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diff --git a/modules/fbx/data/fbx_bone.h b/modules/fbx/data/fbx_bone.h
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-/*************************************************************************/
-/* fbx_bone.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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 FBX_BONE_H
-#define FBX_BONE_H
-
-#include "fbx_node.h"
-#include "import_state.h"
-
-#include "fbx_parser/FBXDocument.h"
-
-struct PivotTransform;
-
-struct FBXBone : public RefCounted {
- uint64_t parent_bone_id = 0;
- uint64_t bone_id = 0;
-
- bool valid_parent = false; // if the parent bone id is set up.
- String bone_name = String(); // bone name
-
- bool is_root_bone() const {
- return !valid_parent;
- }
-
- // Godot specific data
- int godot_bone_id = -2; // godot internal bone id assigned after import
-
- // if a bone / armature is the root then FBX skeleton will contain the bone not any other skeleton.
- // this is to support joints by themselves in scenes
- bool valid_armature_id = false;
- uint64_t armature_id = 0;
-
- /* link node is the parent bone */
- mutable const FBXDocParser::Geometry *geometry = nullptr;
- mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
-
- void set_node(Ref<FBXNode> p_node) {
- node = p_node;
- }
-
- // Stores the pivot xform for this bone
-
- Ref<FBXNode> node = nullptr;
- Ref<FBXBone> parent_bone = nullptr;
- Ref<FBXSkeleton> fbx_skeleton = nullptr;
-};
-
-struct FBXSkinDeformer {
- FBXSkinDeformer(Ref<FBXBone> p_bone, const FBXDocParser::Cluster *p_cluster) :
- cluster(p_cluster), bone(p_bone) {}
- ~FBXSkinDeformer() {}
- const FBXDocParser::Cluster *cluster;
- Ref<FBXBone> bone;
-
- /* get associate model - the model can be invalid sometimes */
- Ref<FBXBone> get_associate_model() const {
- return bone->parent_bone;
- }
-
- Ref<FBXNode> get_link(const ImportState &state) const;
-};
-
-#endif // FBX_BONE_H