GLTF: Move shared defines into a separate gltf_defines.h file

Also move GLTFDocument's template conversion functions into gltf_template_convert.h
This commit is contained in:
Aaron Franke
2022-07-24 12:06:38 -05:00
parent b3df27526a
commit 00ec9321f6
18 changed files with 268 additions and 185 deletions

View File

@ -150,51 +150,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
}
Array GLTFState::get_nodes() {
return GLTFDocument::to_array(nodes);
return GLTFTemplateConvert::to_array(nodes);
}
void GLTFState::set_nodes(Array p_nodes) {
GLTFDocument::set_from_array(nodes, p_nodes);
GLTFTemplateConvert::set_from_array(nodes, p_nodes);
}
Array GLTFState::get_buffers() {
return GLTFDocument::to_array(buffers);
return GLTFTemplateConvert::to_array(buffers);
}
void GLTFState::set_buffers(Array p_buffers) {
GLTFDocument::set_from_array(buffers, p_buffers);
GLTFTemplateConvert::set_from_array(buffers, p_buffers);
}
Array GLTFState::get_buffer_views() {
return GLTFDocument::to_array(buffer_views);
return GLTFTemplateConvert::to_array(buffer_views);
}
void GLTFState::set_buffer_views(Array p_buffer_views) {
GLTFDocument::set_from_array(buffer_views, p_buffer_views);
GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
}
Array GLTFState::get_accessors() {
return GLTFDocument::to_array(accessors);
return GLTFTemplateConvert::to_array(accessors);
}
void GLTFState::set_accessors(Array p_accessors) {
GLTFDocument::set_from_array(accessors, p_accessors);
GLTFTemplateConvert::set_from_array(accessors, p_accessors);
}
Array GLTFState::get_meshes() {
return GLTFDocument::to_array(meshes);
return GLTFTemplateConvert::to_array(meshes);
}
void GLTFState::set_meshes(Array p_meshes) {
GLTFDocument::set_from_array(meshes, p_meshes);
GLTFTemplateConvert::set_from_array(meshes, p_meshes);
}
Array GLTFState::get_materials() {
return GLTFDocument::to_array(materials);
return GLTFTemplateConvert::to_array(materials);
}
void GLTFState::set_materials(Array p_materials) {
GLTFDocument::set_from_array(materials, p_materials);
GLTFTemplateConvert::set_from_array(materials, p_materials);
}
String GLTFState::get_scene_name() {
@ -206,91 +206,91 @@ void GLTFState::set_scene_name(String p_scene_name) {
}
Array GLTFState::get_root_nodes() {
return GLTFDocument::to_array(root_nodes);
return GLTFTemplateConvert::to_array(root_nodes);
}
void GLTFState::set_root_nodes(Array p_root_nodes) {
GLTFDocument::set_from_array(root_nodes, p_root_nodes);
GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
}
Array GLTFState::get_textures() {
return GLTFDocument::to_array(textures);
return GLTFTemplateConvert::to_array(textures);
}
void GLTFState::set_textures(Array p_textures) {
GLTFDocument::set_from_array(textures, p_textures);
GLTFTemplateConvert::set_from_array(textures, p_textures);
}
Array GLTFState::get_images() {
return GLTFDocument::to_array(images);
return GLTFTemplateConvert::to_array(images);
}
void GLTFState::set_images(Array p_images) {
GLTFDocument::set_from_array(images, p_images);
GLTFTemplateConvert::set_from_array(images, p_images);
}
Array GLTFState::get_skins() {
return GLTFDocument::to_array(skins);
return GLTFTemplateConvert::to_array(skins);
}
void GLTFState::set_skins(Array p_skins) {
GLTFDocument::set_from_array(skins, p_skins);
GLTFTemplateConvert::set_from_array(skins, p_skins);
}
Array GLTFState::get_cameras() {
return GLTFDocument::to_array(cameras);
return GLTFTemplateConvert::to_array(cameras);
}
void GLTFState::set_cameras(Array p_cameras) {
GLTFDocument::set_from_array(cameras, p_cameras);
GLTFTemplateConvert::set_from_array(cameras, p_cameras);
}
Array GLTFState::get_lights() {
return GLTFDocument::to_array(lights);
return GLTFTemplateConvert::to_array(lights);
}
void GLTFState::set_lights(Array p_lights) {
GLTFDocument::set_from_array(lights, p_lights);
GLTFTemplateConvert::set_from_array(lights, p_lights);
}
Array GLTFState::get_unique_names() {
return GLTFDocument::to_array(unique_names);
return GLTFTemplateConvert::to_array(unique_names);
}
void GLTFState::set_unique_names(Array p_unique_names) {
GLTFDocument::set_from_array(unique_names, p_unique_names);
GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
}
Array GLTFState::get_unique_animation_names() {
return GLTFDocument::to_array(unique_animation_names);
return GLTFTemplateConvert::to_array(unique_animation_names);
}
void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
}
Array GLTFState::get_skeletons() {
return GLTFDocument::to_array(skeletons);
return GLTFTemplateConvert::to_array(skeletons);
}
void GLTFState::set_skeletons(Array p_skeletons) {
GLTFDocument::set_from_array(skeletons, p_skeletons);
GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
}
Dictionary GLTFState::get_skeleton_to_node() {
return GLTFDocument::to_dict(skeleton_to_node);
return GLTFTemplateConvert::to_dict(skeleton_to_node);
}
void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
GLTFDocument::set_from_dict(skeleton_to_node, p_skeleton_to_node);
GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
}
Array GLTFState::get_animations() {
return GLTFDocument::to_array(animations);
return GLTFTemplateConvert::to_array(animations);
}
void GLTFState::set_animations(Array p_animations) {
GLTFDocument::set_from_array(animations, p_animations);
GLTFTemplateConvert::set_from_array(animations, p_animations);
}
Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {