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diff --git a/modules/fbx/data/fbx_node.h b/modules/fbx/data/fbx_node.h
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-/*************************************************************************/
-/* fbx_node.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_NODE_H
-#define FBX_NODE_H
-
-#include "fbx_skeleton.h"
-#include "model_abstraction.h"
-#include "pivot_transform.h"
-
-#include "fbx_parser/FBXDocument.h"
-
-class Node3D;
-struct PivotTransform;
-
-struct FBXNode : RefCounted, ModelAbstraction {
- uint64_t current_node_id = 0;
- String node_name = String();
- Node3D *godot_node = nullptr;
-
- // used to parent the skeleton once the tree is built.
- Ref<FBXSkeleton> skeleton_node = Ref<FBXSkeleton>();
-
- void set_parent(Ref<FBXNode> p_parent) {
- fbx_parent = p_parent;
- }
-
- void set_pivot_transform(Ref<PivotTransform> p_pivot_transform) {
- pivot_transform = p_pivot_transform;
- }
-
- Ref<PivotTransform> pivot_transform = Ref<PivotTransform>(); // local and global xform data
- Ref<FBXNode> fbx_parent = Ref<FBXNode>(); // parent node
-};
-
-#endif // FBX_NODE_H