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@@ -30,6 +30,8 @@
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#include "gltf_state.h"
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#include "gltf_state.h"
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+#include "scene/animation/animation_player.h"
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+
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void GLTFState::_bind_methods() {
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void GLTFState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
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ClassDB::bind_method(D_METHOD("get_json"), &GLTFState::get_json);
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ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
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ClassDB::bind_method(D_METHOD("set_json", "json"), &GLTFState::set_json);
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@@ -150,51 +152,51 @@ void GLTFState::set_use_named_skin_binds(bool p_use_named_skin_binds) {
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}
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}
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Array GLTFState::get_nodes() {
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Array GLTFState::get_nodes() {
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- return GLTFDocument::to_array(nodes);
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+ return GLTFTemplateConvert::to_array(nodes);
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}
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}
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void GLTFState::set_nodes(Array p_nodes) {
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void GLTFState::set_nodes(Array p_nodes) {
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- GLTFDocument::set_from_array(nodes, p_nodes);
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+ GLTFTemplateConvert::set_from_array(nodes, p_nodes);
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}
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}
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Array GLTFState::get_buffers() {
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Array GLTFState::get_buffers() {
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- return GLTFDocument::to_array(buffers);
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+ return GLTFTemplateConvert::to_array(buffers);
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}
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}
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void GLTFState::set_buffers(Array p_buffers) {
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void GLTFState::set_buffers(Array p_buffers) {
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- GLTFDocument::set_from_array(buffers, p_buffers);
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+ GLTFTemplateConvert::set_from_array(buffers, p_buffers);
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}
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}
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Array GLTFState::get_buffer_views() {
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Array GLTFState::get_buffer_views() {
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- return GLTFDocument::to_array(buffer_views);
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+ return GLTFTemplateConvert::to_array(buffer_views);
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}
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}
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void GLTFState::set_buffer_views(Array p_buffer_views) {
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void GLTFState::set_buffer_views(Array p_buffer_views) {
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- GLTFDocument::set_from_array(buffer_views, p_buffer_views);
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+ GLTFTemplateConvert::set_from_array(buffer_views, p_buffer_views);
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}
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}
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Array GLTFState::get_accessors() {
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Array GLTFState::get_accessors() {
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- return GLTFDocument::to_array(accessors);
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+ return GLTFTemplateConvert::to_array(accessors);
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}
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}
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void GLTFState::set_accessors(Array p_accessors) {
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void GLTFState::set_accessors(Array p_accessors) {
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- GLTFDocument::set_from_array(accessors, p_accessors);
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+ GLTFTemplateConvert::set_from_array(accessors, p_accessors);
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}
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}
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Array GLTFState::get_meshes() {
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Array GLTFState::get_meshes() {
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- return GLTFDocument::to_array(meshes);
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+ return GLTFTemplateConvert::to_array(meshes);
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}
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}
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void GLTFState::set_meshes(Array p_meshes) {
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void GLTFState::set_meshes(Array p_meshes) {
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- GLTFDocument::set_from_array(meshes, p_meshes);
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+ GLTFTemplateConvert::set_from_array(meshes, p_meshes);
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}
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}
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Array GLTFState::get_materials() {
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Array GLTFState::get_materials() {
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- return GLTFDocument::to_array(materials);
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+ return GLTFTemplateConvert::to_array(materials);
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}
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}
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void GLTFState::set_materials(Array p_materials) {
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void GLTFState::set_materials(Array p_materials) {
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- GLTFDocument::set_from_array(materials, p_materials);
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+ GLTFTemplateConvert::set_from_array(materials, p_materials);
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}
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}
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String GLTFState::get_scene_name() {
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String GLTFState::get_scene_name() {
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@@ -206,99 +208,99 @@ void GLTFState::set_scene_name(String p_scene_name) {
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}
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}
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Array GLTFState::get_root_nodes() {
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Array GLTFState::get_root_nodes() {
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- return GLTFDocument::to_array(root_nodes);
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+ return GLTFTemplateConvert::to_array(root_nodes);
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}
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}
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void GLTFState::set_root_nodes(Array p_root_nodes) {
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void GLTFState::set_root_nodes(Array p_root_nodes) {
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- GLTFDocument::set_from_array(root_nodes, p_root_nodes);
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+ GLTFTemplateConvert::set_from_array(root_nodes, p_root_nodes);
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}
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}
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Array GLTFState::get_textures() {
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Array GLTFState::get_textures() {
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- return GLTFDocument::to_array(textures);
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+ return GLTFTemplateConvert::to_array(textures);
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}
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}
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void GLTFState::set_textures(Array p_textures) {
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void GLTFState::set_textures(Array p_textures) {
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- GLTFDocument::set_from_array(textures, p_textures);
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+ GLTFTemplateConvert::set_from_array(textures, p_textures);
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}
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}
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Array GLTFState::get_texture_samplers() {
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Array GLTFState::get_texture_samplers() {
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- return GLTFDocument::to_array(texture_samplers);
