Quellcode durchsuchen

Merge pull request #69879 from aaronfranke/3.x-gltf-doc-p-parameter

[3.x] Consistently use `p_` for parameters in GLTFDocument
Rémi Verschelde vor 2 Jahren
Ursprung
Commit
bf295fcc6b
2 geänderte Dateien mit 372 neuen und 372 gelöschten Zeilen
  1. 218 218
      modules/gltf/gltf_document.cpp
  2. 154 154
      modules/gltf/gltf_document.h

Datei-Diff unterdrückt, da er zu groß ist
+ 218 - 218
modules/gltf/gltf_document.cpp


+ 154 - 154
modules/gltf/gltf_document.h

@@ -84,196 +84,196 @@ public:
 private:
 	double _filter_number(double p_float);
 	String _get_component_type_name(const uint32_t p_component);
-	int _get_component_type_size(const int component_type);
-	Error _parse_scenes(Ref<GLTFState> state);
-	Error _parse_nodes(Ref<GLTFState> state);
+	int _get_component_type_size(const int p_component_type);
+	Error _parse_scenes(Ref<GLTFState> p_state);
+	Error _parse_nodes(Ref<GLTFState> p_state);
 	String _get_type_name(const GLTFType p_component);
 	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);
-	String _sanitize_bone_name(Ref<GLTFState> state, const String &name);
-	String _gen_unique_bone_name(Ref<GLTFState> state,
-			const GLTFSkeletonIndex skel_i,
+	String _gen_unique_name(Ref<GLTFState> p_state, const String &p_name);
+	String _sanitize_animation_name(const String &p_name);
+	String _gen_unique_animation_name(Ref<GLTFState> p_state, const String &p_name);
+	String _sanitize_bone_name(Ref<GLTFState> p_state, const String &p_name);
+	String _gen_unique_bone_name(Ref<GLTFState> p_state,
+			const GLTFSkeletonIndex p_skel_i,
 			const String &p_name);
-	GLTFTextureIndex _set_texture(Ref<GLTFState> state, Ref<Texture> p_texture);
-	Ref<Texture> _get_texture(Ref<GLTFState> state,
+	GLTFTextureIndex _set_texture(Ref<GLTFState> p_state, Ref<Texture> p_texture);
+	Ref<Texture> _get_texture(Ref<GLTFState> p_state,
 			const GLTFTextureIndex p_texture);
-	GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> state,
+	GLTFTextureSamplerIndex _set_sampler_for_mode(Ref<GLTFState> p_state,
 			uint32_t p_mode);
-	Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> state,
+	Ref<GLTFTextureSampler> _get_sampler_for_texture(Ref<GLTFState> p_state,
 			const GLTFTextureIndex p_texture);
-	Error _parse_json(const String &p_path, Ref<GLTFState> state);
-	Error _parse_glb(const String &p_path, Ref<GLTFState> state);
-	void _compute_node_heights(Ref<GLTFState> state);
-	Error _parse_buffers(Ref<GLTFState> state, const String &p_base_path);
-	Error _parse_buffer_views(Ref<GLTFState> state);
+	Error _parse_json(const String &p_path, Ref<GLTFState> p_state);
+	Error _parse_glb(const String &p_path, Ref<GLTFState> p_state);
+	void _compute_node_heights(Ref<GLTFState> p_state);
+	Error _parse_buffers(Ref<GLTFState> p_state, const String &p_base_path);
+	Error _parse_buffer_views(Ref<GLTFState> p_state);
 	GLTFType _get_type_from_str(const String &p_string);
-	Error _parse_accessors(Ref<GLTFState> state);
-	Error _decode_buffer_view(Ref<GLTFState> state, double *dst,
+	Error _parse_accessors(Ref<GLTFState> p_state);
+	Error _decode_buffer_view(Ref<GLTFState> p_state, double *p_dst,
 			const GLTFBufferViewIndex p_buffer_view,
-			const int skip_every, const int skip_bytes,
-			const int element_size, const int count,
-			const GLTFType type, const int component_count,
-			const int component_type, const int component_size,
-			const bool normalized, const int byte_offset,
-			const bool for_vertex);
-	Vector<double> _decode_accessor(Ref<GLTFState> state,
+			const int p_skip_every, const int p_skip_bytes,
+			const int p_element_size, const int p_count,
+			const GLTFType p_type, const int p_component_count,
+			const int p_component_type, const int p_component_size,
+			const bool p_normalized, const int p_byte_offset,
+			const bool p_for_vertex);
+	Vector<double> _decode_accessor(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<float> _decode_accessor_as_floats(Ref<GLTFState> state,
+	Vector<float> _decode_accessor_as_floats(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<int> _decode_accessor_as_ints(Ref<GLTFState> state,
+	Vector<int> _decode_accessor_as_ints(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> state,
+	Vector<Vector2> _decode_accessor_as_vec2(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> state,
+	Vector<Vector3> _decode_accessor_as_vec3(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Color> _decode_accessor_as_color(Ref<GLTFState> state,
+	Vector<Color> _decode_accessor_as_color(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> state,
+	Vector<Quat> _decode_accessor_as_quat(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> state,
+	Vector<Transform2D> _decode_accessor_as_xform2d(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> state,
+	Vector<Basis> _decode_accessor_as_basis(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> state,
+	Vector<Transform> _decode_accessor_as_xform(Ref<GLTFState> p_state,
 			const GLTFAccessorIndex p_accessor,
 			const bool p_for_vertex);
-	Error _parse_meshes(Ref<GLTFState> state);
-	Error _serialize_textures(Ref<GLTFState> state);
-	Error _serialize_texture_samplers(Ref<GLTFState> state);
-	Error _serialize_images(Ref<GLTFState> state, const String &p_path);
-	Error _serialize_lights(Ref<GLTFState> state);
-	Error _parse_images(Ref<GLTFState> state, const String &p_base_path);
-	Error _parse_textures(Ref<GLTFState> state);
-	Error _parse_texture_samplers(Ref<GLTFState> state);
-	Error _parse_materials(Ref<GLTFState> state);
-	void _set_texture_transform_uv1(const Dictionary &d, Ref<SpatialMaterial> material);
