fe52458154
Happy new year to the wonderful Godot community!
47 lines
2.8 KiB
C++
47 lines
2.8 KiB
C++
/*************************************************************************/
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/* fbx_anim_container.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef FBX_ANIM_CONTAINER_H
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#define FBX_ANIM_CONTAINER_H
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#include "core/math/vector3.h"
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// Generic keyframes 99.99 percent of files will be vector3, except if quat interp is used, or visibility tracks
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// FBXTrack is used in a map in the implementation in fbx/editor_scene_importer_fbx.cpp
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// to avoid having to rewrite the entire logic I refactored this into the code instead.
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// once it works I can rewrite so we can add the fun misc features / small features
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struct FBXTrack {
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bool has_default = false;
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Vector3 default_value;
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std::map<int64_t, Vector3> keyframes;
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};
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#endif //MODEL_ABSTRACTION_ANIM_CONTAINER_H
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