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+/*************************************************************************/
+/* fbx_node.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 : Reference, 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