/**************************************************************************/
/*  packed_scene_gltf.h                                                   */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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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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#ifndef PACKED_SCENE_GLTF_H
#define PACKED_SCENE_GLTF_H

#ifdef TOOLS_ENABLED

#include "scene/main/node.h"
#include "scene/resources/packed_scene.h"

#include "gltf_state.h"

class PackedSceneGLTF : public PackedScene {
	GDCLASS(PackedSceneGLTF, PackedScene);

protected:
	static void _bind_methods();

public:
	virtual void save_scene(Node *p_node, const String &p_path, const String &p_src_path,
			uint32_t p_flags, int p_bake_fps,
			List<String> *r_missing_deps, Error *r_err = nullptr);
	virtual void _build_parent_hierachy(Ref<GLTFState> state);
	virtual Error export_gltf(Node *p_root, String p_path, int32_t p_flags = 0,
			real_t p_bake_fps = 1000.0f);
	virtual Node *import_scene(const String &p_path, uint32_t p_flags,
			int p_bake_fps, uint32_t p_compress_flags,
			List<String> *r_missing_deps,
			Error *r_err,
			Ref<GLTFState> r_state);
	virtual Node *import_gltf_scene(const String &p_path, uint32_t p_flags, float p_bake_fps, uint32_t p_compress_flags, Ref<GLTFState> r_state = Ref<GLTFState>());
	virtual void pack_gltf(String p_path, int32_t p_flags = 0,
			real_t p_bake_fps = 1000.0f, uint32_t p_compress_flags = Mesh::ARRAY_COMPRESS_DEFAULT, Ref<GLTFState> r_state = Ref<GLTFState>());
};

#endif // TOOLS_ENABLED

#endif // PACKED_SCENE_GLTF_H
