818f1eed31
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
66 lines
3.4 KiB
C++
66 lines
3.4 KiB
C++
/*************************************************************************/
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/* packed_scene_gltf.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef PACKED_SCENE_GLTF_H
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#define PACKED_SCENE_GLTF_H
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#ifdef TOOLS_ENABLED
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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#include "gltf_state.h"
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class PackedSceneGLTF : public PackedScene {
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GDCLASS(PackedSceneGLTF, PackedScene);
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protected:
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static void _bind_methods();
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public:
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virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path,
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uint32_t p_flags, int p_bake_fps,
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List<String> *r_missing_deps, Error *r_err = nullptr);
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virtual void _build_parent_hierachy(Ref<GLTFState> state);
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virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0,
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real_t p_bake_fps = 1000.0f);
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virtual Node *import_scene(const String &p_path, uint32_t p_flags,
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int p_bake_fps, uint32_t p_compress_flags,
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List<String> *r_missing_deps,
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Error *r_err,
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Ref<GLTFState> r_state);
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virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state = Ref<GLTFState>());
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virtual void pack_gltf(String p_path, int32_t p_flags = 0,
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real_t p_bake_fps = 1000.0f, uint32_t p_compress_flags = Mesh::ARRAY_COMPRESS_DEFAULT, Ref<GLTFState> r_state = Ref<GLTFState>());
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};
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#endif // TOOLS_ENABLED
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#endif // PACKED_SCENE_GLTF_H
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