Jelajahi Sumber

Merge pull request #63399 from aaronfranke/gltf-headers

GLTF: Move shared defines into a separate `gltf_defines.h` file
Rémi Verschelde 3 tahun lalu
induk
melakukan
9233a6be04

+ 2 - 4
modules/gltf/gltf_accessor.cpp

@@ -30,8 +30,6 @@
 
 #include "gltf_accessor.h"
 
-#include "gltf_document_extension.h"
-
 void GLTFAccessor::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_buffer_view"), &GLTFAccessor::get_buffer_view);
 	ClassDB::bind_method(D_METHOD("set_buffer_view", "buffer_view"), &GLTFAccessor::set_buffer_view);
@@ -67,7 +65,7 @@ void GLTFAccessor::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "component_type"), "set_component_type", "get_component_type"); // int
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalized"), "set_normalized", "get_normalized"); // bool
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "count"), "set_count", "get_count"); // int
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFDocument::GLTFType
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_type", "get_type"); // GLTFType
 	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "min"), "set_min", "get_min"); // Vector<real_t>
 	ADD_PROPERTY(PropertyInfo(Variant::PACKED_FLOAT64_ARRAY, "max"), "set_max", "get_max"); // Vector<real_t>
 	ADD_PROPERTY(PropertyInfo(Variant::INT, "sparse_count"), "set_sparse_count", "get_sparse_count"); // int
@@ -123,7 +121,7 @@ int GLTFAccessor::get_type() {
 }
 
 void GLTFAccessor::set_type(int p_type) {
-	type = (GLTFDocument::GLTFType)p_type; // TODO: Register enum
+	type = (GLTFType)p_type; // TODO: Register enum
 }
 
 Vector<double> GLTFAccessor::get_min() {

+ 2 - 2
modules/gltf/gltf_accessor.h

@@ -33,7 +33,7 @@
 
 #include "core/io/resource.h"
 
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 struct GLTFAccessor : public Resource {
 	GDCLASS(GLTFAccessor, Resource);
@@ -45,7 +45,7 @@ private:
 	int component_type = 0;
 	bool normalized = false;
 	int count = 0;
-	GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
+	GLTFType type = GLTFType::TYPE_SCALAR;
 	Vector<double> min;
 	Vector<double> max;
 	int sparse_count = 0;

+ 1 - 1
modules/gltf/gltf_buffer_view.h

@@ -32,7 +32,7 @@
 #define GLTF_BUFFER_VIEW_H
 
 #include "core/io/resource.h"
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 class GLTFBufferView : public Resource {
 	GDCLASS(GLTFBufferView, Resource);

+ 87 - 0
modules/gltf/gltf_defines.h

@@ -0,0 +1,87 @@
+/*************************************************************************/
+/*  gltf_defines.h                                                       */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef GLTF_DEFINES_H
+#define GLTF_DEFINES_H
+
+// This file should only be included by other headers.
+
+// Godot classes used by GLTF headers.
+class BoneAttachment3D;
+class CSGShape3D;
+class DirectionalLight3D;
+class GridMap;
+class Light3D;
+class MultiMeshInstance3D;
+class Skeleton3D;
+class Skin;
+
+// GLTF classes.
+struct GLTFAccessor;
+class GLTFAnimation;
+class GLTFBufferView;
+class GLTFCamera;
+class GLTFDocument;
+class GLTFDocumentExtension;
+class GLTFLight;
+class GLTFMesh;
+class GLTFNode;
+class GLTFSkeleton;
+class GLTFSkin;
+class GLTFSpecGloss;
+class GLTFState;
+class GLTFTexture;
+
+// GLTF index aliases.
+using GLTFAccessorIndex = int;
+using GLTFAnimationIndex = int;
+using GLTFBufferIndex = int;
+using GLTFBufferViewIndex = int;
+using GLTFCameraIndex = int;
+using GLTFImageIndex = int;
+using GLTFMaterialIndex = int;
+using GLTFMeshIndex = int;
+using GLTFLightIndex = int;
+using GLTFNodeIndex = int;
+using GLTFSkeletonIndex = int;
+using GLTFSkinIndex = int;
+using GLTFTextureIndex = int;
+
+enum GLTFType {
+	TYPE_SCALAR,
+	TYPE_VEC2,
+	TYPE_VEC3,
+	TYPE_VEC4,
+	TYPE_MAT2,
+	TYPE_MAT3,
+	TYPE_MAT4,
+};
+
+#endif // GLTF_DEFINES_H

