AeThex-Engine-Core/engine/modules/fbx/fbx_state.h
MrPiglr 9dddce666d
🚀 AeThex Engine v1.0 - Complete Fork
- Forked from Godot Engine 4.7-dev (MIT License)
- Rebranded to AeThex Engine with cyan/purple theme
- Added AI-powered development assistant module
- Integrated Claude API for code completion & error fixing
- Custom hexagon logo and branding
- Multi-platform CI/CD (Windows, Linux, macOS)
- Built Linux editor binary (151MB)
- Complete source code with all customizations

Tech Stack:
- C++ game engine core
- AI Module: Claude 3.5 Sonnet integration
- Build: SCons, 14K+ source files
- License: MIT (Godot) + Custom (AeThex features)

Ready for Windows build via GitHub Actions!
2026-02-23 05:01:56 +00:00

66 lines
3.3 KiB
C++

/**************************************************************************/
/* fbx_state.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#pragma once
#include "modules/gltf/gltf_defines.h"
#include "modules/gltf/gltf_state.h"
#include "modules/gltf/structures/gltf_skeleton.h"
#include "modules/gltf/structures/gltf_skin.h"
#include "modules/gltf/structures/gltf_texture.h"
#include <ufbx.h>
class FBXState : public GLTFState {
GDCLASS(FBXState, GLTFState);
friend class FBXDocument;
friend class SkinTool;
friend class GLTFSkin;
// Smart pointer that holds the loaded scene.
ufbx_unique_ptr<ufbx_scene> scene;
bool allow_geometry_helper_nodes = false;
HashMap<uint64_t, Image::AlphaMode> alpha_mode_cache;
HashMap<Pair<uint64_t, uint64_t>, GLTFTextureIndex> albedo_transparency_textures;
Vector<GLTFSkinIndex> skin_indices;
Vector<GLTFSkinIndex> original_skin_indices;
HashMap<ObjectID, GLTFSkeletonIndex> skeleton3d_to_fbx_skeleton;
HashMap<ObjectID, HashMap<ObjectID, GLTFSkinIndex>> skin_and_skeleton3d_to_fbx_skin;
HashSet<String> unique_mesh_names; // Not in GLTFState because GLTFState prefixes mesh names with the scene name (or _)
protected:
static void _bind_methods();
public:
bool get_allow_geometry_helper_nodes();
void set_allow_geometry_helper_nodes(bool p_allow_geometry_helper_nodes);
};