virtualx-engine/modules/fbx/fbx_state.h

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/**************************************************************************/
/* fbx_state.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_STATE_H
#define FBX_STATE_H
#include "modules/gltf/gltf_defines.h"
#include "modules/gltf/gltf_state.h"
#include "modules/gltf/structures/gltf_skeleton.h"
#include "modules/gltf/structures/gltf_skin.h"
#include "modules/gltf/structures/gltf_texture.h"
#include <ufbx.h>
class FBXState : public GLTFState {
GDCLASS(FBXState, GLTFState);
friend class FBXDocument;
friend class SkinTool;
friend class GLTFSkin;
// Smart pointer that holds the loaded scene.
ufbx_unique_ptr<ufbx_scene> scene;
bool allow_geometry_helper_nodes = false;
HashMap<uint64_t, Image::AlphaMode> alpha_mode_cache;
HashMap<Pair<uint64_t, uint64_t>, GLTFTextureIndex, PairHash<uint64_t, uint64_t>> albedo_transparency_textures;
Vector<GLTFSkinIndex> skin_indices;
Vector<GLTFSkinIndex> original_skin_indices;
HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_fbx_skeleton;
HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_fbx_skin;
HashSet<String> unique_mesh_names; // Not in GLTFState because GLTFState prefixes mesh names with the scene name (or _)
protected:
static void _bind_methods();
public:
bool get_allow_geometry_helper_nodes();
void set_allow_geometry_helper_nodes(bool p_allow_geometry_helper_nodes);
};
#endif // FBX_STATE_H