/**************************************************************************/ /* 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 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 scene; bool allow_geometry_helper_nodes = false; HashMap alpha_mode_cache; HashMap, GLTFTextureIndex, PairHash> albedo_transparency_textures; Vector skin_indices; Vector original_skin_indices; HashMap skeleton3d_to_fbx_skeleton; HashMap> skin_and_skeleton3d_to_fbx_skin; HashSet 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