/**************************************************************************/1/* fbx_state.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "modules/gltf/gltf_defines.h"33#include "modules/gltf/gltf_state.h"34#include "modules/gltf/structures/gltf_skeleton.h"35#include "modules/gltf/structures/gltf_skin.h"36#include "modules/gltf/structures/gltf_texture.h"3738#include <ufbx.h>3940class FBXState : public GLTFState {41GDCLASS(FBXState, GLTFState);42friend class FBXDocument;43friend class SkinTool;44friend class GLTFSkin;4546// Smart pointer that holds the loaded scene.47ufbx_unique_ptr<ufbx_scene> scene;48bool allow_geometry_helper_nodes = false;4950HashMap<uint64_t, Image::AlphaMode> alpha_mode_cache;51HashMap<Pair<uint64_t, uint64_t>, GLTFTextureIndex> albedo_transparency_textures;5253Vector<GLTFSkinIndex> skin_indices;54Vector<GLTFSkinIndex> original_skin_indices;55HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_fbx_skeleton;56HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_fbx_skin;57HashSet<String> unique_mesh_names; // Not in GLTFState because GLTFState prefixes mesh names with the scene name (or _)5859protected:60static void _bind_methods();6162public:63bool get_allow_geometry_helper_nodes();64void set_allow_geometry_helper_nodes(bool p_allow_geometry_helper_nodes);65};666768