#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) { … }