text: /*************************************************************************/
  /*  editor_scene_importer_fbxconv.h                                      */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                    http://www.godotengine.org                         */
  /*************************************************************************/
  /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2017 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 EDITOR_SCENE_IMPORTER_FBXCONV_H
  #define EDITOR_SCENE_IMPORTER_FBXCONV_H
  
  #include "editor/io_plugins/editor_scene_import_plugin.h"
  #include "scene/3d/skeleton.h"
  
  #if 0
  
  class EditorSceneImporterFBXConv : public EditorSceneImporter {
  
  	GDCLASS(EditorSceneImporterFBXConv,EditorSceneImporter );
  
  
  	struct BoneInfo {
  
  		Skeleton *skeleton;
  		Transform rest;
  		int index;
  		bool has_anim_chan;
  		bool has_rest;
  		Dictionary node;
  		BoneInfo() {
  			has_rest=false;
  			skeleton=NULL;
  			index=-1;
  			has_anim_chan=false;
  		}
  	};
  
  	struct SurfaceInfo {
  		Array array;
  		Mesh::PrimitiveType primitive;
  	};
  
  	struct State {
  
  		Node *scene;
  		Array meshes;
  		Array materials;
  		Array nodes;
  		Array animations;
  		Map<String,BoneInfo > bones;
  		Map<String,Skeleton*> skeletons;
  		Map<String,Ref<Mesh> > mesh_cache;
  		Map<String,SurfaceInfo> surface_cache;
  		Map<String,Ref<Material> > material_cache;
  		Map<String,Ref<Texture> > texture_cache;
  		List<String> *missing_deps;
  		String base_path;
  		bool import_animations;
  	};
  
  	String _id(const String& p_id) const;
  
  	Transform _get_transform_mixed(const Dictionary& d, const Dictionary& dbase);
  	Transform _get_transform(const Dictionary& d);
  	Color _get_color(const Array& a);
  	void _detect_bones_in_nodes(State& state,const Array& p_nodes);
  	void _detect_bones(State& state);
  
  	Error _parse_bones(State& state,const Array &p_bones,Skeleton* p_skeleton);
  	void _parse_skeletons(const String& p_name,State& state, const Array &p_nodes, Skeleton*p_skeleton=NULL, int p_parent=-1);
  
  	void _add_surface(State& state,Ref<Mesh>& m,const Dictionary &part);
  	Error _parse_nodes(State& state,const Array &p_nodes,Node* p_base);
  	Error _parse_animations(State& state);
  	void _parse_materials(State& state);
  	void _parse_surfaces(State& state);
  	Error _parse_json(State& state,const String& p_path);
  	Error _parse_fbx(State &state, const String &p_path);
  
  public:
  
  	virtual uint32_t get_import_flags() const;
  	virtual void get_extensions(List<String> *r_extensions) const;
  	virtual Node* import_scene(const String& p_path,uint32_t p_flags,List<String> *r_missing_deps=NULL,Error* r_err=NULL);
  	virtual Ref<Animation> import_animation(const String& p_path,uint32_t p_flags);
  
  	EditorSceneImporterFBXConv();
  };
  
  #endif // EDITOR_SCENE_IMPORTER_FBXCONV_H
  #endif
  