+	Error _parse_meshes(Ref<GLTFState> p_state);
+	Error _serialize_textures(Ref<GLTFState> p_state);
+	Error _serialize_texture_samplers(Ref<GLTFState> p_state);
+	Error _serialize_images(Ref<GLTFState> p_state, const String &p_path);
+	Error _serialize_lights(Ref<GLTFState> p_state);
+	Error _parse_images(Ref<GLTFState> p_state, const String &p_base_path);
+	Error _parse_textures(Ref<GLTFState> p_state);
+	Error _parse_texture_samplers(Ref<GLTFState> p_state);
+	Error _parse_materials(Ref<GLTFState> p_state);
+	void _set_texture_transform_uv1(const Dictionary &p_dict, Ref<SpatialMaterial> p_material);
 	void spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss,
 			Ref<SpatialMaterial> p_material);
 	static void spec_gloss_to_metal_base_color(const Color &p_specular_factor,
 			const Color &p_diffuse,
 			Color &r_base_color,
 			float &r_metallic);
-	GLTFNodeIndex _find_highest_node(Ref<GLTFState> state,
-			const Vector<GLTFNodeIndex> &subset);
-	bool _capture_nodes_in_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin,
-			const GLTFNodeIndex node_index);
-	void _capture_nodes_for_multirooted_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
-	Error _expand_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
-	Error _verify_skin(Ref<GLTFState> state, Ref<GLTFSkin> skin);
-	Error _parse_skins(Ref<GLTFState> state);
-	Error _determine_skeletons(Ref<GLTFState> state);
+	GLTFNodeIndex _find_highest_node(Ref<GLTFState> p_state,
+			const Vector<GLTFNodeIndex> &p_subset);
+	bool _capture_nodes_in_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin,
+			const GLTFNodeIndex p_node_index);
+	void _capture_nodes_for_multirooted_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+	Error _expand_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+	Error _verify_skin(Ref<GLTFState> p_state, Ref<GLTFSkin> p_skin);
+	Error _parse_skins(Ref<GLTFState> p_state);
+	Error _determine_skeletons(Ref<GLTFState> p_state);
 	Error _reparent_non_joint_skeleton_subtrees(
-			Ref<GLTFState> state, Ref<GLTFSkeleton> skeleton,
-			const Vector<GLTFNodeIndex> &non_joints);
-	Error _determine_skeleton_roots(Ref<GLTFState> state,
-			const GLTFSkeletonIndex skel_i);
-	Error _create_skeletons(Ref<GLTFState> state);
-	Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> state);
-	Error _serialize_skins(Ref<GLTFState> state);
-	Error _create_skins(Ref<GLTFState> state);
-	bool _skins_are_same(const Ref<Skin> skin_a, const Ref<Skin> skin_b);
-	void _remove_duplicate_skins(Ref<GLTFState> state);
-	Error _serialize_cameras(Ref<GLTFState> state);
-	Error _parse_cameras(Ref<GLTFState> state);
-	Error _parse_lights(Ref<GLTFState> state);
-	Error _parse_animations(Ref<GLTFState> state);
-	Error _serialize_animations(Ref<GLTFState> state);
-	BoneAttachment *_generate_bone_attachment(Ref<GLTFState> state,
-			Skeleton *skeleton,
-			const GLTFNodeIndex node_index,
-			const GLTFNodeIndex bone_index);
-	Spatial *_generate_mesh_instance(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
-	Camera *_generate_camera(Ref<GLTFState> state, Node *scene_parent,
-			const GLTFNodeIndex node_index);
-	Spatial *_generate_light(Ref<GLTFState> state, Node *scene_parent, const GLTFNodeIndex node_index);
-	Spatial *_generate_spatial(Ref<GLTFState> state, Node *scene_parent,
-			const GLTFNodeIndex node_index);
-	void _assign_scene_names(Ref<GLTFState> state);
+			Ref<GLTFState> p_state, Ref<GLTFSkeleton> p_skeleton,
+			const Vector<GLTFNodeIndex> &p_non_joints);
+	Error _determine_skeleton_roots(Ref<GLTFState> p_state,
+			const GLTFSkeletonIndex p_skel_i);
+	Error _create_skeletons(Ref<GLTFState> p_state);
+	Error _map_skin_joints_indices_to_skeleton_bone_indices(Ref<GLTFState> p_state);
+	Error _serialize_skins(Ref<GLTFState> p_state);
+	Error _create_skins(Ref<GLTFState> p_state);
+	bool _skins_are_same(const Ref<Skin> p_skin_a, const Ref<Skin> p_skin_b);
+	void _remove_duplicate_skins(Ref<GLTFState> p_state);
+	Error _serialize_cameras(Ref<GLTFState> p_state);
+	Error _parse_cameras(Ref<GLTFState> p_state);
+	Error _parse_lights(Ref<GLTFState> p_state);
+	Error _parse_animations(Ref<GLTFState> p_state);
+	Error _serialize_animations(Ref<GLTFState> p_state);
+	BoneAttachment *_generate_bone_attachment(Ref<GLTFState> p_state,
+			Skeleton *p_skeleton,
+			const GLTFNodeIndex p_node_index,
+			const GLTFNodeIndex p_bone_index);
+	Spatial *_generate_mesh_instance(Ref<GLTFState> p_state, Node *p_scene_parent, const GLTFNodeIndex p_node_index);
+	Camera *_generate_camera(Ref<GLTFState> p_state, Node *p_scene_parent,
+			const GLTFNodeIndex p_node_index);
+	Spatial *_generate_light(Ref<GLTFState> p_state, Node *p_scene_parent, const GLTFNodeIndex p_node_index);
+	Spatial *_generate_spatial(Ref<GLTFState> p_state, Node *p_scene_parent,
+			const GLTFNodeIndex p_node_index);
+	void _assign_scene_names(Ref<GLTFState> p_state);
 	template <class T>
 	T _interpolate_track(const Vector<float> &p_times, const Vector<T> &p_values,
 			const float p_time,
 			const GLTFAnimation::Interpolation p_interp);
-	GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_quats(Ref<GLTFState> p_state,
 			const Vector<Quat> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_weights(Ref<GLTFState> p_state,
 			const Vector<Color> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_joints(Ref<GLTFState> p_state,
 			const Vector<Color> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_floats(Ref<GLTFState> p_state,
 			const Vector<real_t> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_vec2(Ref<GLTFState> p_state,
 			const Vector<Vector2> p_attribs,
 			const bool p_for_vertex);
 
