@ -71,6 +71,8 @@ void GLTFState::_bind_methods() {
ClassDB : : bind_method ( D_METHOD ( " set_lights " , " lights " ) , & GLTFState : : set_lights ) ;
ClassDB : : bind_method ( D_METHOD ( " get_unique_names " ) , & GLTFState : : get_unique_names ) ;
ClassDB : : bind_method ( D_METHOD ( " set_unique_names " , " unique_names " ) , & GLTFState : : set_unique_names ) ;
ClassDB : : bind_method ( D_METHOD ( " get_unique_animation_names " ) , & GLTFState : : get_unique_animation_names ) ;
ClassDB : : bind_method ( D_METHOD ( " set_unique_animation_names " , " unique_animation_names " ) , & GLTFState : : set_unique_animation_names ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skeletons " ) , & GLTFState : : get_skeletons ) ;
ClassDB : : bind_method ( D_METHOD ( " set_skeletons " , " skeletons " ) , & GLTFState : : set_skeletons ) ;
ClassDB : : bind_method ( D_METHOD ( " get_skeleton_to_node " ) , & GLTFState : : get_skeleton_to_node ) ;
@ -98,6 +100,7 @@ void GLTFState::_bind_methods() {
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " cameras " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_cameras " , " get_cameras " ) ; // Vector<Ref<GLTFCamera>>
ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " lights " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_INTERNAL | PROPERTY_USAGE_EDITOR ) , " set_lights " , " get_lights " ) ; // Vector<Ref<GLTFLight>>
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>
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>
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>>
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 " ) ; // Map<GLTFSkeletonIndex,
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>>
@ -255,6 +258,14 @@ void GLTFState::set_unique_names(Array p_unique_names) {
GLTFDocument : : set_from_array ( unique_names , p_unique_names ) ;
}
Array GLTFState : : get_unique_animation_names ( ) {
return GLTFDocument : : 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 ) ;
}
Array GLTFState : : get_skeletons ( ) {
return GLTFDocument : : to_array ( skeletons ) ;
}