2020-12-22 22:29:48 +00:00
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/*************************************************************************/
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/* import_utils.cpp */
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/*************************************************************************/
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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 19:13:46 +00:00
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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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2020-12-22 22:29:48 +00:00
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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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#include "import_utils.h"
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Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
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return p_rotation / 180.0 * Math_PI;
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}
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Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
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return p_rotation / Math_PI * 180.0;
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}
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Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
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Basis ret;
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// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
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// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
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switch (mode) {
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case FBXDocParser::Model::RotOrder_EulerXYZ:
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ret.set_euler_zyx(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_EulerXZY:
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ret.set_euler_yzx(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_EulerYZX:
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ret.set_euler_xzy(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_EulerYXZ:
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ret.set_euler_zxy(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_EulerZXY:
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ret.set_euler_yxz(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_EulerZYX:
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ret.set_euler_xyz(p_rotation);
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break;
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case FBXDocParser::Model::RotOrder_SphericXYZ:
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// TODO do this.
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break;
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default:
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// If you land here, Please integrate all enums.
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CRASH_NOW_MSG("This is not unreachable.");
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}
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return ret;
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}
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2021-01-20 07:02:02 +00:00
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Quaternion ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
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2020-12-22 22:29:48 +00:00
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return ImportUtils::EulerToBasis(mode, p_rotation);
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}
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Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
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// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
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// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
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switch (mode) {
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case FBXDocParser::Model::RotOrder_EulerXYZ:
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return p_rotation.get_euler_zyx();
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case FBXDocParser::Model::RotOrder_EulerXZY:
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return p_rotation.get_euler_yzx();
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case FBXDocParser::Model::RotOrder_EulerYZX:
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return p_rotation.get_euler_xzy();
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case FBXDocParser::Model::RotOrder_EulerYXZ:
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return p_rotation.get_euler_zxy();
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case FBXDocParser::Model::RotOrder_EulerZXY:
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return p_rotation.get_euler_yxz();
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case FBXDocParser::Model::RotOrder_EulerZYX:
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return p_rotation.get_euler_xyz();
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case FBXDocParser::Model::RotOrder_SphericXYZ:
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// TODO
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return Vector3();
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default:
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// If you land here, Please integrate all enums.
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CRASH_NOW_MSG("This is not unreachable.");
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return Vector3();
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}
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}
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2021-01-20 07:02:02 +00:00
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Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation) {
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2020-12-22 22:29:48 +00:00
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return BasisToEuler(mode, p_rotation);
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}
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2020-10-17 05:08:21 +00:00
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Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale) {
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Transform3D unscaled = Transform3D(p_initial.basis, p_initial.origin * p_scale);
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ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform3D(), "det is zero unscaled?");
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2020-12-22 22:29:48 +00:00
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return unscaled;
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}
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Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
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2021-05-20 10:07:26 +00:00
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ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary");
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2020-12-22 22:29:48 +00:00
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// Using long double to make sure that normal is computed for even really tiny objects.
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typedef long double ldouble;
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ldouble x = 0.0;
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ldouble y = 0.0;
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ldouble z = 0.0;
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for (size_t i = 0; i < p_vertices.size(); i += 1) {
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const Vector3 current = p_vertices[i];
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const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
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x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
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y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
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z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
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}
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const ldouble l2 = x * x + y * y + z * z;
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if (l2 == 0.0) {
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return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
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} else {
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const double l = Math::sqrt(double(l2));
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return Vector3(x / l, y / l, z / l);
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}
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}
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