+ 26 - 35
modules/gltf/gltf_document.cpp

@@ -30,19 +30,10 @@
 
 #include "gltf_document.h"
 
-#include "gltf_accessor.h"
-#include "gltf_animation.h"
-#include "gltf_camera.h"
 #include "gltf_document_extension.h"
 #include "gltf_document_extension_convert_importer_mesh.h"
-#include "gltf_light.h"
-#include "gltf_mesh.h"
-#include "gltf_node.h"
-#include "gltf_skeleton.h"
-#include "gltf_skin.h"
 #include "gltf_spec_gloss.h"
 #include "gltf_state.h"
-#include "gltf_texture.h"
 
 #include "core/crypto/crypto_core.h"
 #include "core/error/error_macros.h"
@@ -940,58 +931,58 @@ Error GLTFDocument::_encode_accessors(Ref<GLTFState> state) {
 	return OK;
 }
 
-String GLTFDocument::_get_accessor_type_name(const GLTFDocument::GLTFType p_type) {
-	if (p_type == GLTFDocument::TYPE_SCALAR) {
+String GLTFDocument::_get_accessor_type_name(const GLTFType p_type) {
+	if (p_type == GLTFType::TYPE_SCALAR) {
 		return "SCALAR";
 	}
-	if (p_type == GLTFDocument::TYPE_VEC2) {
+	if (p_type == GLTFType::TYPE_VEC2) {
 		return "VEC2";
 	}
-	if (p_type == GLTFDocument::TYPE_VEC3) {
+	if (p_type == GLTFType::TYPE_VEC3) {
 		return "VEC3";
 	}
-	if (p_type == GLTFDocument::TYPE_VEC4) {
+	if (p_type == GLTFType::TYPE_VEC4) {
 		return "VEC4";
 	}
 
-	if (p_type == GLTFDocument::TYPE_MAT2) {
+	if (p_type == GLTFType::TYPE_MAT2) {
 		return "MAT2";
 	}
-	if (p_type == GLTFDocument::TYPE_MAT3) {
+	if (p_type == GLTFType::TYPE_MAT3) {
 		return "MAT3";
 	}
-	if (p_type == GLTFDocument::TYPE_MAT4) {
+	if (p_type == GLTFType::TYPE_MAT4) {
 		return "MAT4";
 	}
 	ERR_FAIL_V("SCALAR");
 }
 
-GLTFDocument::GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
+GLTFType GLTFDocument::_get_type_from_str(const String &p_string) {
 	if (p_string == "SCALAR") {
-		return GLTFDocument::TYPE_SCALAR;
+		return GLTFType::TYPE_SCALAR;
 	}
 
 	if (p_string == "VEC2") {
-		return GLTFDocument::TYPE_VEC2;
+		return GLTFType::TYPE_VEC2;
 	}
 	if (p_string == "VEC3") {
-		return GLTFDocument::TYPE_VEC3;
+		return GLTFType::TYPE_VEC3;
 	}
 	if (p_string == "VEC4") {
-		return GLTFDocument::TYPE_VEC4;
+		return GLTFType::TYPE_VEC4;
 	}
 
 	if (p_string == "MAT2") {
-		return GLTFDocument::TYPE_MAT2;
+		return GLTFType::TYPE_MAT2;
 	}
 	if (p_string == "MAT3") {
-		return GLTFDocument::TYPE_MAT3;
+		return GLTFType::TYPE_MAT3;
 	}
 	if (p_string == "MAT4") {
-		return GLTFDocument::TYPE_MAT4;
+		return GLTFType::TYPE_MAT4;
 	}
 
