Cache materials in gltf as the abstract class of Material
Use the abstract material class instead of BaseMaterial3D. This allows inserting ShaderMaterials into gltf. Like in VRM.
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4 changed files with 207 additions and 199 deletions
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@ -66,7 +66,7 @@
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</description>
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</method>
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<method name="get_materials">
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<return type="BaseMaterial3D[]" />
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<return type="Material[]" />
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<description>
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</description>
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</method>
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@ -169,7 +169,7 @@
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</method>
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<method name="set_materials">
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<return type="void" />
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<param index="0" name="materials" type="BaseMaterial3D[]" />
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<param index="0" name="materials" type="Material[]" />
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<description>
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</description>
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</method>
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