/*************************************************************************/
/*  gltf_document_extension.h                                            */
/*************************************************************************/
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/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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/*************************************************************************/

#ifndef GLTF_DOCUMENT_EXTENSION_H
#define GLTF_DOCUMENT_EXTENSION_H

#include "core/object/resource.h"

#include "../gltf_state.h"

class Spatial;

class GLTFDocumentExtension : public Resource {
	GDCLASS(GLTFDocumentExtension, Resource);

protected:
	static void _bind_methods();

public:
	// Import process.
	virtual Error import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions);
	virtual Vector<String> get_supported_extensions();
	virtual Error parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions);
	virtual Spatial *generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent);
	virtual Error import_post_parse(Ref<GLTFState> p_state);
	virtual Error import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
	virtual Error import_post(Ref<GLTFState> p_state, Node *p_node);
	// Export process.
	virtual Error export_preflight(Ref<GLTFState> p_state, Node *p_root);
	virtual void convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node);
	virtual Error export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_json, Node *p_node);
	virtual Error export_post(Ref<GLTFState> p_state);
};

#endif // GLTF_DOCUMENT_EXTENSION_H