-	ERR_FAIL_V(GLTFDocument::TYPE_SCALAR);
+	ERR_FAIL_V(GLTFType::TYPE_SCALAR);
 }
 
 Error GLTFDocument::_parse_accessors(Ref<GLTFState> state) {
@@ -1542,7 +1533,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_ints(Ref<GLTFState> state, c
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
+	const GLTFType type = GLTFType::TYPE_SCALAR;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_INT;
 
 	accessor->max = type_max;
@@ -1626,7 +1617,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec2(Ref<GLTFState> state, c
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC2;
+	const GLTFType type = GLTFType::TYPE_VEC2;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -1675,7 +1666,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_color(Ref<GLTFState> state,
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+	const GLTFType type = GLTFType::TYPE_VEC4;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -1740,7 +1731,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_weights(Ref<GLTFState> state
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+	const GLTFType type = GLTFType::TYPE_VEC4;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -1787,7 +1778,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_joints(Ref<GLTFState> state,
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+	const GLTFType type = GLTFType::TYPE_VEC4;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_UNSIGNED_SHORT;
 
 	accessor->max = type_max;
@@ -1836,7 +1827,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_quaternions(Ref<GLTFState> s
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC4;
+	const GLTFType type = GLTFType::TYPE_VEC4;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -1901,7 +1892,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_floats(Ref<GLTFState> state,
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_SCALAR;
+	const GLTFType type = GLTFType::TYPE_SCALAR;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -1947,7 +1938,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_vec3(Ref<GLTFState> state, c
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_VEC3;
+	const GLTFType type = GLTFType::TYPE_VEC3;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;
@@ -2015,7 +2006,7 @@ GLTFAccessorIndex GLTFDocument::_encode_accessor_as_xform(Ref<GLTFState> state,
 	accessor.instantiate();
 	GLTFBufferIndex buffer_view_i;
 	int64_t size = state->buffers[0].size();
-	const GLTFDocument::GLTFType type = GLTFDocument::TYPE_MAT4;
+	const GLTFType type = GLTFType::TYPE_MAT4;
 	const int component_type = GLTFDocument::COMPONENT_TYPE_FLOAT;
 
 	accessor->max = type_max;

+ 2 - 92
modules/gltf/gltf_document.h

@@ -32,47 +32,18 @@
 #define GLTF_DOCUMENT_H
 
 #include "gltf_animation.h"
+#include "gltf_defines.h"
 
 #include "scene/3d/bone_attachment_3d.h"
 #include "scene/3d/importer_mesh_instance_3d.h"
-#include "scene/3d/light_3d.h"
 #include "scene/3d/mesh_instance_3d.h"
 #include "scene/animation/animation_player.h"
 #include "scene/resources/material.h"
 
 #include "modules/modules_enabled.gen.h" // For csg, gridmap.
 
-#include <cstdint>
-
-class GLTFState;
-class GLTFSkin;
-class GLTFNode;
-class GLTFSpecGloss;
-class GLTFSkeleton;
-class CSGShape3D;
-class GridMap;
-class MultiMeshInstance3D;
-class GLTFDocumentExtension;
-
-using GLTFAccessorIndex = int;
-using GLTFAnimationIndex = int;
-using GLTFBufferIndex = int;
-using GLTFBufferViewIndex = int;
-using GLTFCameraIndex = int;
-using GLTFImageIndex = int;
-using GLTFMaterialIndex = int;
-using GLTFMeshIndex = int;
-using GLTFLightIndex = int;
-using GLTFNodeIndex = int;
-using GLTFSkeletonIndex = int;
-using GLTFSkinIndex = int;
-using GLTFTextureIndex = int;
-
 class GLTFDocument : public Resource {
 	GDCLASS(GLTFDocument, Resource);
-	friend class GLTFState;
-	friend class GLTFSkin;
-	friend class GLTFSkeleton;
 	TypedArray<GLTFDocumentExtension> document_extensions;
 
