virtualx-engine/modules/fbx/data/fbx_node.h

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/*************************************************************************/
/* fbx_node.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef FBX_NODE_H
#define FBX_NODE_H
#include "fbx_skeleton.h"
#include "model_abstraction.h"
#include "pivot_transform.h"
#include "fbx_parser/FBXDocument.h"
class Node3D;
struct PivotTransform;
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struct FBXNode : RefCounted, ModelAbstraction {
uint64_t current_node_id = 0;
String node_name = String();
Node3D *godot_node = nullptr;
// used to parent the skeleton once the tree is built.
Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
void set_parent(Ref<FBXNode> p_parent) {
fbx_parent = p_parent;
}
void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
pivot_transform = p_pivot_transform;
}
Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
};
#endif // FBX_NODE_H