#ifndef RESOURCEIMPORTERSCENE_H #define RESOURCEIMPORTERSCENE_H #include "io/resource_import.h" #include "scene/resources/animation.h" #include "scene/resources/shape.h" class Material; class EditorSceneImporter : public Reference { GDCLASS(EditorSceneImporter,Reference ); public: enum ImportFlags { IMPORT_SCENE=1, IMPORT_ANIMATION=2, IMPORT_ANIMATION_DETECT_LOOP=4, IMPORT_ANIMATION_OPTIMIZE=8, IMPORT_ANIMATION_FORCE_ALL_TRACKS_IN_ALL_CLIPS=16, IMPORT_ANIMATION_KEEP_VALUE_TRACKS=32, IMPORT_GENERATE_TANGENT_ARRAYS=256, IMPORT_FAIL_ON_MISSING_DEPENDENCIES=512, IMPORT_MATERIALS_IN_INSTANCES=1024 }; virtual uint32_t get_import_flags() const=0; virtual void get_extensions(List *r_extensions) const=0; virtual Node* import_scene(const String& p_path,uint32_t p_flags,int p_bake_fps,List *r_missing_deps,Error* r_err=NULL)=0; virtual Ref import_animation(const String& p_path,uint32_t p_flags)=0; EditorSceneImporter() {} }; class EditorScenePostImport : public Reference { GDCLASS(EditorScenePostImport,Reference ); protected: static void _bind_methods(); public: virtual Node* post_import(Node* p_scene); EditorScenePostImport(); }; class ResourceImporterScene : public ResourceImporter { GDCLASS(ResourceImporterScene,ResourceImporter) Set< Ref > importers; static ResourceImporterScene *singleton; public: static ResourceImporterScene *get_singleton() { return singleton; } const Set< Ref >& get_importers() const { return importers; } void add_importer(Ref p_importer) { importers.insert(p_importer); } virtual String get_importer_name() const; virtual String get_visible_name() const; virtual void get_recognized_extensions(List *p_extensions) const; virtual String get_save_extension() const; virtual String get_resource_type() const; virtual int get_preset_count() const; virtual String get_preset_name(int p_idx) const; virtual void get_import_options(List *r_options,int p_preset=0) const; virtual bool get_option_visibility(const String& p_option,const Map& p_options) const; void _make_external_resources(Node* p_node,const String& p_base_path, bool p_make_materials, bool p_make_meshes, Map, Ref > &p_materials, Map, Ref > &p_meshes); Node* _fix_node(Node *p_node,Node *p_root,Map,Ref > &collision_map); void _create_clips(Node *scene, const Array& p_clips,bool p_bake_all); void _filter_anim_tracks(Ref anim,Set &keep); void _filter_tracks(Node *scene, const String& p_text); void _optimize_animations(Node *scene, float p_max_lin_error,float p_max_ang_error,float p_max_angle); virtual Error import(const String& p_source_file,const String& p_save_path,const Map& p_options,List* r_platform_variants,List* r_gen_files=NULL); ResourceImporterScene(); }; #endif // RESOURCEIMPORTERSCENE_H