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@@ -82,8 +82,6 @@ void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_unique_animation_names", "unique_animation_names"), &GLTFState::set_unique_animation_names);
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ClassDB::bind_method(D_METHOD("get_skeletons"), &GLTFState::get_skeletons);
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ClassDB::bind_method(D_METHOD("set_skeletons", "skeletons"), &GLTFState::set_skeletons);
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- ClassDB::bind_method(D_METHOD("get_skeleton_to_node"), &GLTFState::get_skeleton_to_node);
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- ClassDB::bind_method(D_METHOD("set_skeleton_to_node", "skeleton_to_node"), &GLTFState::set_skeleton_to_node);
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ClassDB::bind_method(D_METHOD("get_create_animations"), &GLTFState::get_create_animations);
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ClassDB::bind_method(D_METHOD("set_create_animations", "create_animations"), &GLTFState::set_create_animations);
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ClassDB::bind_method(D_METHOD("get_animations"), &GLTFState::get_animations);
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@@ -117,7 +115,6 @@ void GLTFState::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_names", "get_unique_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "unique_animation_names", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_unique_animation_names", "get_unique_animation_names"); // Set<String>
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "skeletons", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeletons", "get_skeletons"); // Vector<Ref<GLTFSkeleton>>
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- ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "skeleton_to_node", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_skeleton_to_node", "get_skeleton_to_node"); // RBMap<GLTFSkeletonIndex,
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "create_animations"), "set_create_animations", "get_create_animations"); // bool
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_animations", "get_animations"); // Vector<Ref<GLTFAnimation>>
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ADD_PROPERTY(PropertyInfo(Variant::INT, "handle_binary_image", PROPERTY_HINT_ENUM, "Discard All Textures,Extract Textures,Embed As Basis Universal,Embed as Uncompressed", PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR), "set_handle_binary_image", "get_handle_binary_image"); // enum
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@@ -315,14 +312,6 @@ void GLTFState::set_skeletons(TypedArray<GLTFSkeleton> p_skeletons) {
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GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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-Dictionary GLTFState::get_skeleton_to_node() {
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- return GLTFTemplateConvert::to_dict(skeleton_to_node);
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-}
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-
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-void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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- GLTFTemplateConvert::set_from_dict(skeleton_to_node, p_skeleton_to_node);
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-}
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-
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bool GLTFState::get_create_animations() {
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return create_animations;
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}
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