fbx_node.h 3.0 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364
  1. /**************************************************************************/
  2. /* fbx_node.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef FBX_NODE_H
  31. #define FBX_NODE_H
  32. #include "fbx_skeleton.h"
  33. #include "model_abstraction.h"
  34. #include "pivot_transform.h"
  35. #include "fbx_parser/FBXDocument.h"
  36. class Spatial;
  37. struct PivotTransform;
  38. struct FBXNode : Reference, ModelAbstraction {
  39. uint64_t current_node_id = 0;
  40. String node_name = String();
  41. Spatial *godot_node = nullptr;
  42. // used to parent the skeleton once the tree is built.
  43. Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
  44. void set_parent(Ref<FBXNode> p_parent) {
  45. fbx_parent = p_parent;
  46. }
  47. void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
  48. pivot_transform = p_pivot_transform;
  49. }
  50. Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
  51. Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
  52. };
  53. #endif // FBX_NODE_H