/*************************************************************************/ /* pivot_transform.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 PIVOT_TRANSFORM_H #define PIVOT_TRANSFORM_H #include "core/math/transform.h" #include "core/reference.h" #include "model_abstraction.h" #include "fbx_parser/FBXDocument.h" #include "tools/import_utils.h" enum TransformationComp { TransformationComp_Translation, TransformationComp_Scaling, TransformationComp_Rotation, TransformationComp_RotationOffset, TransformationComp_RotationPivot, TransformationComp_PreRotation, TransformationComp_PostRotation, TransformationComp_ScalingOffset, TransformationComp_ScalingPivot, TransformationComp_GeometricTranslation, TransformationComp_GeometricRotation, TransformationComp_GeometricScaling, TransformationComp_MAXIMUM }; // Abstract away pivot data so its simpler to handle struct PivotTransform : Reference, ModelAbstraction { // at the end we want to keep geometric_ everything, post and pre rotation // these are used during animation data processing / keyframe ingestion the rest can be simplified down / out. Quat pre_rotation = Quat(); Quat post_rotation = Quat(); Quat rotation = Quat(); Quat geometric_rotation = Quat(); Vector3 rotation_pivot = Vector3(); Vector3 rotation_offset = Vector3(); Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0); Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0); Vector3 translation = Vector3(); Vector3 scaling = Vector3(1.0, 1.0, 1.0); Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0); Vector3 geometric_translation = Vector3(); Vector3 raw_rotation = Vector3(); Vector3 raw_post_rotation = Vector3(); Vector3 raw_pre_rotation = Vector3(); /* Read pivots from the document */ void ReadTransformChain(); void debug_pivot_xform(String p_name) { print_verbose("debugging node name: " + p_name); print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI)); print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI)); print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI)); } Transform ComputeGlobalTransform(Transform t) const; Transform ComputeLocalTransform(Transform t) const; Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const; Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const; /* Extract into xforms and calculate once */ void ComputePivotTransform(); /* Execute the command for the pivot generation */ void Execute(); void set_parent(Ref p_parent) { parent_transform = p_parent; } bool computed_global_xform = false; Ref parent_transform = Ref(); //Transform chain[TransformationComp_MAXIMUM]; // cached for later use Transform GlobalTransform = Transform(); Transform LocalTransform = Transform(); Transform Local_Scaling_Matrix = Transform(); // used for inherit type. Transform GeometricTransform = Transform(); // 3DS max only FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3 }; #endif // PIVOT_TRANSFORM_H