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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;
- struct FBXNode : Reference, 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
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