-	void _calc_accessor_vec2_min_max(int i, const int element_count, Vector<double> &type_max, Vector2 attribs, Vector<double> &type_min) {
-		if (i == 0) {
-			for (int32_t type_i = 0; type_i < element_count; type_i++) {
-				type_max.write[type_i] = attribs[(i * element_count) + type_i];
-				type_min.write[type_i] = attribs[(i * element_count) + type_i];
+	void _calc_accessor_vec2_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector2 p_attribs, Vector<double> &p_type_min) {
+		if (p_i == 0) {
+			for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+				p_type_max.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
+				p_type_min.write[type_i] = p_attribs[(p_i * p_element_count) + type_i];
 			}
 		}
-		for (int32_t type_i = 0; type_i < element_count; type_i++) {
-			type_max.write[type_i] = MAX(attribs[(i * element_count) + type_i], type_max[type_i]);
-			type_min.write[type_i] = MIN(attribs[(i * element_count) + type_i], type_min[type_i]);
-			type_max.write[type_i] = _filter_number(type_max.write[type_i]);
-			type_min.write[type_i] = _filter_number(type_min.write[type_i]);
+		for (int32_t type_i = 0; type_i < p_element_count; type_i++) {
+			p_type_max.write[type_i] = MAX(p_attribs[(p_i * p_element_count) + type_i], p_type_max[type_i]);
+			p_type_min.write[type_i] = MIN(p_attribs[(p_i * p_element_count) + type_i], p_type_min[type_i]);
+			p_type_max.write[type_i] = _filter_number(p_type_max.write[type_i]);
+			p_type_min.write[type_i] = _filter_number(p_type_min.write[type_i]);
 		}
 	}
 
