/*************************************************************************/
/*  import_state.h                                                       */
/*************************************************************************/
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#ifndef IMPORT_STATE_H
#define IMPORT_STATE_H

#include "fbx_mesh_data.h"
#include "tools/import_utils.h"
#include "tools/validation_tools.h"

#include "pivot_transform.h"

#include "core/bind/core_bind.h"
#include "core/io/resource_importer.h"
#include "core/vector.h"
#include "editor/import/resource_importer_scene.h"
#include "editor/project_settings_editor.h"
#include "scene/3d/mesh_instance.h"
#include "scene/3d/skeleton.h"
#include "scene/3d/spatial.h"
#include "scene/animation/animation_player.h"
#include "scene/resources/animation.h"
#include "scene/resources/surface_tool.h"

#include "modules/fbx/fbx_parser/FBXDocument.h"
#include "modules/fbx/fbx_parser/FBXImportSettings.h"
#include "modules/fbx/fbx_parser/FBXMeshGeometry.h"
#include "modules/fbx/fbx_parser/FBXParser.h"
#include "modules/fbx/fbx_parser/FBXTokenizer.h"
#include "modules/fbx/fbx_parser/FBXUtil.h"

struct FBXBone;
struct FBXMeshData;
struct FBXNode;
struct FBXSkeleton;

struct ImportState {
	bool enable_material_import = true;
	bool enable_animation_import = true;
	bool is_blender_fbx = false;

	Map<StringName, Ref<Texture> > cached_image_searches;
	Map<uint64_t, Ref<SpatialMaterial> > cached_materials;

	String path = String();
	Spatial *root_owner = nullptr;
	Spatial *root = nullptr;
	real_t scale = 0.01;
	Ref<FBXNode> fbx_root_node = Ref<FBXNode>();
	// skeleton map - merged automatically when they are on the same x node in the tree so we can merge them automatically.
	Map<uint64_t, Ref<FBXSkeleton> > skeleton_map = Map<uint64_t, Ref<FBXSkeleton> >();

	// nodes on the same level get merged automatically.
	//Map<uint64_t, Skeleton *> armature_map;
	AnimationPlayer *animation_player = nullptr;

	// Generation 4 - Raw document accessing for bone/skin/joint/kLocators
	// joints are not necessarily bones but must be merged into the skeleton
	// (bone id), bone
	Map<uint64_t, Ref<FBXBone> > fbx_bone_map = Map<uint64_t, Ref<FBXBone> >(); // this is the bone name and setup information required for joints
	// this will never contain joints only bones attached to a mesh.

	// Generation 4 - Raw document for creating the nodes transforms in the scene
	// this is a list of the nodes in the scene
	// (id, node)
	List<Ref<FBXNode> > fbx_node_list = List<Ref<FBXNode> >();

	// All nodes which have been created in the scene
	// this will not contain the root node of the scene
	Map<uint64_t, Ref<FBXNode> > fbx_target_map = Map<uint64_t, Ref<FBXNode> >();

	// mesh nodes which are created in node / mesh step - used for populating skin poses in MeshSkins
	Map<uint64_t, Ref<FBXNode> > MeshNodes = Map<uint64_t, Ref<FBXNode> >();
	// mesh skin map
	Map<uint64_t, Ref<Skin> > MeshSkins = Map<uint64_t, Ref<Skin> >();

	// this is the container for the mesh weight information and eventually
	// any mesh data
	// but not the skin, just stuff important for rendering
	// skin is applied to mesh instance so not really required to be in here yet.
	// maybe later
	// fbx mesh id, FBXMeshData
	Map<uint64_t, Ref<FBXMeshData> > renderer_mesh_data = Map<uint64_t, Ref<FBXMeshData> >();
};

#endif // IMPORT_STATE_H
