Rename Reference to RefCounted
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270 changed files with 926 additions and 926 deletions
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@ -38,7 +38,7 @@
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struct PivotTransform;
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struct FBXBone : public Reference {
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struct FBXBone : public RefCounted {
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uint64_t parent_bone_id = 0;
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uint64_t bone_id = 0;
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@ -33,10 +33,10 @@
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#include "tools/import_utils.h"
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#include "core/object/reference.h"
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#include "core/object/ref_counted.h"
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#include "core/string/ustring.h"
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struct FBXMaterial : public Reference {
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struct FBXMaterial : public RefCounted {
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String material_name = String();
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bool warning_non_pbr_material = false;
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FBXDocParser::Material *material = nullptr;
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@ -266,7 +266,7 @@ struct FBXMaterial : public Reference {
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/* storing the texture properties like color */
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template <class T>
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struct TexturePropertyMapping : Reference {
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struct TexturePropertyMapping : RefCounted {
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StandardMaterial3D::TextureParam map_mode = StandardMaterial3D::TextureParam::TEXTURE_ALBEDO;
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const T property = T();
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};
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@ -78,7 +78,7 @@ struct VertexData {
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};
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// Caches mesh information and instantiates meshes for you using helper functions.
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struct FBXMeshData : Reference {
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struct FBXMeshData : RefCounted {
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struct MorphVertexData {
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// TODO we have only these??
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/// Each element is a vertex. Not supposed to be void.
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@ -40,7 +40,7 @@
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class Node3D;
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struct PivotTransform;
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struct FBXNode : Reference, ModelAbstraction {
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struct FBXNode : RefCounted, ModelAbstraction {
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uint64_t current_node_id = 0;
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String node_name = String();
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Node3D *godot_node = nullptr;
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@ -35,14 +35,14 @@
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#include "fbx_node.h"
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#include "model_abstraction.h"
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#include "core/object/reference.h"
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#include "core/object/ref_counted.h"
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#include "scene/3d/skeleton_3d.h"
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struct FBXNode;
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struct ImportState;
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struct FBXBone;
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struct FBXSkeleton : Reference {
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struct FBXSkeleton : RefCounted {
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Ref<FBXNode> fbx_node = Ref<FBXNode>();
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Vector<Ref<FBXBone>> skeleton_bones = Vector<Ref<FBXBone>>();
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Skeleton3D *skeleton = nullptr;
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@ -32,7 +32,7 @@
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#define PIVOT_TRANSFORM_H
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#include "core/math/transform_3d.h"
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#include "core/object/reference.h"
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#include "core/object/ref_counted.h"
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#include "model_abstraction.h"
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@ -55,7 +55,7 @@ enum TransformationComp {
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TransformationComp_MAXIMUM
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};
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// Abstract away pivot data so its simpler to handle
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struct PivotTransform : Reference, ModelAbstraction {
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struct PivotTransform : RefCounted, ModelAbstraction {
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// at the end we want to keep geometric_ everything, post and pre rotation
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// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
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Quaternion pre_rotation = Quaternion();
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