-	GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_vec3(Ref<GLTFState> p_state,
 			const Vector<Vector3> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_color(Ref<GLTFState> p_state,
 			const Vector<Color> p_attribs,
 			const bool p_for_vertex);
 
 	void _calc_accessor_min_max(int p_i, const int p_element_count, Vector<double> &p_type_max, Vector<double> p_attribs, Vector<double> &p_type_min);
 
-	GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_ints(Ref<GLTFState> p_state,
 			const Vector<int32_t> p_attribs,
 			const bool p_for_vertex);
-	GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> state,
+	GLTFAccessorIndex _encode_accessor_as_xform(Ref<GLTFState> p_state,
 			const Vector<Transform> p_attribs,
 			const bool p_for_vertex);
-	Error _encode_buffer_view(Ref<GLTFState> state, const double *src,
-			const int count, const GLTFType type,
-			const int component_type, const bool normalized,
-			const int byte_offset, const bool for_vertex,
+	Error _encode_buffer_view(Ref<GLTFState> p_state, const double *p_src,
+			const int p_count, const GLTFType p_type,
+			const int p_component_type, const bool p_normalized,
+			const int p_byte_offset, const bool p_for_vertex,
 			GLTFBufferViewIndex &r_accessor);
-	Error _encode_accessors(Ref<GLTFState> state);
-	Error _encode_buffer_views(Ref<GLTFState> state);
-	Error _serialize_materials(Ref<GLTFState> state);
-	Error _serialize_meshes(Ref<GLTFState> state);
-	Error _serialize_nodes(Ref<GLTFState> state);
-	Error _serialize_scenes(Ref<GLTFState> state);
+	Error _encode_accessors(Ref<GLTFState> p_state);
+	Error _encode_buffer_views(Ref<GLTFState> p_state);
+	Error _serialize_materials(Ref<GLTFState> p_state);
+	Error _serialize_meshes(Ref<GLTFState> p_state);
+	Error _serialize_nodes(Ref<GLTFState> p_state);
+	Error _serialize_scenes(Ref<GLTFState> p_state);
 	String interpolation_to_string(const GLTFAnimation::Interpolation p_interp);
-	GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> state,
+	GLTFAnimation::Track _convert_animation_track(Ref<GLTFState> p_state,
 			GLTFAnimation::Track p_track,
 			Ref<Animation> p_animation, Transform p_bone_rest,
 			int32_t p_track_i,
 			GLTFNodeIndex p_node_i);
-	Error _encode_buffer_bins(Ref<GLTFState> state, const String &p_path);
-	Error _encode_buffer_glb(Ref<GLTFState> state, const String &p_path);
+	Error _encode_buffer_bins(Ref<GLTFState> p_state, const String &p_path);
+	Error _encode_buffer_glb(Ref<GLTFState> p_state, const String &p_path);
 	Dictionary _serialize_texture_transform_uv1(Ref<SpatialMaterial> p_material);
 	Dictionary _serialize_texture_transform_uv2(Ref<SpatialMaterial> p_material);
-	Error _serialize_version(Ref<GLTFState> state);
-	Error _serialize_file(Ref<GLTFState> state, const String p_path);
-	Error _serialize_extensions(Ref<GLTFState> state) const;
+	Error _serialize_version(Ref<GLTFState> p_state);
+	Error _serialize_file(Ref<GLTFState> p_state, const String p_path);
+	Error _serialize_extensions(Ref<GLTFState> p_state) const;
 