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+ return GLTFTemplateConvert::to_array(texture_samplers);
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}
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}
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void GLTFState::set_texture_samplers(Array p_texture_samplers) {
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void GLTFState::set_texture_samplers(Array p_texture_samplers) {
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- GLTFDocument::set_from_array(texture_samplers, p_texture_samplers);
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+ GLTFTemplateConvert::set_from_array(texture_samplers, p_texture_samplers);
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}
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}
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Array GLTFState::get_images() {
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Array GLTFState::get_images() {
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- return GLTFDocument::to_array(images);
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+ return GLTFTemplateConvert::to_array(images);
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}
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}
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void GLTFState::set_images(Array p_images) {
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void GLTFState::set_images(Array p_images) {
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- GLTFDocument::set_from_array(images, p_images);
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+ GLTFTemplateConvert::set_from_array(images, p_images);
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}
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}
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Array GLTFState::get_skins() {
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Array GLTFState::get_skins() {
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- return GLTFDocument::to_array(skins);
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+ return GLTFTemplateConvert::to_array(skins);
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}
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}
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void GLTFState::set_skins(Array p_skins) {
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void GLTFState::set_skins(Array p_skins) {
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- GLTFDocument::set_from_array(skins, p_skins);
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+ GLTFTemplateConvert::set_from_array(skins, p_skins);
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}
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}
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Array GLTFState::get_cameras() {
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Array GLTFState::get_cameras() {
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- return GLTFDocument::to_array(cameras);
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+ return GLTFTemplateConvert::to_array(cameras);
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}
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}
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void GLTFState::set_cameras(Array p_cameras) {
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void GLTFState::set_cameras(Array p_cameras) {
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- GLTFDocument::set_from_array(cameras, p_cameras);
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+ GLTFTemplateConvert::set_from_array(cameras, p_cameras);
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}
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}
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Array GLTFState::get_lights() {
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Array GLTFState::get_lights() {
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- return GLTFDocument::to_array(lights);
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+ return GLTFTemplateConvert::to_array(lights);
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}
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}
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void GLTFState::set_lights(Array p_lights) {
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void GLTFState::set_lights(Array p_lights) {
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- GLTFDocument::set_from_array(lights, p_lights);
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+ GLTFTemplateConvert::set_from_array(lights, p_lights);
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}
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}
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Array GLTFState::get_unique_names() {
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Array GLTFState::get_unique_names() {
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- return GLTFDocument::to_array(unique_names);
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+ return GLTFTemplateConvert::to_array(unique_names);
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}
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}
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void GLTFState::set_unique_names(Array p_unique_names) {
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void GLTFState::set_unique_names(Array p_unique_names) {
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- GLTFDocument::set_from_array(unique_names, p_unique_names);
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+ GLTFTemplateConvert::set_from_array(unique_names, p_unique_names);
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}
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}
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Array GLTFState::get_unique_animation_names() {
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Array GLTFState::get_unique_animation_names() {
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- return GLTFDocument::to_array(unique_animation_names);
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+ return GLTFTemplateConvert::to_array(unique_animation_names);
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}
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}
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void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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void GLTFState::set_unique_animation_names(Array p_unique_animation_names) {
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- GLTFDocument::set_from_array(unique_animation_names, p_unique_animation_names);
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+ GLTFTemplateConvert::set_from_array(unique_animation_names, p_unique_animation_names);
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}
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}
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Array GLTFState::get_skeletons() {
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Array GLTFState::get_skeletons() {
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- return GLTFDocument::to_array(skeletons);
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+ return GLTFTemplateConvert::to_array(skeletons);
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}
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}
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void GLTFState::set_skeletons(Array p_skeletons) {
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void GLTFState::set_skeletons(Array p_skeletons) {
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- GLTFDocument::set_from_array(skeletons, p_skeletons);
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+ GLTFTemplateConvert::set_from_array(skeletons, p_skeletons);
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}
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}
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Dictionary GLTFState::get_skeleton_to_node() {
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Dictionary GLTFState::get_skeleton_to_node() {
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- return GLTFDocument::to_dict(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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void GLTFState::set_skeleton_to_node(Dictionary p_skeleton_to_node) {
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- GLTFDocument::set_from_dict(skeleton_to_node, 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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Array GLTFState::get_animations() {
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Array GLTFState::get_animations() {
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- return GLTFDocument::to_array(animations);
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+ return GLTFTemplateConvert::to_array(animations);
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}
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}
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void GLTFState::set_animations(Array p_animations) {
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void GLTFState::set_animations(Array p_animations) {
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- GLTFDocument::set_from_array(animations, p_animations);
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+ GLTFTemplateConvert::set_from_array(animations, p_animations);
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}
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}
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Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
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Node *GLTFState::get_scene_node(GLTFNodeIndex idx) {
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