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64 lines
2.9 KiB
C++
64 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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 : RefCounted, 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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