mirror of
https://github.com/Relintai/pandemonium_engine.git
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91 lines
3.3 KiB
C++
91 lines
3.3 KiB
C++
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/*************************************************************************/
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/* gltf_defines.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 GLTF_DEFINES_H
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#define GLTF_DEFINES_H
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// This file should only be included by other headers.
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// Godot classes used by GLTF headers.
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class AnimationPlayer;
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class BoneAttachment;
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class CSGShape;
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class DirectionalLight;
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class GridMap;
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class Light;
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class MultiMeshInstance;
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class Skeleton;
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class Skin;
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// GLTF classes.
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struct GLTFAccessor;
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class GLTFAnimation;
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class GLTFBufferView;
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class GLTFCamera;
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class GLTFDocument;
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class GLTFLight;
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class GLTFMesh;
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class GLTFNode;
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class GLTFSkeleton;
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class GLTFSkin;
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class GLTFSpecGloss;
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class GLTFState;
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class GLTFTexture;
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class GLTFTextureSampler;
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class PackedSceneGLTF;
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// GLTF index aliases.
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using GLTFAccessorIndex = int;
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using GLTFAnimationIndex = int;
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using GLTFBufferIndex = int;
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using GLTFBufferViewIndex = int;
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using GLTFCameraIndex = int;
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using GLTFImageIndex = int;
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using GLTFLightIndex = int;
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using GLTFMaterialIndex = int;
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using GLTFMeshIndex = int;
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using GLTFNodeIndex = int;
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using GLTFSkeletonIndex = int;
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using GLTFSkinIndex = int;
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using GLTFTextureIndex = int;
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using GLTFTextureSamplerIndex = int;
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enum GLTFType {
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TYPE_SCALAR,
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TYPE_VEC2,
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TYPE_VEC3,
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TYPE_VEC4,
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TYPE_MAT2,
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TYPE_MAT3,
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TYPE_MAT4,
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};
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#endif // GLTF_DEFINES_H
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