
||||
|
||||
Ref<Animation> animation;
|
||||
animation.instance();
|
||||
animation.instantiate();
|
||||
animation->set_name(name);
|
||||
|
||||
if (anim->get_loop()) {
|
||||
|
|
@ -5822,7 +5822,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
|
|||
skin = skeleton->register_skin(nullptr)->get_skin();
|
||||
}
|
||||
Ref<GLTFSkin> gltf_skin;
|
||||
gltf_skin.instance();
|
||||
gltf_skin.instantiate();
|
||||
Array json_joints;
|
||||
GLTFSkeletonIndex skeleton_gltf_i = -1;
|
||||
|
||||
|
|
@ -5864,7 +5864,7 @@ void GLTFDocument::_convert_mesh_instances(Ref<GLTFState> state) {
|
|||
BoneId bone_index = skeleton->find_bone(godot_bone_name);
|
||||
ERR_CONTINUE(bone_index == -1);
|
||||
Ref<GLTFNode> joint_node;
|
||||
joint_node.instance();
|
||||
joint_node.instantiate();
|
||||
String gltf_bone_name = _gen_unique_bone_name(state, skeleton_gltf_i, godot_bone_name);
|
||||
joint_node->set_name(gltf_bone_name);
|
||||
|
||||
|
|
@ -6186,7 +6186,7 @@ GLTFAnimation::Track GLTFDocument::_convert_animation_track(Ref<GLTFState> state
|
|||
void GLTFDocument::_convert_animation(Ref<GLTFState> state, AnimationPlayer *ap, String p_animation_track_name) {
|
||||
Ref<Animation> animation = ap->get_animation(p_animation_track_name);
|
||||
Ref<GLTFAnimation> gltf_animation;
|
||||
gltf_animation.instance();
|
||||
gltf_animation.instantiate();
|
||||
gltf_animation->set_name(_gen_unique_name(state, p_animation_track_name));
|
||||
|
||||
for (int32_t track_i = 0; track_i < animation->get_track_count(); track_i++) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue