godot/modules/gltf/editor_scene_importer_gltf.cpp
K. S. Ernest (iFire) Lee 523b2d9199 Remove packed scene gltf
We determined through discussion that composing the packed scene from a node tree was a better design because it removed duplication of code.
2021-09-10 08:39:17 -07:00

63 lines
3.1 KiB
C++

/*************************************************************************/
/* editor_scene_importer_gltf.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
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/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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#include "editor_scene_importer_gltf.h"
#include "gltf_document.h"
#include "gltf_state.h"
#include "scene/3d/node_3d.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
uint32_t EditorSceneImporterGLTF::get_import_flags() const {
return ImportFlags::IMPORT_SCENE | ImportFlags::IMPORT_ANIMATION;
}
void EditorSceneImporterGLTF::get_extensions(List<String> *r_extensions) const {
r_extensions->push_back("gltf");
r_extensions->push_back("glb");
}
Node *EditorSceneImporterGLTF::import_scene(const String &p_path,
uint32_t p_flags, int p_bake_fps,
List<String> *r_missing_deps,
Error *r_err) {
Ref<GLTFDocument> doc;
doc.instantiate();
return doc->import_scene_gltf(p_path, p_flags, p_bake_fps, Ref<GLTFState>(), r_missing_deps, r_err);
}
Ref<Animation> EditorSceneImporterGLTF::import_animation(const String &p_path,
uint32_t p_flags,
int p_bake_fps) {
return Ref<Animation>();
}