godot/modules/gltf/structures/gltf_node.h
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00

109 lines
3.9 KiB
C++

/**************************************************************************/
/* gltf_node.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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef GLTF_NODE_H
#define GLTF_NODE_H
#include "../gltf_defines.h"
#include "core/io/resource.h"
class GLTFNode : public Resource {
GDCLASS(GLTFNode, Resource);
friend class GLTFDocument;
friend class SkinTool;
friend class FBXDocument;
private:
String original_name;
GLTFNodeIndex parent = -1;
int height = -1;
Transform3D transform;
GLTFMeshIndex mesh = -1;
GLTFCameraIndex camera = -1;
GLTFSkinIndex skin = -1;
GLTFSkeletonIndex skeleton = -1;
bool joint = false;
Vector<int> children;
GLTFLightIndex light = -1;
Dictionary additional_data;
protected:
static void _bind_methods();
public:
String get_original_name();
void set_original_name(String p_name);
GLTFNodeIndex get_parent();
void set_parent(GLTFNodeIndex p_parent);
int get_height();
void set_height(int p_height);
Transform3D get_xform();
void set_xform(Transform3D p_xform);
Transform3D get_rest_xform();
void set_rest_xform(Transform3D p_rest_xform);
GLTFMeshIndex get_mesh();
void set_mesh(GLTFMeshIndex p_mesh);
GLTFCameraIndex get_camera();
void set_camera(GLTFCameraIndex p_camera);
GLTFSkinIndex get_skin();
void set_skin(GLTFSkinIndex p_skin);
GLTFSkeletonIndex get_skeleton();
void set_skeleton(GLTFSkeletonIndex p_skeleton);
Vector3 get_position();
void set_position(Vector3 p_position);
Quaternion get_rotation();
void set_rotation(Quaternion p_rotation);
Vector3 get_scale();
void set_scale(Vector3 p_scale);
Vector<int> get_children();
void set_children(Vector<int> p_children);
GLTFLightIndex get_light();
void set_light(GLTFLightIndex p_light);
Variant get_additional_data(const StringName &p_extension_name);
void set_additional_data(const StringName &p_extension_name, Variant p_additional_data);
};
#endif // GLTF_NODE_H