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+/*************************************************************************/
+/* gltf_document_extension.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef GLTF_DOCUMENT_EXTENSION_H
+#define GLTF_DOCUMENT_EXTENSION_H
+
+#include "../gltf_state.h"
+
+class GLTFDocumentExtension : public Resource {
+ GDCLASS(GLTFDocumentExtension, Resource);
+
+protected:
+ static void _bind_methods();
+
+public:
+ // Import process.
+ virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
+ virtual Vector<String> get_supported_extensions();
+ virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
+ virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
+ virtual Error import_post_parse(Ref<GLTFState> p_state);
+ virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
+ virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
+ // Export process.
+ virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
+ virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
+ virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
+ virtual Error export_post(Ref<GLTFState> p_state);
+
+ // Import process.
+ GDVIRTUAL2R(int, _import_preflight, Ref<GLTFState>, Vector<String>);
+ GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
+ GDVIRTUAL3R(int, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
+ GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
+ GDVIRTUAL1R(int, _import_post_parse, Ref<GLTFState>);
+ GDVIRTUAL4R(int, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
+ GDVIRTUAL2R(int, _import_post, Ref<GLTFState>, Node *);
+ // Export process.
+ GDVIRTUAL2R(int, _export_preflight, Ref<GLTFState>, Node *);
+ GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
+ GDVIRTUAL4R(int, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
+ GDVIRTUAL1R(int, _export_post, Ref<GLTFState>);
+};
+
+#endif // GLTF_DOCUMENT_EXTENSION_H