 public:
 	// http://www.itu.int/rec/R-REC-BT.601
@@ -285,83 +285,83 @@ public:
 private:
 	// https://github.com/microsoft/glTF-SDK/blob/master/GLTFSDK/Source/PBRUtils.cpp#L9
 	// https://bghgary.github.io/glTF/convert-between-workflows-bjs/js/babylon.pbrUtilities.js
-	static float solve_metallic(float p_dielectric_specular, float diffuse,
-			float specular,
+	static float solve_metallic(float p_dielectric_specular, float p_diffuse,
+			float p_specular,
 			float p_one_minus_specular_strength);
 	static float get_perceived_brightness(const Color p_color);
 	static float get_max_component(const Color &p_color);
 
 public:
-	String _sanitize_scene_name(Ref<GLTFState> state, const String &p_name);
+	String _sanitize_scene_name(Ref<GLTFState> p_state, const String &p_name);
 	String _legacy_validate_node_name(const String &p_name);
 
-	Error _parse_gltf_extensions(Ref<GLTFState> state);
+	Error _parse_gltf_extensions(Ref<GLTFState> p_state);
 
-	void _process_mesh_instances(Ref<GLTFState> state, Node *scene_root);
-	void _generate_scene_node(Ref<GLTFState> state, Node *scene_parent,
-			Spatial *scene_root,
-			const GLTFNodeIndex node_index);
-	void _generate_skeleton_bone_node(Ref<GLTFState> state, Node *scene_parent, Spatial *scene_root, const GLTFNodeIndex node_index);
-	void _import_animation(Ref<GLTFState> state, AnimationPlayer *ap,
-			const GLTFAnimationIndex index, const int bake_fps);
-	void _convert_mesh_instances(Ref<GLTFState> state);
-	GLTFCameraIndex _convert_camera(Ref<GLTFState> state, Camera *p_camera);
-	void _convert_light_to_gltf(Light *light, Ref<GLTFState> state, Ref<GLTFNode> gltf_node);
-	GLTFLightIndex _convert_light(Ref<GLTFState> state, Light *p_light);
-	void _convert_spatial(Ref<GLTFState> state, Spatial *p_spatial, Ref<GLTFNode> p_node);
-	void _convert_scene_node(Ref<GLTFState> state, Node *p_current,
+	void _process_mesh_instances(Ref<GLTFState> p_state, Node *p_scene_root);
+	void _generate_scene_node(Ref<GLTFState> p_state, Node *p_scene_parent,
+			Spatial *p_scene_root,
+			const GLTFNodeIndex p_node_index);
+	void _generate_skeleton_bone_node(Ref<GLTFState> p_state, Node *p_scene_parent, Spatial *p_scene_root, const GLTFNodeIndex p_node_index);
+	void _import_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
+			const GLTFAnimationIndex p_index, const int p_bake_fps);
+	void _convert_mesh_instances(Ref<GLTFState> p_state);
+	GLTFCameraIndex _convert_camera(Ref<GLTFState> p_state, Camera *p_camera);
+	void _convert_light_to_gltf(Light *p_light, Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node);
+	GLTFLightIndex _convert_light(Ref<GLTFState> p_state, Light *p_light);
+	void _convert_spatial(Ref<GLTFState> p_state, Spatial *p_spatial, Ref<GLTFNode> p_node);
+	void _convert_scene_node(Ref<GLTFState> p_state, Node *p_current,
 			const GLTFNodeIndex p_gltf_current,
 			const GLTFNodeIndex p_gltf_root);
 