 private:
@@ -81,15 +52,6 @@ private:
 public:
 	GLTFDocument();
 	const int32_t JOINT_GROUP_SIZE = 4;
-	enum GLTFType {
-		TYPE_SCALAR,
-		TYPE_VEC2,
-		TYPE_VEC3,
-		TYPE_VEC4,
-		TYPE_MAT2,
-		TYPE_MAT3,
-		TYPE_MAT4,
-	};
 
 	enum {
 		ARRAY_BUFFER = 34962,
@@ -118,58 +80,6 @@ public:
 	TypedArray<GLTFDocumentExtension> get_extensions() const;
 
 private:
-	template <class T>
-	static Array to_array(const Vector<T> &p_inp) {
-		Array ret;
-		for (int i = 0; i < p_inp.size(); i++) {
-			ret.push_back(p_inp[i]);
-		}
-		return ret;
-	}
-
-	template <class T>
-	static Array to_array(const HashSet<T> &p_inp) {
-		Array ret;
-		typename HashSet<T>::Iterator elem = p_inp.begin();
-		while (elem) {
-			ret.push_back(*elem);
-			++elem;
-		}
-		return ret;
-	}
-
-	template <class T>
-	static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
-		r_out.clear();
-		for (int i = 0; i < p_inp.size(); i++) {
-			r_out.push_back(p_inp[i]);
-		}
-	}
-
-	template <class T>
-	static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
-		r_out.clear();
-		for (int i = 0; i < p_inp.size(); i++) {
-			r_out.insert(p_inp[i]);
-		}
-	}
-	template <class K, class V>
-	static Dictionary to_dict(const HashMap<K, V> &p_inp) {
-		Dictionary ret;
-		for (const KeyValue<K, V> &E : p_inp) {
-			ret[E.key] = E.value;
-		}
-		return ret;
-	}
-
-	template <class K, class V>
-	static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
-		r_out.clear();
-		Array keys = p_inp.keys();
-		for (int i = 0; i < keys.size(); i++) {
-			r_out[keys[i]] = p_inp[keys[i]];
-		}
-	}
 	void _build_parent_hierachy(Ref<GLTFState> state);
 	double _filter_number(double p_float);
 	String _get_component_type_name(const uint32_t p_component);
@@ -177,7 +87,7 @@ private:
 	Error _parse_scenes(Ref<GLTFState> state);
 	Error _parse_nodes(Ref<GLTFState> state);
 	String _get_type_name(const GLTFType p_component);
-	String _get_accessor_type_name(const GLTFDocument::GLTFType p_type);
+	String _get_accessor_type_name(const GLTFType p_type);
 	String _gen_unique_name(Ref<GLTFState> state, const String &p_name);
 	String _sanitize_animation_name(const String &name);
 	String _gen_unique_animation_name(Ref<GLTFState> state, const String &p_name);

+ 0 - 1
modules/gltf/gltf_document_extension.h

@@ -31,7 +31,6 @@
 #ifndef GLTF_DOCUMENT_EXTENSION_H
 #define GLTF_DOCUMENT_EXTENSION_H
 
-#include "gltf_accessor.h"
 #include "gltf_node.h"
 #include "gltf_state.h"
 

+ 0 - 2
modules/gltf/gltf_document_extension_convert_importer_mesh.h

@@ -37,8 +37,6 @@
 #include "scene/3d/mesh_instance_3d.h"
 #include "scene/resources/importer_mesh.h"
 
-class GLTFDocumentExtension;
-class GLTFDocument;
 class GLTFDocumentExtensionConvertImporterMesh : public GLTFDocumentExtension {
 	GDCLASS(GLTFDocumentExtensionConvertImporterMesh, GLTFDocumentExtension);
 

