/*************************************************************************/ /* editor_scene_importer_fbxconv.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 EDITOR_SCENE_IMPORTER_FBXCONV_H #define EDITOR_SCENE_IMPORTER_FBXCONV_H #include "editor/io_plugins/editor_scene_import_plugin.h" #include "scene/3d/skeleton.h" #if 0 class EditorSceneImporterFBXConv : public EditorSceneImporter { GDCLASS(EditorSceneImporterFBXConv,EditorSceneImporter ); struct BoneInfo { Skeleton *skeleton; Transform rest; int index; bool has_anim_chan; bool has_rest; Dictionary node; BoneInfo() { has_rest=false; skeleton=NULL; index=-1; has_anim_chan=false; } }; struct SurfaceInfo { Array array; Mesh::PrimitiveType primitive; }; struct State { Node *scene; Array meshes; Array materials; Array nodes; Array animations; Map bones; Map skeletons; Map > mesh_cache; Map surface_cache; Map > material_cache; Map > texture_cache; List *missing_deps; String base_path; bool import_animations; }; String _id(const String& p_id) const; Transform _get_transform_mixed(const Dictionary& d, const Dictionary& dbase); Transform _get_transform(const Dictionary& d); Color _get_color(const Array& a); void _detect_bones_in_nodes(State& state,const Array& p_nodes); void _detect_bones(State& state); Error _parse_bones(State& state,const Array &p_bones,Skeleton* p_skeleton); void _parse_skeletons(const String& p_name,State& state, const Array &p_nodes, Skeleton*p_skeleton=NULL, int p_parent=-1); void _add_surface(State& state,Ref& m,const Dictionary &part); Error _parse_nodes(State& state,const Array &p_nodes,Node* p_base); Error _parse_animations(State& state); void _parse_materials(State& state); void _parse_surfaces(State& state); Error _parse_json(State& state,const String& p_path); Error _parse_fbx(State &state, const String &p_path); public: virtual uint32_t get_import_flags() const; virtual void get_extensions(List *r_extensions) const; virtual Node* import_scene(const String& p_path,uint32_t p_flags,List *r_missing_deps=NULL,Error* r_err=NULL); virtual Ref import_animation(const String& p_path,uint32_t p_flags); EditorSceneImporterFBXConv(); }; #endif // EDITOR_SCENE_IMPORTER_FBXCONV_H #endif