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+/*************************************************************************/
+/* fbx_bone.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 Reference {
+ 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