+ 1 - 0
modules/gltf/gltf_light.h

@@ -33,6 +33,7 @@
 
 #include "core/config/engine.h"
 #include "core/io/resource.h"
+#include "scene/3d/light_3d.h"
 
 class GLTFLight : public Resource {
 	GDCLASS(GLTFLight, Resource)

+ 1 - 1
modules/gltf/gltf_node.h

@@ -32,7 +32,7 @@
 #define GLTF_NODE_H
 
 #include "core/io/resource.h"
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 class GLTFNode : public Resource {
 	GDCLASS(GLTFNode, Resource);

+ 7 - 4
modules/gltf/gltf_skeleton.cpp

@@ -30,6 +30,9 @@
 
 #include "gltf_skeleton.h"
 
+#include "gltf_template_convert.h"
+#include "scene/3d/bone_attachment_3d.h"
+
 void GLTFSkeleton::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_joints"), &GLTFSkeleton::get_joints);
 	ClassDB::bind_method(D_METHOD("set_joints", "joints"), &GLTFSkeleton::set_joints);
@@ -70,19 +73,19 @@ Skeleton3D *GLTFSkeleton::get_godot_skeleton() {
 }
 
 Array GLTFSkeleton::get_unique_names() {
-	return GLTFDocument::to_array(unique_names);
+	return GLTFTemplateConvert::to_array(unique_names);
 }
 
 void GLTFSkeleton::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);
 }
 
 Dictionary GLTFSkeleton::get_godot_bone_node() {
-	return GLTFDocument::to_dict(godot_bone_node);
+	return GLTFTemplateConvert::to_dict(godot_bone_node);
 }
 
 void GLTFSkeleton::set_godot_bone_node(Dictionary p_indict) {
-	GLTFDocument::set_from_dict(godot_bone_node, p_indict);
+	GLTFTemplateConvert::set_from_dict(godot_bone_node, p_indict);
 }
 
 BoneAttachment3D *GLTFSkeleton::get_bone_attachment(int idx) {

+ 1 - 1
modules/gltf/gltf_skeleton.h

@@ -32,7 +32,7 @@
 #define GLTF_SKELETON_H
 
 #include "core/io/resource.h"
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 class GLTFSkeleton : public Resource {
 	GDCLASS(GLTFSkeleton, Resource);

+ 7 - 4
modules/gltf/gltf_skin.cpp

@@ -30,6 +30,9 @@
 
 #include "gltf_skin.h"
 
+#include "gltf_template_convert.h"
+#include "scene/resources/skin.h"
+
 void GLTFSkin::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_skin_root"), &GLTFSkin::get_skin_root);
 	ClassDB::bind_method(D_METHOD("set_skin_root", "skin_root"), &GLTFSkin::set_skin_root);
@@ -81,11 +84,11 @@ void GLTFSkin::set_joints_original(Vector<GLTFNodeIndex> p_joints_original) {
 }
 
 Array GLTFSkin::get_inverse_binds() {
-	return GLTFDocument::to_array(inverse_binds);
+	return GLTFTemplateConvert::to_array(inverse_binds);
 }
 
 void GLTFSkin::set_inverse_binds(Array p_inverse_binds) {
-	GLTFDocument::set_from_array(inverse_binds, p_inverse_binds);
+	GLTFTemplateConvert::set_from_array(inverse_binds, p_inverse_binds);
 }
 
 Vector<GLTFNodeIndex> GLTFSkin::get_joints() {
@@ -121,11 +124,11 @@ void GLTFSkin::set_skeleton(int p_skeleton) {
 }
 
