/**************************************************************************/ /* gltf_document_extension_physics.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_PHYSICS_H #define GLTF_DOCUMENT_EXTENSION_PHYSICS_H #include "../gltf_document_extension.h" #include "gltf_collider.h" #include "gltf_physics_body.h" class GLTFDocumentExtensionPhysics : public GLTFDocumentExtension { GDCLASS(GLTFDocumentExtensionPhysics, GLTFDocumentExtension); public: // Import process. Error import_preflight(Ref p_state, Vector p_extensions) override; Vector get_supported_extensions() override; Error parse_node_extensions(Ref p_state, Ref p_gltf_node, Dictionary &p_extensions) override; Node3D *generate_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_parent) override; // Export process. void convert_scene_node(Ref p_state, Ref p_gltf_node, Node *p_scene_node) override; Error export_node(Ref p_state, Ref p_gltf_node, Dictionary &r_node_json, Node *p_scene_node) override; }; #endif // GLTF_DOCUMENT_EXTENSION_PHYSICS_H