/**************************************************************************/ /* gltf_document_extension.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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" #include "scene/3d/node_3d.h" class GLTFDocumentExtension : public Resource { GDCLASS(GLTFDocumentExtension, Resource); protected: static void _bind_methods(); public: // Import process. virtual Error import_preflight(Ref p_state, Vector p_extensions); virtual Vector get_supported_extensions(); virtual Error parse_node_extensions(Ref p_state, Ref p_gltf_node, Dictionary &p_extensions); virtual Error parse_image_data(Ref p_state, const PackedByteArray &p_image_data, const String &p_mime_type, Ref r_image); virtual String get_image_file_extension(); virtual Error parse_texture_json(Ref p_state, const Dictionary &p_texture_json, Ref r_gltf_texture); virtual Error import_post_parse(Ref p_state); virtual Error import_pre_generate(Ref p_state); virtual Node3D *generate_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_parent); virtual Error import_node(Ref p_state, Ref p_gltf_node, Dictionary &r_json, Node *p_node); virtual Error import_post(Ref p_state, Node *p_node); // Export process. virtual Error export_preflight(Ref p_state, Node *p_root); virtual void convert_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_node); virtual Error export_post_convert(Ref p_state, Node *p_root); virtual Error export_preserialize(Ref p_state); virtual Vector get_saveable_image_formats(); virtual PackedByteArray serialize_image_to_bytes(Ref p_state, Ref p_image, Dictionary p_image_dict, const String &p_image_format, float p_lossy_quality); virtual Error save_image_at_path(Ref p_state, Ref p_image, const String &p_file_path, const String &p_image_format, float p_lossy_quality); virtual Error serialize_texture_json(Ref p_state, Dictionary p_texture_json, Ref p_gltf_texture, const String &p_image_format); virtual Error export_node(Ref p_state, Ref p_gltf_node, Dictionary &r_json, Node *p_node); virtual Error export_post(Ref p_state); // Import process. GDVIRTUAL2R(Error, _import_preflight, Ref, Vector); GDVIRTUAL0R(Vector, _get_supported_extensions); GDVIRTUAL3R(Error, _parse_node_extensions, Ref, Ref, Dictionary); GDVIRTUAL4R(Error, _parse_image_data, Ref, PackedByteArray, String, Ref); GDVIRTUAL0R(String, _get_image_file_extension); GDVIRTUAL3R(Error, _parse_texture_json, Ref, Dictionary, Ref); GDVIRTUAL1R(Error, _import_post_parse, Ref); GDVIRTUAL1R(Error, _import_pre_generate, Ref); GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref, Ref, Node *); GDVIRTUAL4R(Error, _import_node, Ref, Ref, Dictionary, Node *); GDVIRTUAL2R(Error, _import_post, Ref, Node *); // Export process. GDVIRTUAL2R(Error, _export_preflight, Ref, Node *); GDVIRTUAL3(_convert_scene_node, Ref, Ref, Node *); GDVIRTUAL2R(Error, _export_post_convert, Ref, Node *); GDVIRTUAL1R(Error, _export_preserialize, Ref); GDVIRTUAL0R(Vector, _get_saveable_image_formats); GDVIRTUAL5R(PackedByteArray, _serialize_image_to_bytes, Ref, Ref, Dictionary, String, float); GDVIRTUAL5R(Error, _save_image_at_path, Ref, Ref, String, String, float); GDVIRTUAL4R(Error, _serialize_texture_json, Ref, Dictionary, Ref, String); GDVIRTUAL4R(Error, _export_node, Ref, Ref, Dictionary, Node *); GDVIRTUAL1R(Error, _export_post, Ref); }; #endif // GLTF_DOCUMENT_EXTENSION_H