godot/editor/import/3d/collada.cpp

/**************************************************************************/
/*  collada.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 "collada.h"

#include <stdio.h>

//#define DEBUG_DEFAULT_ANIMATION
//#define DEBUG_COLLADA
#ifdef DEBUG_COLLADA
#define COLLADA_PRINT
#else
#define COLLADA_PRINT(m_what)
#endif

#define COLLADA_IMPORT_SCALE_SCENE

/* HELPERS */

String Collada::Effect::get_texture_path(const String &p_source, Collada &p_state) const {}

Transform3D Collada::get_root_transform() const {}

void Collada::Vertex::fix_unit_scale(const Collada &p_state) {}

static String _uri_to_id(const String &p_uri) {}

/** HELPER FUNCTIONS **/

Transform3D Collada::fix_transform(const Transform3D &p_transform) {}

static Transform3D _read_transform_from_array(const Vector<float> &p_array, int p_ofs = 0) {}

/* STRUCTURES */

Transform3D Collada::Node::compute_transform(const Collada &p_state) const {}

Transform3D Collada::Node::get_transform() const {}

Transform3D Collada::Node::get_global_transform() const {}

Vector<float> Collada::AnimationTrack::get_value_at_time(float p_time) const {}

void Collada::_parse_asset(XMLParser &p_parser) {}

void Collada::_parse_image(XMLParser &p_parser) {}

void Collada::_parse_material(XMLParser &p_parser) {}

//! reads floats from inside of xml element until end of xml element
Vector<float> Collada::_read_float_array(XMLParser &p_parser) {}

Vector<String> Collada::_read_string_array(XMLParser &p_parser) {}

Transform3D Collada::_read_transform(XMLParser &p_parser) {}

String Collada::_read_empty_draw_type(XMLParser &p_parser) {}

Variant Collada::_parse_param(XMLParser &p_parser) {}

void Collada::_parse_effect_material(XMLParser &p_parser, Effect &p_effect, String &p_id) {}

void Collada::_parse_effect(XMLParser &p_parser) {}

void Collada::_parse_camera(XMLParser &p_parser) {}

void Collada::_parse_light(XMLParser &p_parser) {}

void Collada::_parse_curve_geometry(XMLParser &p_parser, const String &p_id, const String &p_name) {}

void Collada::_parse_mesh_geometry(XMLParser &p_parser, const String &p_id, const String &p_name) {}

void Collada::_parse_skin_controller(XMLParser &p_parser, const String &p_id) {}

void Collada::_parse_morph_controller(XMLParser &p_parser, const String &p_id) {}

void Collada::_parse_controller(XMLParser &p_parser) {}

Collada::Node *Collada::_parse_visual_instance_geometry(XMLParser &p_parser) {}

Collada::Node *Collada::_parse_visual_instance_camera(XMLParser &p_parser) {}

Collada::Node *Collada::_parse_visual_instance_light(XMLParser &p_parser) {}

Collada::Node *Collada::_parse_visual_node_instance_data(XMLParser &p_parser) {}

Collada::Node *Collada::_parse_visual_scene_node(XMLParser &p_parser) {}

void Collada::_parse_visual_scene(XMLParser &p_parser) {}

void Collada::_parse_animation(XMLParser &p_parser) {}

void Collada::_parse_animation_clip(XMLParser &p_parser) {}

void Collada::_parse_scene(XMLParser &p_parser) {}

void Collada::_parse_library(XMLParser &p_parser) {}

void Collada::_joint_set_owner(Collada::Node *p_node, NodeSkeleton *p_owner) {}

void Collada::_create_skeletons(Collada::Node **p_node, NodeSkeleton *p_skeleton) {}

bool Collada::_remove_node(Node *p_parent, Node *p_node) {}

void Collada::_remove_node(VisualScene *p_vscene, Node *p_node) {}

void Collada::_merge_skeletons(VisualScene *p_vscene, Node *p_node) {}

void Collada::_merge_skeletons2(VisualScene *p_vscene) {}

bool Collada::_optimize_skeletons(VisualScene *p_vscene, Node *p_node) {}

bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, List<Node *> *p_mgeom) {}

void Collada::_find_morph_nodes(VisualScene *p_vscene, Node *p_node) {}

void Collada::_optimize() {}

int Collada::get_uv_channel(const String &p_name) {}

Error Collada::load(const String &p_path, int p_flags) {}

Collada::Collada() {}