 #ifdef MODULE_CSG_ENABLED
-	void _convert_csg_shape_to_gltf(CSGShape *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+	void _convert_csg_shape_to_gltf(CSGShape *p_current, GLTFNodeIndex p_gltf_parent, Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
 #endif // MODULE_CSG_ENABLED
 
-	void _create_gltf_node(Ref<GLTFState> state,
+	void _create_gltf_node(Ref<GLTFState> p_state,
 			Node *p_scene_parent,
-			GLTFNodeIndex current_node_i,
+			GLTFNodeIndex p_current_node_i,
 			GLTFNodeIndex p_parent_node_index,
 			GLTFNodeIndex p_root_gltf_node,
-			Ref<GLTFNode> gltf_node);
+			Ref<GLTFNode> p_gltf_node);
 	void _convert_animation_player_to_gltf(
-			AnimationPlayer *animation_player, Ref<GLTFState> state,
+			AnimationPlayer *p_animation_player, Ref<GLTFState> p_state,
 			GLTFNodeIndex p_gltf_current,
 			GLTFNodeIndex p_gltf_root_index,
 			Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
-	void _check_visibility(Node *p_node, bool &retflag);
-	void _convert_camera_to_gltf(Camera *camera, Ref<GLTFState> state,
-			Ref<GLTFNode> gltf_node);
+	void _check_visibility(Node *p_node, bool &r_retflag);
+	void _convert_camera_to_gltf(Camera *p_camera, Ref<GLTFState> p_state,
+			Ref<GLTFNode> p_gltf_node);
 #ifdef MODULE_GRIDMAP_ENABLED
 	void _convert_grid_map_to_gltf(
 			GridMap *p_grid_map,
 			GLTFNodeIndex p_parent_node_index,
 			GLTFNodeIndex p_root_node_index,
-			Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+			Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
 #endif // MODULE_GRIDMAP_ENABLED
-	void _convert_mult_mesh_instance_to_gltf(
+	void _convert_multi_mesh_instance_to_gltf(
 			MultiMeshInstance *p_scene_parent,
 			GLTFNodeIndex p_parent_node_index,
 			GLTFNodeIndex p_root_node_index,
-			Ref<GLTFNode> gltf_node, Ref<GLTFState> state);
+			Ref<GLTFNode> p_gltf_node, Ref<GLTFState> p_state);
 	void _convert_skeleton_to_gltf(
-			Skeleton *p_scene_parent, Ref<GLTFState> state,
+			Skeleton *p_scene_parent, Ref<GLTFState> p_state,
 			GLTFNodeIndex p_parent_node_index,
 			GLTFNodeIndex p_root_node_index,
-			Ref<GLTFNode> gltf_node);
+			Ref<GLTFNode> p_gltf_node);
 	void _convert_bone_attachment_to_gltf(BoneAttachment *p_bone_attachment,
-			Ref<GLTFState> state,
+			Ref<GLTFState> p_state,
 			GLTFNodeIndex p_parent_node_index,
 			GLTFNodeIndex p_root_node_index,
-			Ref<GLTFNode> gltf_node);
+			Ref<GLTFNode> p_gltf_node);
 	void _convert_mesh_instance_to_gltf(MeshInstance *p_mesh_instance,
-			Ref<GLTFState> state,
-			Ref<GLTFNode> gltf_node);
-	GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> state,
+			Ref<GLTFState> p_state,
+			Ref<GLTFNode> p_gltf_node);
+	GLTFMeshIndex _convert_mesh_to_gltf(Ref<GLTFState> p_state,
 			MeshInstance *p_mesh_instance);
-	void _convert_animation(Ref<GLTFState> state, AnimationPlayer *ap,
+	void _convert_animation(Ref<GLTFState> p_state, AnimationPlayer *p_animation_player,
 			String p_animation_track_name);
-	Error serialize(Ref<GLTFState> state, Node *p_root, const String &p_path);
-	Error parse(Ref<GLTFState> state, String p_paths, bool p_read_binary = false);
+	Error serialize(Ref<GLTFState> p_state, Node *p_root, const String &p_path);
+	Error parse(Ref<GLTFState> p_state, String p_paths, bool p_read_binary = false);
 };
 
 #endif // GLTF_DOCUMENT_H

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