diff options
Diffstat (limited to 'modules/assimp/import_state.h')
-rw-r--r-- | modules/assimp/import_state.h | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/modules/assimp/import_state.h b/modules/assimp/import_state.h index fbbbe23399..cda1a854f0 100644 --- a/modules/assimp/import_state.h +++ b/modules/assimp/import_state.h @@ -36,9 +36,9 @@ #include "core/vector.h" #include "editor/import/resource_importer_scene.h" #include "editor/project_settings_editor.h" -#include "scene/3d/mesh_instance.h" -#include "scene/3d/skeleton.h" -#include "scene/3d/spatial.h" +#include "scene/3d/mesh_instance_3d.h" +#include "scene/3d/node_3d.h" +#include "scene/3d/skeleton_3d.h" #include "scene/animation/animation_player.h" #include "scene/resources/animation.h" #include "scene/resources/surface_tool.h" @@ -57,7 +57,7 @@ namespace AssimpImporter { struct ImportState { String path; - Spatial *root; + Node3D *root; const aiScene *assimp_scene; uint32_t max_bone_weights; @@ -74,15 +74,15 @@ struct ImportState { // Generation 3 - determinisitic iteration // to lower potential recursion errors List<const aiNode *> nodes; - Map<const aiNode *, Spatial *> flat_node_map; + Map<const aiNode *, Node3D *> flat_node_map; AnimationPlayer *animation_player; // Generation 3 - deterministic armatures // list of armature nodes - flat and simple to parse // assimp node, node in godot List<aiNode *> armature_nodes; - Map<const aiNode *, Skeleton *> armature_skeletons; - Map<aiBone *, Skeleton *> skeleton_bone_map; + Map<const aiNode *, Skeleton3D *> armature_skeletons; + Map<aiBone *, Skeleton3D *> skeleton_bone_map; // Generation 3 - deterministic bone handling // bones from the stack are popped when found // this means we can detect @@ -103,8 +103,8 @@ struct RecursiveState { RecursiveState() {} // do not construct :) RecursiveState( Transform &_node_transform, - Skeleton *_skeleton, - Spatial *_new_node, + Skeleton3D *_skeleton, + Node3D *_new_node, String &_node_name, aiNode *_assimp_node, Node *_parent_node, @@ -118,12 +118,12 @@ struct RecursiveState { bone(_bone) {} Transform node_transform; - Skeleton *skeleton = NULL; - Spatial *new_node = NULL; + Skeleton3D *skeleton = nullptr; + Node3D *new_node = nullptr; String node_name; - aiNode *assimp_node = NULL; - Node *parent_node = NULL; - aiBone *bone = NULL; + aiNode *assimp_node = nullptr; + Node *parent_node = nullptr; + aiBone *bone = nullptr; }; } // namespace AssimpImporter |