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: */
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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 */
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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
31#ifndef GLTF_DOCUMENT_EXTENSION_H
32#define GLTF_DOCUMENT_EXTENSION_H
33
34#include "../gltf_state.h"
35
36class GLTFDocumentExtension : public Resource {
37 GDCLASS(GLTFDocumentExtension, Resource);
38
39protected:
40 static void _bind_methods();
41
42public:
43 // Import process.
44 virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
45 virtual Vector<String> get_supported_extensions();
46 virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
47 virtual Error parse_image_data(Ref<GLTFState> p_state, const PackedByteArray &p_image_data, const String &p_mime_type, Ref<Image> r_image);
48 virtual String get_image_file_extension();
49 virtual Error parse_texture_json(Ref<GLTFState> p_state, const Dictionary &p_texture_json, Ref<GLTFTexture> r_gltf_texture);
50 virtual Error import_post_parse(Ref<GLTFState> p_state);
51 virtual Node3D *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
52 virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
53 virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
54 // Export process.
55 virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
56 virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
57 virtual Error export_preserialize(Ref<GLTFState> p_state);
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
65 // Import process.
66 GDVIRTUAL2R(Error, _import_preflight, Ref<GLTFState>, Vector<String>);
67 GDVIRTUAL0R(Vector<String>, _get_supported_extensions);
68 GDVIRTUAL3R(Error, _parse_node_extensions, Ref<GLTFState>, Ref<GLTFNode>, Dictionary);
69 GDVIRTUAL4R(Error, _parse_image_data, Ref<GLTFState>, PackedByteArray, String, Ref<Image>);
70 GDVIRTUAL0R(String, _get_image_file_extension);
71 GDVIRTUAL3R(Error, _parse_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>);
72 GDVIRTUAL3R(Node3D *, _generate_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
73 GDVIRTUAL1R(Error, _import_post_parse, Ref<GLTFState>);
74 GDVIRTUAL4R(Error, _import_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
75 GDVIRTUAL2R(Error, _import_post, Ref<GLTFState>, Node *);
76 // Export process.
77 GDVIRTUAL2R(Error, _export_preflight, Ref<GLTFState>, Node *);
78 GDVIRTUAL3(_convert_scene_node, Ref<GLTFState>, Ref<GLTFNode>, Node *);
79 GDVIRTUAL1R(Error, _export_preserialize, Ref<GLTFState>);
80 GDVIRTUAL0R(Vector<String>, _get_saveable_image_formats);
81 GDVIRTUAL5R(PackedByteArray, _serialize_image_to_bytes, Ref<GLTFState>, Ref<Image>, Dictionary, String, float);
82 GDVIRTUAL5R(Error, _save_image_at_path, Ref<GLTFState>, Ref<Image>, String, String, float);
83 GDVIRTUAL4R(Error, _serialize_texture_json, Ref<GLTFState>, Dictionary, Ref<GLTFTexture>, String);
84 GDVIRTUAL4R(Error, _export_node, Ref<GLTFState>, Ref<GLTFNode>, Dictionary, Node *);
85 GDVIRTUAL1R(Error, _export_post, Ref<GLTFState>);
86};
87
88#endif // GLTF_DOCUMENT_EXTENSION_H
89