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[3.x] GLTF: Organize structures and extensions into subfolders
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aaronfranke committed Dec 1, 2022
1 parent d5e0e63 commit d8aa3b3
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Showing 31 changed files with 45 additions and 23 deletions.
10 changes: 10 additions & 0 deletions modules/gltf/README.md
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# Godot GLTF import and export module

In a nutshell, the GLTF module works like this:

* The [`structures/`](structures/) folder contains GLTF structures, the
small pieces that make up a GLTF file, represented as C++ classes.
* The [`extensions/`](extensions/) folder contains GLTF extensions, which
are optional features that build on top of the base GLTF spec.
* [`GLTFState`](gltf_state.h) holds collections of structures and extensions.
* [`GLTFDocument`](gltf_document.h) operates on GLTFState and its elements.
2 changes: 2 additions & 0 deletions modules/gltf/SCsub
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Expand Up @@ -7,3 +7,5 @@ env_gltf = env_modules.Clone()

# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")
env_gltf.add_source_files(env.modules_sources, "structures/*.cpp")
SConscript("extensions/SCsub")
9 changes: 9 additions & 0 deletions modules/gltf/extensions/SCsub
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#!/usr/bin/env python

Import("env")
Import("env_modules")

env_gltf = env_modules.Clone()

# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")
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#ifndef GLTF_LIGHT_H
#define GLTF_LIGHT_H

#include "../gltf_defines.h"
#include "core/resource.h"

class GLTFLight : public Resource {
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#ifndef GLTF_SPEC_GLOSS_H
#define GLTF_SPEC_GLOSS_H

#include "../gltf_defines.h"
#include "core/image.h"
#include "core/resource.h"

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2 changes: 1 addition & 1 deletion modules/gltf/gltf_document.cpp
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#include "gltf_document.h"

#include "gltf_spec_gloss.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_state.h"

#include "core/bind/core_bind.h" // FIXME: Shouldn't use _Directory but DirAccess.
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3 changes: 1 addition & 2 deletions modules/gltf/gltf_document.h
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#define GLTF_DOCUMENT_H

#include "gltf_defines.h"
#include "structures/gltf_animation.h"

#include "scene/3d/bone_attachment.h"
#include "scene/3d/camera.h"
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#include "scene/resources/material.h"
#include "scene/resources/texture.h"

#include "gltf_animation.h"

#include "modules/modules_enabled.gen.h" // For csg, gridmap.

#ifdef MODULE_CSG_ENABLED
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22 changes: 11 additions & 11 deletions modules/gltf/gltf_state.h
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#ifndef GLTF_STATE_H
#define GLTF_STATE_H

#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "extensions/gltf_light.h"
#include "gltf_template_convert.h"
#include "gltf_texture.h"
#include "gltf_texture_sampler.h"
#include "structures/gltf_accessor.h"
#include "structures/gltf_animation.h"
#include "structures/gltf_buffer_view.h"
#include "structures/gltf_camera.h"
#include "structures/gltf_mesh.h"
#include "structures/gltf_node.h"
#include "structures/gltf_skeleton.h"
#include "structures/gltf_skin.h"
#include "structures/gltf_texture.h"
#include "structures/gltf_texture_sampler.h"

class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);
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2 changes: 1 addition & 1 deletion modules/gltf/register_types.cpp
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#include "register_types.h"

#include "gltf_spec_gloss.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_state.h"

#ifdef TOOLS_ENABLED
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#ifndef GLTF_ACCESSOR_H
#define GLTF_ACCESSOR_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);
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#ifndef GLTF_BUFFER_VIEW_H
#define GLTF_BUFFER_VIEW_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

class GLTFBufferView : public Resource {
GDCLASS(GLTFBufferView, Resource);
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#ifndef GLTF_NODE_H
#define GLTF_NODE_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);
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#include "gltf_skeleton.h"

#include "gltf_template_convert.h"
#include "../gltf_template_convert.h"
#include "scene/3d/bone_attachment.h"

void GLTFSkeleton::_bind_methods() {
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#ifndef GLTF_SKELETON_H
#define GLTF_SKELETON_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

class GLTFSkeleton : public Resource {
GDCLASS(GLTFSkeleton, Resource);
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#include "gltf_skin.h"

#include "gltf_template_convert.h"
#include "../gltf_template_convert.h"
#include "scene/resources/skin.h"

void GLTFSkin::_bind_methods() {
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#ifndef GLTF_SKIN_H
#define GLTF_SKIN_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

class GLTFSkin : public Resource {
GDCLASS(GLTFSkin, Resource);
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#ifndef GLTF_TEXTURE_H
#define GLTF_TEXTURE_H

#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"

class GLTFTexture : public Resource {
GDCLASS(GLTFTexture, Resource);
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