1 /* 2 * Copyright (c) 2024 Huawei Device Co., Ltd. 3 * Licensed under the Apache License, Version 2.0 (the "License"); 4 * you may not use this file except in compliance with the License. 5 * You may obtain a copy of the License at 6 * 7 * http://www.apache.org/licenses/LICENSE-2.0 8 * 9 * Unless required by applicable law or agreed to in writing, software 10 * distributed under the License is distributed on an "AS IS" BASIS, 11 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 * See the License for the specific language governing permissions and 13 * limitations under the License. 14 */ 15 16 #ifndef SCENE_INTERFACE_INODE_IMPORT_H 17 #define SCENE_INTERFACE_INODE_IMPORT_H 18 19 #include <scene/base/types.h> 20 #include <scene/interface/intf_scene.h> 21 SCENE_BEGIN_NAMESPACE()22SCENE_BEGIN_NAMESPACE() 23 24 /** 25 * @brief Interface to support import another scene or nodes from another scene under a node 26 */ 27 class INodeImport : public CORE_NS::IInterface { 28 META_INTERFACE(CORE_NS::IInterface, INodeImport, "7fb14660-382e-4d84-a55c-b040c89a04f4") 29 public: 30 /** 31 * @brief Adds child from another scene as child of this node. 32 * The scenes must share the same context. 33 * This will make a deep copy of the node and all children/resources it references. 34 * @param node Node in another scene 35 * @return The child node added or null if failed 36 */ 37 virtual Future<INode::Ptr> ImportChild(const INode::ConstPtr& node) = 0; 38 39 /** 40 * @brief Adds whole scene node hierarchy as child of this node. 41 * The scenes must share the same context. 42 * This will make a deep copy of the node and all children/resources it references. 43 * This will also copy animations 44 * @param scene Scene to import 45 * @param nodeName Name for the scene's root that is copied (the name is usually empty so you can give better name 46 * here) 47 * @return The child node added (which was the root in given scene) or null if failed 48 */ 49 virtual Future<INode::Ptr> ImportChildScene(const IScene::ConstPtr& scene, BASE_NS::string_view nodeName) = 0; 50 /** 51 * @brief Adds whole scene node hierarchy as child of this node. 52 * @param uri Uri of the scene resource to load. 53 * @param nodeName Name for the scene's root that is copied (the name is usually empty so you can give better name 54 * here) 55 * @return The child node added (which was the root in given scene) or null if failed 56 */ 57 virtual Future<INode::Ptr> ImportChildScene(BASE_NS::string_view uri, BASE_NS::string_view nodeName) = 0; 58 59 virtual void TrackImportedEntities(BASE_NS::array_view<const CORE_NS::Entity> entities) = 0; 60 }; 61 62 SCENE_END_NAMESPACE() 63 64 META_INTERFACE_TYPE(SCENE_NS::INodeImport) 65 66 #endif 67