6607fc7da9
Ports FBX module from 3.2 branch to 4.0 This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes. Changelog: - fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully) - fixed const correctness with C++/C version change - rewrote material handling to be simpler and better - ports from 3.2 to 4.0 the fbx importer
63 lines
2.9 KiB
C++
63 lines
2.9 KiB
C++
/*************************************************************************/
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/* fbx_node.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FBX_NODE_H
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#define FBX_NODE_H
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#include "fbx_skeleton.h"
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#include "model_abstraction.h"
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#include "pivot_transform.h"
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#include "fbx_parser/FBXDocument.h"
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class Node3D;
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struct PivotTransform;
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struct FBXNode : Reference, ModelAbstraction {
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uint64_t current_node_id = 0;
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String node_name = String();
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Node3D *godot_node = nullptr;
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// used to parent the skeleton once the tree is built.
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Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
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void set_parent(Ref<FBXNode> p_parent) {
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fbx_parent = p_parent;
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}
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void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
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pivot_transform = p_pivot_transform;
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}
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Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
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Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
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};
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#endif // FBX_NODE_H
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