Added CustomExtension to glTF2::Object so that all subclasses have it instead of doing it piecemeal.
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6d413444b5
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5be2330fbb
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@ -356,6 +356,51 @@ struct Nullable {
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isPresent(true) {}
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};
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struct CustomExtension {
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//
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// A struct containing custom extension data added to a glTF2 file
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// Has to contain Object, Array, String, Double, Uint64, and Int64 at a minimum
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// String, Double, Uint64, and Int64 are stored in the Nullables
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// Object and Array are stored in the std::vector
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//
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std::string name;
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Nullable<std::string> mStringValue;
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Nullable<double> mDoubleValue;
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Nullable<uint64_t> mUint64Value;
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Nullable<int64_t> mInt64Value;
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Nullable<bool> mBoolValue;
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// std::vector<CustomExtension> handles both Object and Array
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Nullable<std::vector<CustomExtension>> mValues;
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operator bool() const {
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return Size() != 0;
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}
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size_t Size() const {
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if (mValues.isPresent) {
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return mValues.value.size();
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} else if (mStringValue.isPresent || mDoubleValue.isPresent || mUint64Value.isPresent || mInt64Value.isPresent || mBoolValue.isPresent) {
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return 1;
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}
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return 0;
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}
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CustomExtension() = default;
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CustomExtension(const CustomExtension &other)
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: name(other.name)
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, mStringValue(other.mStringValue)
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, mDoubleValue(other.mDoubleValue)
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, mUint64Value(other.mUint64Value)
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, mInt64Value(other.mInt64Value)
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, mBoolValue(other.mBoolValue)
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, mValues(other.mValues)
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{
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}
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};
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//! Base class for all glTF top-level objects
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struct Object {
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int index; //!< The index of this object within its property container
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@ -363,6 +408,8 @@ struct Object {
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std::string id; //!< The globally unique ID used to reference this object
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std::string name; //!< The user-defined name of this object
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CustomExtension extensions;
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//! Objects marked as special are not exported (used to emulate the binary body buffer)
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virtual bool IsSpecial() const { return false; }
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@ -834,50 +881,6 @@ struct Mesh : public Object {
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void Read(Value &pJSON_Object, Asset &pAsset_Root);
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};
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struct CustomExtension : public Object {
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//
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// A struct containing custom extension data added to a glTF2 file
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// Has to contain Object, Array, String, Double, Uint64, and Int64 at a minimum
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// String, Double, Uint64, and Int64 are stored in the Nullables
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// Object and Array are stored in the std::vector
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//
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Nullable<std::string> mStringValue;
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Nullable<double> mDoubleValue;
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Nullable<uint64_t> mUint64Value;
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Nullable<int64_t> mInt64Value;
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Nullable<bool> mBoolValue;
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// std::vector<CustomExtension> handles both Object and Array
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Nullable<std::vector<CustomExtension>> mValues;
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operator bool() const {
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return Size() != 0;
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}
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size_t Size() const {
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if (mValues.isPresent) {
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return mValues.value.size();
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} else if (mStringValue.isPresent || mDoubleValue.isPresent || mUint64Value.isPresent || mInt64Value.isPresent || mBoolValue.isPresent) {
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return 1;
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}
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return 0;
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}
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CustomExtension() = default;
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CustomExtension(const CustomExtension &other)
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: Object(other)
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, mStringValue(other.mStringValue)
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, mDoubleValue(other.mDoubleValue)
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, mUint64Value(other.mUint64Value)
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, mInt64Value(other.mInt64Value)
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, mBoolValue(other.mBoolValue)
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, mValues(other.mValues)
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{
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}
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};
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struct Node : public Object {
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std::vector<Ref<Node>> children;
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std::vector<Ref<Mesh>> meshes;
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@ -896,8 +899,6 @@ struct Node : public Object {
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Ref<Node> parent; //!< This is not part of the glTF specification. Used as a helper.
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CustomExtension extensions;
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Node() {}
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void Read(Value &obj, Asset &r);
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};
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@ -922,8 +923,6 @@ struct Scene : public Object {
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std::string name;
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std::vector<Ref<Node>> nodes;
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CustomExtension extensions;
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Scene() {}
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void Read(Value &obj, Asset &r);
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};
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