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b3bf90b3ce
* New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
74 lines
4.0 KiB
C++
74 lines
4.0 KiB
C++
/*************************************************************************/
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/* resource_importer_obj.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RESOURCEIMPORTEROBJ_H
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#define RESOURCEIMPORTEROBJ_H
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#include "resource_importer_scene.h"
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class EditorOBJImporter : public EditorSceneFormatImporter {
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GDCLASS(EditorOBJImporter, EditorSceneFormatImporter);
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public:
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virtual uint32_t get_import_flags() const override;
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virtual void get_extensions(List<String> *r_extensions) const override;
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virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, List<String> *r_missing_deps, Error *r_err = nullptr) override;
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virtual Ref<Animation> import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps) override;
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EditorOBJImporter();
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};
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class ResourceImporterOBJ : public ResourceImporter {
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GDCLASS(ResourceImporterOBJ, ResourceImporter);
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public:
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virtual String get_importer_name() const override;
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virtual String get_visible_name() const override;
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virtual void get_recognized_extensions(List<String> *p_extensions) const override;
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virtual String get_save_extension() const override;
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virtual String get_resource_type() const override;
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virtual int get_format_version() const override;
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virtual int get_preset_count() const override;
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virtual String get_preset_name(int p_idx) const override;
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virtual void get_import_options(List<ImportOption> *r_options, int p_preset = 0) const override;
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virtual bool get_option_visibility(const String &p_option, const Map<StringName, Variant> &p_options) const override;
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virtual Error import(const String &p_source_file, const String &p_save_path, const Map<StringName, Variant> &p_options, List<String> *r_platform_variants, List<String> *r_gen_files = nullptr, Variant *r_metadata = nullptr) override;
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// Threaded import can currently cause deadlocks, see GH-48265.
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virtual bool can_import_threaded() const override { return false; }
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ResourceImporterOBJ();
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};
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#endif // RESOURCEIMPORTEROBJ_H
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