/*************************************************************************/
/*  fbx_node.h                                                           */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#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 Spatial;
struct PivotTransform;

struct FBXNode : Reference, ModelAbstraction {
	uint64_t current_node_id = 0;
	String node_name = String();
	Spatial *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
