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								/*  import_state.h                                                       */
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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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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 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 IMPORT_STATE_H
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								#define IMPORT_STATE_H
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								#include "fbx_mesh_data.h"
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								#include "tools/import_utils.h"
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								#include "tools/validation_tools.h"
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								#include "pivot_transform.h"
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								#include "core/core_bind.h"
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								#include "core/io/resource_importer.h"
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								#include "core/templates/vector.h"
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								#include "editor/import/resource_importer_scene.h"
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								#include "editor/project_settings_editor.h"
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								#include "scene/3d/mesh_instance_3d.h"
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								#include "scene/3d/node_3d.h"
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								#include "scene/3d/skeleton_3d.h"
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								#include "scene/animation/animation_player.h"
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								#include "scene/resources/animation.h"
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								#include "scene/resources/surface_tool.h"
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								#include "modules/fbx/fbx_parser/FBXDocument.h"
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								#include "modules/fbx/fbx_parser/FBXImportSettings.h"
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								#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
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								#include "modules/fbx/fbx_parser/FBXParser.h"
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								#include "modules/fbx/fbx_parser/FBXTokenizer.h"
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								#include "modules/fbx/fbx_parser/FBXUtil.h"
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								struct FBXBone;
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								struct FBXMeshData;
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								struct FBXNode;
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								struct FBXSkeleton;
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								struct ImportState {
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									bool enable_material_import = true;
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									bool enable_animation_import = true;
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									bool is_blender_fbx = false;
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									Map<StringName, Ref<Texture>> cached_image_searches;
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									Map<uint64_t, Ref<Material>> cached_materials;
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									String path = String();
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									Node3D *root_owner = nullptr;
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									Node3D *root = nullptr;
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									real_t scale = 0.01;
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									Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
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									// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
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									Map<uint64_t, Ref<FBXSkeleton>> skeleton_map = Map<uint64_t, Ref<FBXSkeleton>>();
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									// nodes on the same level get merged automatically.
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									//Map<uint64_t, Skeleton3D *> armature_map;
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									AnimationPlayer *animation_player = nullptr;
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									// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
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									// joints are not necessarily bones but must be merged into the skeleton
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									// (bone id), bone
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									Map<uint64_t, Ref<FBXBone>> fbx_bone_map = Map<uint64_t, Ref<FBXBone>>(); // this is the bone name and setup information required for joints
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									// this will never contain joints only bones attached to a mesh.
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									// Generation 4 - Raw document for creating the nodes transforms in the scene
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									// this is a list of the nodes in the scene
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									// (id, node)
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									List<Ref<FBXNode>> fbx_node_list = List<Ref<FBXNode>>();
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									// All nodes which have been created in the scene
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									// this will not contain the root node of the scene
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									Map<uint64_t, Ref<FBXNode>> fbx_target_map = Map<uint64_t, Ref<FBXNode>>();
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									// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
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									Map<uint64_t, Ref<FBXNode>> MeshNodes = Map<uint64_t, Ref<FBXNode>>();
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									// mesh skin map
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									Map<uint64_t, Ref<Skin>> MeshSkins = Map<uint64_t, Ref<Skin>>();
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									// this is the container for the mesh weight information and eventually
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									// any mesh data
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									// but not the skin, just stuff important for rendering
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									// skin is applied to mesh instance so not really required to be in here yet.
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									// maybe later
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									// fbx mesh id, FBXMeshData
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									Map<uint64_t, Ref<FBXMeshData>> renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData>>();
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								};
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								#endif // IMPORT_STATE_H
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