gltf_document_extension.h 6.7 KB

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  1. /**************************************************************************/
  2. /* gltf_document_extension.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef GLTF_DOCUMENT_EXTENSION_H
  31. #define GLTF_DOCUMENT_EXTENSION_H
  32. #include "../gltf_state.h"
  33. #include "scene/3d/node_3d.h"
  34. class GLTFDocumentExtension : public Resource {
  35. GDCLASS(GLTFDocumentExtension, Resource);
  36. protected:
  37. static void _bind_methods();
  38. public:
  39. // Import process.
  40. virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
  41. virtual Vector<String> get_supported_extensions();
  42. virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
  43. virtual Error parse_image_data(Ref<GLTFState> p_state, const PackedByteArray &p_image_data, const String &p_mime_type, Ref<Image> r_image);
  44. virtual String get_image_file_extension();
  45. virtual Error parse_texture_json(Ref<GLTFState> p_state, const Dictionary &p_texture_json, Ref<GLTFTexture> r_gltf_texture);
  46. virtual Ref<GLTFObjectModelProperty> import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths);
  47. virtual Error import_post_parse(Ref<GLTFState> p_state);
  48. virtual Error import_pre_generate(Ref<GLTFState> p_state);
  49. virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
  50. virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
  51. virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
  52. // Export process.
  53. virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
  54. virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
  55. virtual Error export_post_convert(Ref<GLTFState> p_state, Node *p_root);
  56. virtual Error export_preserialize(Ref<GLTFState> p_state);
  57. virtual Ref<GLTFObjectModelProperty> export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth);
  58. virtual Vector<String> get_saveable_image_formats();
  59. 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);
  60. 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);
  61. virtual Error serialize_texture_json(Ref<GLTFState> p_state, Dictionary p_texture_json, Ref<GLTFTexture> p_gltf_texture, const String &p_image_format);
  62. virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
  63. virtual Error export_post(Ref<GLTFState> p_state);
  64. // Import process.
  65. GDVIRTUAL2R(Error, _import_preflight, Ref<GLTFState>, Vector<String>);
  66. GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
  67. GDVIRTUAL3R(Error, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
  68. GDVIRTUAL4R(Error, _parse_image_data, Ref<GLTFState>, PackedByteArray, String, Ref<Image>);
  69. GDVIRTUAL0R(String, _get_image_file_extension);
  70. GDVIRTUAL3R(Error, _parse_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>);
  71. GDVIRTUAL3R(Ref<GLTFObjectModelProperty>, _import_object_model_property, Ref<GLTFState>, PackedStringArray, TypedArray<NodePath>);
  72. GDVIRTUAL1R(Error, _import_post_parse, Ref<GLTFState>);
  73. GDVIRTUAL1R(Error, _import_pre_generate, Ref<GLTFState>);
  74. GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
  75. GDVIRTUAL4R(Error, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
  76. GDVIRTUAL2R(Error, _import_post, Ref<GLTFState>, Node *);
  77. // Export process.
  78. GDVIRTUAL2R(Error, _export_preflight, Ref<GLTFState>, Node *);
  79. GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
  80. GDVIRTUAL2R(Error, _export_post_convert, Ref<GLTFState>, Node *);
  81. GDVIRTUAL1R(Error, _export_preserialize, Ref<GLTFState>);
  82. GDVIRTUAL6R(Ref<GLTFObjectModelProperty>, _export_object_model_property, Ref<GLTFState>, NodePath, const Node *, GLTFNodeIndex, const Object *, int);
  83. GDVIRTUAL0R(Vector<String>, _get_saveable_image_formats);
  84. GDVIRTUAL5R(PackedByteArray, _serialize_image_to_bytes, Ref<GLTFState>, Ref<Image>, Dictionary, String, float);
  85. GDVIRTUAL5R(Error, _save_image_at_path, Ref<GLTFState>, Ref<Image>, String, String, float);
  86. GDVIRTUAL4R(Error, _serialize_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>, String);
  87. GDVIRTUAL4R(Error, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
  88. GDVIRTUAL1R(Error, _export_post, Ref<GLTFState>);
  89. };
  90. #endif // GLTF_DOCUMENT_EXTENSION_H