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/**************************************************************************/
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/* fbx_state.h */
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2021-12-14 13:34:18 +08:00
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_STATE_H
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#define FBX_STATE_H
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#include "modules/gltf/gltf_defines.h"
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#include "modules/gltf/gltf_state.h"
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#include "modules/gltf/structures/gltf_skeleton.h"
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#include "modules/gltf/structures/gltf_skin.h"
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#include "modules/gltf/structures/gltf_texture.h"
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#include <ufbx.h>
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class FBXState : public GLTFState {
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GDCLASS(FBXState, GLTFState);
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friend class FBXDocument;
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friend class SkinTool;
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friend class GLTFSkin;
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// Smart pointer that holds the loaded scene.
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ufbx_unique_ptr<ufbx_scene> scene;
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bool allow_geometry_helper_nodes = false;
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HashMap<uint64_t, Image::AlphaMode> alpha_mode_cache;
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HashMap<Pair<uint64_t, uint64_t>, GLTFTextureIndex, PairHash<uint64_t, uint64_t>> albedo_transparency_textures;
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Vector<GLTFSkinIndex> skin_indices;
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Vector<GLTFSkinIndex> original_skin_indices;
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HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_fbx_skeleton;
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HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_fbx_skin;
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HashSet<String> unique_mesh_names; // Not in GLTFState because GLTFState prefixes mesh names with the scene name (or _)
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protected:
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static void _bind_methods();
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public:
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bool get_allow_geometry_helper_nodes();
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void set_allow_geometry_helper_nodes(bool p_allow_geometry_helper_nodes);
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};
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#endif // FBX_STATE_H
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