/*************************************************************************/ /* editor_scene_importer_gltf.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 EDITOR_SCENE_IMPORTER_GLTF_H #define EDITOR_SCENE_IMPORTER_GLTF_H #include "core/io/json.h" #include "core/object.h" #include "core/project_settings.h" #include "core/vector.h" #include "editor/import/resource_importer_scene.h" #include "modules/csg/csg_shape.h" #include "modules/gridmap/grid_map.h" #include "scene/3d/mesh_instance.h" #include "scene/3d/multimesh_instance.h" #include "scene/3d/skeleton.h" #include "scene/3d/spatial.h" #include "scene/animation/animation_player.h" #include "scene/gui/check_box.h" #include "scene/main/node.h" #include "scene/resources/packed_scene.h" #include "scene/resources/surface_tool.h" #include "gltf_document.h" #include "gltf_state.h" class AnimationPlayer; class BoneAttachment; class EditorSceneImporterMeshNode3D; #ifdef TOOLS_ENABLED class EditorSceneImporterGLTF : public EditorSceneImporter { GDCLASS(EditorSceneImporterGLTF, EditorSceneImporter); public: virtual uint32_t get_import_flags() const; virtual void get_extensions(List *r_extensions) const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List *r_missing_deps = NULL, Error *r_err = NULL); virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps); }; #endif class PackedSceneGLTF : public PackedScene { GDCLASS(PackedSceneGLTF, PackedScene); protected: static void _bind_methods(); public: virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path, uint32_t p_flags, int p_bake_fps, List *r_missing_deps, Error *r_err = NULL); virtual void _build_parent_hierachy(Ref state); virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0, real_t p_bake_fps = 1000.0f); virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List *r_missing_deps, Error *r_err, Ref r_state); virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref r_state = Ref()); virtual void pack_gltf(String p_path, int32_t p_flags = 0, real_t p_bake_fps = 1000.0f, uint32_t p_compress_flags = Mesh::ARRAY_COMPRESS_DEFAULT, Ref r_state = Ref()); }; #endif // EDITOR_SCENE_IMPORTER_GLTF_H