b3bf90b3ce
* New plugin system to control the whole import workflow * Can add options and run code at every import step (general, per node, mesh, animation, material etc.) This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
65 lines
3.1 KiB
C++
65 lines
3.1 KiB
C++
/*************************************************************************/
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/* editor_scene_importer_gltf.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#if TOOLS_ENABLED
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#include "editor_scene_importer_gltf.h"
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#include "gltf_document.h"
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#include "gltf_state.h"
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#include "scene/3d/node_3d.h"
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#include "scene/animation/animation_player.h"
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#include "scene/resources/animation.h"
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uint32_t EditorSceneFormatImporterGLTF::get_import_flags() const {
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return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
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}
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void EditorSceneFormatImporterGLTF::get_extensions(List<String> *r_extensions) const {
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r_extensions->push_back("gltf");
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r_extensions->push_back("glb");
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}
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Node *EditorSceneFormatImporterGLTF::import_scene(const String &p_path,
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uint32_t p_flags, int p_bake_fps,
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List<String> *r_missing_deps,
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Error *r_err) {
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Ref<GLTFDocument> doc;
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doc.instantiate();
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return doc->import_scene_gltf(p_path, p_flags, p_bake_fps, Ref<GLTFState>(), r_missing_deps, r_err);
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}
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Ref<Animation> EditorSceneFormatImporterGLTF::import_animation(const String &p_path,
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uint32_t p_flags,
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int p_bake_fps) {
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return Ref<Animation>();
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}
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#endif // TOOLS_ENABLED
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