 Dictionary GLTFSkin::get_joint_i_to_bone_i() {
-	return GLTFDocument::to_dict(joint_i_to_bone_i);
+	return GLTFTemplateConvert::to_dict(joint_i_to_bone_i);
 }
 
 void GLTFSkin::set_joint_i_to_bone_i(Dictionary p_joint_i_to_bone_i) {
-	GLTFDocument::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
+	GLTFTemplateConvert::set_from_dict(joint_i_to_bone_i, p_joint_i_to_bone_i);
 }
 
 Dictionary GLTFSkin::get_joint_i_to_name() {

+ 1 - 1
modules/gltf/gltf_skin.h

@@ -32,7 +32,7 @@
 #define GLTF_SKIN_H
 
 #include "core/io/resource.h"
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 class GLTFSkin : public Resource {
 	GDCLASS(GLTFSkin, Resource);

+ 34 - 34
modules/gltf/gltf_state.cpp

@@ -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) {

+ 1 - 2
modules/gltf/gltf_state.h

@@ -35,13 +35,12 @@
 #include "gltf_animation.h"
 #include "gltf_buffer_view.h"
 #include "gltf_camera.h"
-#include "gltf_document.h"
-#include "gltf_document_extension.h"
 #include "gltf_light.h"
 #include "gltf_mesh.h"
 #include "gltf_node.h"
 #include "gltf_skeleton.h"
 #include "gltf_skin.h"
+#include "gltf_template_convert.h"
 #include "gltf_texture.h"
 
 #include "core/templates/rb_map.h"

+ 94 - 0
modules/gltf/gltf_template_convert.h

@@ -0,0 +1,94 @@
+/*************************************************************************/
+/*  gltf_template_convert.h                                              */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
+#ifndef GLTF_TEMPLATE_CONVERT_H
+#define GLTF_TEMPLATE_CONVERT_H
+
+#include "core/templates/hash_set.h"
+#include "core/variant/array.h"
+#include "core/variant/dictionary.h"
+
+namespace GLTFTemplateConvert {
+template <class T>
+static Array to_array(const Vector<T> &p_inp) {
+	Array ret;
+	for (int i = 0; i < p_inp.size(); i++) {
+		ret.push_back(p_inp[i]);
+	}
+	return ret;
+}
+
+template <class T>
+static Array to_array(const HashSet<T> &p_inp) {
+	Array ret;
+	typename HashSet<T>::Iterator elem = p_inp.begin();
+	while (elem) {
+		ret.push_back(*elem);
+		++elem;
+	}
+	return ret;
+}
+
+template <class T>
+static void set_from_array(Vector<T> &r_out, const Array &p_inp) {
+	r_out.clear();
+	for (int i = 0; i < p_inp.size(); i++) {
+		r_out.push_back(p_inp[i]);
+	}
+}
+
+template <class T>
+static void set_from_array(HashSet<T> &r_out, const Array &p_inp) {
+	r_out.clear();
+	for (int i = 0; i < p_inp.size(); i++) {
+		r_out.insert(p_inp[i]);
+	}
+}
+
+template <class K, class V>
+static Dictionary to_dict(const HashMap<K, V> &p_inp) {
+	Dictionary ret;
+	for (const KeyValue<K, V> &E : p_inp) {
+		ret[E.key] = E.value;
+	}
+	return ret;
+}
+
+template <class K, class V>
+static void set_from_dict(HashMap<K, V> &r_out, const Dictionary &p_inp) {
+	r_out.clear();
+	Array keys = p_inp.keys();
+	for (int i = 0; i < keys.size(); i++) {
+		r_out[keys[i]] = p_inp[keys[i]];
+	}
+}
+} //namespace GLTFTemplateConvert
+
+#endif // GLTF_TEMPLATE_CONVERT_H

+ 1 - 1
modules/gltf/gltf_texture.h

@@ -32,7 +32,7 @@
 #define GLTF_TEXTURE_H
 
 #include "core/io/resource.h"
-#include "gltf_document.h"
+#include "gltf_defines.h"
 
 class GLTFTexture : public Resource {
 	GDCLASS(GLTFTexture, Resource);