#ifndef RESOURCE_IMPORTER_OBJ_H #define RESOURCE_IMPORTER_OBJ_H /*************************************************************************/ /* resource_importer_obj.h */ /*************************************************************************/ /* This file is part of: */ /* PANDEMONIUM ENGINE */ /* https://github.com/Relintai/pandemonium_engine */ /*************************************************************************/ /* Copyright (c) 2022-present Péter Magyar. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "resource_importer_scene.h" class EditorOBJImporter : public EditorSceneImporter { GDCLASS(EditorOBJImporter, EditorSceneImporter); public: virtual uint32_t get_import_flags() const; virtual void get_extensions(List *r_extensions) const; virtual Node *import_scene(const String &p_path, uint32_t p_flags, int p_bake_fps, uint32_t p_compress_flags, List *r_missing_deps, Error *r_err = nullptr); virtual Ref import_animation(const String &p_path, uint32_t p_flags, int p_bake_fps); EditorOBJImporter(); }; class ResourceImporterOBJ : public ResourceImporter { GDCLASS(ResourceImporterOBJ, ResourceImporter); public: 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 RBMap &p_options) const; virtual Error import(const String &p_source_file, const String &p_save_path, const RBMap &p_options, List *r_platform_variants, List *r_gen_files = nullptr, Variant *r_metadata = nullptr); ResourceImporterOBJ(); }; #endif // RESOURCE_IMPORTER_OBJ_H