godot/modules/gltf/gltf_state.cpp

/**************************************************************************/
/*  gltf_state.cpp                                                        */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "gltf_state.h"

#include "gltf_template_convert.h"

void GLTFState::_bind_methods() {}

void GLTFState::add_used_extension(const String &p_extension_name, bool p_required) {}

Dictionary GLTFState::get_json() {}

void GLTFState::set_json(Dictionary p_json) {}

int GLTFState::get_major_version() {}

void GLTFState::set_major_version(int p_major_version) {}

int GLTFState::get_minor_version() {}

void GLTFState::set_minor_version(int p_minor_version) {}

String GLTFState::get_copyright() const {}

void GLTFState::set_copyright(const String &p_copyright) {}

Vector<uint8_t> GLTFState::get_glb_data() {}

void GLTFState::set_glb_data(Vector<uint8_t> p_glb_data) {}

bool GLTFState::get_use_named_skin_binds() {}

void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {}

TypedArray<GLTFNode> GLTFState::get_nodes() {}

void GLTFState::set_nodes(TypedArray<GLTFNode> p_nodes) {}

TypedArray<PackedByteArray> GLTFState::get_buffers() {}

void GLTFState::set_buffers(TypedArray<PackedByteArray> p_buffers) {}

TypedArray<GLTFBufferView> GLTFState::get_buffer_views() {}

void GLTFState::set_buffer_views(TypedArray<GLTFBufferView> p_buffer_views) {}

TypedArray<GLTFAccessor> GLTFState::get_accessors() {}

void GLTFState::set_accessors(TypedArray<GLTFAccessor> p_accessors) {}

TypedArray<GLTFMesh> GLTFState::get_meshes() {}

void GLTFState::set_meshes(TypedArray<GLTFMesh> p_meshes) {}

TypedArray<Material> GLTFState::get_materials() {}

void GLTFState::set_materials(TypedArray<Material> p_materials) {}

String GLTFState::get_scene_name() {}

void GLTFState::set_scene_name(String p_scene_name) {}

PackedInt32Array GLTFState::get_root_nodes() {}

void GLTFState::set_root_nodes(PackedInt32Array p_root_nodes) {}

TypedArray<GLTFTexture> GLTFState::get_textures() {}

void GLTFState::set_textures(TypedArray<GLTFTexture> p_textures) {}

TypedArray<GLTFTextureSampler> GLTFState::get_texture_samplers() {}

void GLTFState::set_texture_samplers(TypedArray<GLTFTextureSampler> p_texture_samplers) {}

TypedArray<Texture2D> GLTFState::get_images() {}

void GLTFState::set_images(TypedArray<Texture2D> p_images) {}

TypedArray<GLTFSkin> GLTFState::get_skins() {}

void GLTFState::set_skins(TypedArray<GLTFSkin> p_skins) {}

TypedArray<GLTFCamera> GLTFState::get_cameras() {}

void GLTFState::set_cameras(TypedArray<GLTFCamera> p_cameras) {}

TypedArray<GLTFLight> GLTFState::get_lights() {}

void GLTFState::set_lights(TypedArray<GLTFLight> p_lights) {}

TypedArray<String> GLTFState::get_unique_names() {}

void GLTFState::set_unique_names(TypedArray<String> p_unique_names) {}

TypedArray<String> GLTFState::get_unique_animation_names() {}

void GLTFState::set_unique_animation_names(TypedArray<String> p_unique_animation_names) {}

TypedArray<GLTFSkeleton> GLTFState::get_skeletons() {}

void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {}

bool GLTFState::get_create_animations() {}

void GLTFState::set_create_animations(bool p_create_animations) {}

bool GLTFState::get_import_as_skeleton_bones() {}

void GLTFState::set_import_as_skeleton_bones(bool p_import_as_skeleton_bones) {}

TypedArray<GLTFAnimation> GLTFState::get_animations() {}

void GLTFState::set_animations(TypedArray<GLTFAnimation> p_animations) {}

Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {}

GLTFNodeIndex GLTFState::get_node_index(Node *p_node) {}

int GLTFState::get_animation_players_count(int idx) {}

AnimationPlayer *GLTFState::get_animation_player(int idx) {}

void GLTFState::set_discard_meshes_and_materials(bool p_discard_meshes_and_materials) {}

bool GLTFState::get_discard_meshes_and_materials() {}

String GLTFState::get_base_path() {}

void GLTFState::set_base_path(String p_base_path) {}

String GLTFState::get_filename() const {}

void GLTFState::set_filename(const String &p_filename) {}

Variant GLTFState::get_additional_data(const StringName &p_extension_name) {}

void GLTFState::set_additional_data(const StringName &p_extension_name, Variant p_additional_data) {}

GLTFBufferViewIndex GLTFState::append_data_to_buffers(const Vector<uint8_t> &p_data, const bool p_deduplication = false) {}

GLTFNodeIndex GLTFState::append_gltf_node(Ref<GLTFNode> p_gltf_node, Node *p_godot_scene_node, GLTFNodeIndex p_parent_node_index) {}