godot/modules/gltf/extensions/gltf_document_extension.cpp

/**************************************************************************/
/*  gltf_document_extension.cpp                                           */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "gltf_document_extension.h"

void GLTFDocumentExtension::_bind_methods() {}

// Import process.
Error GLTFDocumentExtension::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {}

Vector<String> GLTFDocumentExtension::get_supported_extensions() {}

Error GLTFDocumentExtension::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {}

Error GLTFDocumentExtension::parse_image_data(Ref<GLTFState> p_state, const PackedByteArray &p_image_data, const String &p_mime_type, Ref<Image> r_image) {}

String GLTFDocumentExtension::get_image_file_extension() {}

Error GLTFDocumentExtension::parse_texture_json(Ref<GLTFState> p_state, const Dictionary &p_texture_json, Ref<GLTFTexture> r_gltf_texture) {}

Ref<GLTFObjectModelProperty> GLTFDocumentExtension::import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) {}

Error GLTFDocumentExtension::import_post_parse(Ref<GLTFState> p_state) {}

Error GLTFDocumentExtension::import_pre_generate(Ref<GLTFState> p_state) {}

Node3D *GLTFDocumentExtension::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {}

Error GLTFDocumentExtension::import_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {}

Error GLTFDocumentExtension::import_post(Ref<GLTFState> p_state, Node *p_root) {}

// Export process.
Error GLTFDocumentExtension::export_preflight(Ref<GLTFState> p_state, Node *p_root) {}

void GLTFDocumentExtension::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) {}

Error GLTFDocumentExtension::export_post_convert(Ref<GLTFState> p_state, Node *p_root) {}

Error GLTFDocumentExtension::export_preserialize(Ref<GLTFState> p_state) {}

Ref<GLTFObjectModelProperty> GLTFDocumentExtension::export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) {}

Vector<String> GLTFDocumentExtension::get_saveable_image_formats() {}

PackedByteArray GLTFDocumentExtension::serialize_image_to_bytes(Ref<GLTFState> p_state, Ref<Image> p_image, Dictionary p_image_dict, const String &p_image_format, float p_lossy_quality) {}

Error GLTFDocumentExtension::save_image_at_path(Ref<GLTFState> p_state, Ref<Image> p_image, const String &p_file_path, const String &p_image_format, float p_lossy_quality) {}

Error GLTFDocumentExtension::serialize_texture_json(Ref<GLTFState> p_state, Dictionary p_texture_json, Ref<GLTFTexture> p_gltf_texture, const String &p_image_format) {}

Error GLTFDocumentExtension::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_dict, Node *p_node) {}

Error GLTFDocumentExtension::export_post(Ref<GLTFState> p_state) {}