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