[3.x] GLTF: Organize structures and extensions into subfolders

This commit is contained in:
Aaron Franke 2022-11-28 18:59:46 -06:00
parent d5e0e63b46
commit d8aa3b32c9
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GPG key ID: 40A1750B977E56BF
31 changed files with 45 additions and 23 deletions

10
modules/gltf/README.md Normal file
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@ -0,0 +1,10 @@
# Godot GLTF import and export module
In a nutshell, the GLTF module works like this:
* The [`structures/`](structures/) folder contains GLTF structures, the
small pieces that make up a GLTF file, represented as C++ classes.
* The [`extensions/`](extensions/) folder contains GLTF extensions, which
are optional features that build on top of the base GLTF spec.
* [`GLTFState`](gltf_state.h) holds collections of structures and extensions.
* [`GLTFDocument`](gltf_document.h) operates on GLTFState and its elements.

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@ -7,3 +7,5 @@ env_gltf = env_modules.Clone()
# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")
env_gltf.add_source_files(env.modules_sources, "structures/*.cpp")
SConscript("extensions/SCsub")

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@ -0,0 +1,9 @@
#!/usr/bin/env python
Import("env")
Import("env_modules")
env_gltf = env_modules.Clone()
# Godot source files
env_gltf.add_source_files(env.modules_sources, "*.cpp")

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@ -31,6 +31,7 @@
#ifndef GLTF_LIGHT_H
#define GLTF_LIGHT_H
#include "../gltf_defines.h"
#include "core/resource.h"
class GLTFLight : public Resource {

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@ -31,6 +31,7 @@
#ifndef GLTF_SPEC_GLOSS_H
#define GLTF_SPEC_GLOSS_H
#include "../gltf_defines.h"
#include "core/image.h"
#include "core/resource.h"

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@ -30,7 +30,7 @@
#include "gltf_document.h"
#include "gltf_spec_gloss.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_state.h"
#include "core/bind/core_bind.h" // FIXME: Shouldn't use _Directory but DirAccess.

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@ -32,6 +32,7 @@
#define GLTF_DOCUMENT_H
#include "gltf_defines.h"
#include "structures/gltf_animation.h"
#include "scene/3d/bone_attachment.h"
#include "scene/3d/camera.h"
@ -43,8 +44,6 @@
#include "scene/resources/material.h"
#include "scene/resources/texture.h"
#include "gltf_animation.h"
#include "modules/modules_enabled.gen.h" // For csg, gridmap.
#ifdef MODULE_CSG_ENABLED

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@ -31,18 +31,18 @@
#ifndef GLTF_STATE_H
#define GLTF_STATE_H
#include "gltf_accessor.h"
#include "gltf_animation.h"
#include "gltf_buffer_view.h"
#include "gltf_camera.h"
#include "gltf_light.h"
#include "gltf_mesh.h"
#include "gltf_node.h"
#include "gltf_skeleton.h"
#include "gltf_skin.h"
#include "extensions/gltf_light.h"
#include "gltf_template_convert.h"
#include "gltf_texture.h"
#include "gltf_texture_sampler.h"
#include "structures/gltf_accessor.h"
#include "structures/gltf_animation.h"
#include "structures/gltf_buffer_view.h"
#include "structures/gltf_camera.h"
#include "structures/gltf_mesh.h"
#include "structures/gltf_node.h"
#include "structures/gltf_skeleton.h"
#include "structures/gltf_skin.h"
#include "structures/gltf_texture.h"
#include "structures/gltf_texture_sampler.h"
class GLTFState : public Resource {
GDCLASS(GLTFState, Resource);

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@ -32,7 +32,7 @@
#include "register_types.h"
#include "gltf_spec_gloss.h"
#include "extensions/gltf_spec_gloss.h"
#include "gltf_state.h"
#ifdef TOOLS_ENABLED

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@ -31,8 +31,8 @@
#ifndef GLTF_ACCESSOR_H
#define GLTF_ACCESSOR_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
struct GLTFAccessor : public Resource {
GDCLASS(GLTFAccessor, Resource);

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@ -31,8 +31,8 @@
#ifndef GLTF_BUFFER_VIEW_H
#define GLTF_BUFFER_VIEW_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
class GLTFBufferView : public Resource {
GDCLASS(GLTFBufferView, Resource);

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@ -31,8 +31,8 @@
#ifndef GLTF_NODE_H
#define GLTF_NODE_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);

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@ -30,7 +30,7 @@
#include "gltf_skeleton.h"
#include "gltf_template_convert.h"
#include "../gltf_template_convert.h"
#include "scene/3d/bone_attachment.h"
void GLTFSkeleton::_bind_methods() {

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@ -31,8 +31,8 @@
#ifndef GLTF_SKELETON_H
#define GLTF_SKELETON_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
class GLTFSkeleton : public Resource {
GDCLASS(GLTFSkeleton, Resource);

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@ -30,7 +30,7 @@
#include "gltf_skin.h"
#include "gltf_template_convert.h"
#include "../gltf_template_convert.h"
#include "scene/resources/skin.h"
void GLTFSkin::_bind_methods() {

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@ -31,8 +31,8 @@
#ifndef GLTF_SKIN_H
#define GLTF_SKIN_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
class GLTFSkin : public Resource {
GDCLASS(GLTFSkin, Resource);

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@ -31,8 +31,8 @@
#ifndef GLTF_TEXTURE_H
#define GLTF_TEXTURE_H
#include "../gltf_defines.h"
#include "core/resource.h"
#include "gltf_defines.h"
class GLTFTexture : public Resource {
GDCLASS(GLTFTexture, Resource);