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https://github.com/godotengine/godot.git
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be53991b5a
GLTF: Improve logic for keeping track of the real root node
89 lines
5.7 KiB
C++
89 lines
5.7 KiB
C++
/**************************************************************************/
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/* gltf_document_extension.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 GLTF_DOCUMENT_EXTENSION_H
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#define GLTF_DOCUMENT_EXTENSION_H
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#include "../gltf_state.h"
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class GLTFDocumentExtension : public Resource {
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GDCLASS(GLTFDocumentExtension, Resource);
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protected:
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static void _bind_methods();
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public:
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// Import process.
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virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
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virtual Vector<String> get_supported_extensions();
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virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
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virtual Error parse_image_data(Ref<GLTFState> p_state, const PackedByteArray &p_image_data, const String &p_mime_type, Ref<Image> r_image);
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virtual String get_image_file_extension();
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virtual Error parse_texture_json(Ref<GLTFState> p_state, const Dictionary &p_texture_json, Ref<GLTFTexture> r_gltf_texture);
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virtual Error import_post_parse(Ref<GLTFState> p_state);
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virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
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virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
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virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
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// Export process.
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virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
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virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
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virtual Error export_preserialize(Ref<GLTFState> p_state);
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virtual Vector<String> get_saveable_image_formats();
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virtual PackedByteArray serialize_image_to_bytes(Ref<GLTFState> p_state, Ref<Image> p_image, Dictionary p_image_dict, const String &p_image_format, float p_lossy_quality);
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virtual Error save_image_at_path(Ref<GLTFState> p_state, Ref<Image> p_image, const String &p_file_path, const String &p_image_format, float p_lossy_quality);
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virtual Error serialize_texture_json(Ref<GLTFState> p_state, Dictionary p_texture_json, Ref<GLTFTexture> p_gltf_texture, const String &p_image_format);
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virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
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virtual Error export_post(Ref<GLTFState> p_state);
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// Import process.
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GDVIRTUAL2R(Error, _import_preflight, Ref<GLTFState>, Vector<String>);
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GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
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GDVIRTUAL3R(Error, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
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GDVIRTUAL4R(Error, _parse_image_data, Ref<GLTFState>, PackedByteArray, String, Ref<Image>);
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GDVIRTUAL0R(String, _get_image_file_extension);
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GDVIRTUAL3R(Error, _parse_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>);
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GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
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GDVIRTUAL1R(Error, _import_post_parse, Ref<GLTFState>);
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GDVIRTUAL4R(Error, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
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GDVIRTUAL2R(Error, _import_post, Ref<GLTFState>, Node *);
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// Export process.
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GDVIRTUAL2R(Error, _export_preflight, Ref<GLTFState>, Node *);
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GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
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GDVIRTUAL1R(Error, _export_preserialize, Ref<GLTFState>);
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GDVIRTUAL0R(Vector<String>, _get_saveable_image_formats);
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GDVIRTUAL5R(PackedByteArray, _serialize_image_to_bytes, Ref<GLTFState>, Ref<Image>, Dictionary, String, float);
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GDVIRTUAL5R(Error, _save_image_at_path, Ref<GLTFState>, Ref<Image>, String, String, float);
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GDVIRTUAL4R(Error, _serialize_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>, String);
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GDVIRTUAL4R(Error, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
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GDVIRTUAL1R(Error, _export_post, Ref<GLTFState>);
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};
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#endif // GLTF_DOCUMENT_EXTENSION_H
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