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54 lines
2.6 KiB
C++
54 lines
2.6 KiB
C++
/*************************************************************************/
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/* fbx_skeleton.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_SKELETON_H
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#define FBX_SKELETON_H
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#include "fbx_bone.h"
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#include "fbx_node.h"
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#include "model_abstraction.h"
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#include "core/object/ref_counted.h"
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#include "scene/3d/skeleton_3d.h"
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struct FBXNode;
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struct ImportState;
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struct FBXBone;
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struct FBXSkeleton : RefCounted {
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Ref<FBXNode> fbx_node = Ref<FBXNode>();
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Vector<Ref<FBXBone>> skeleton_bones = Vector<Ref<FBXBone>>();
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Skeleton3D *skeleton = nullptr;
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void init_skeleton(const ImportState &state);
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};
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#endif // FBX_SKELETON_H
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