107 lines
5.8 KiB
C++
107 lines
5.8 KiB
C++
/*************************************************************************/
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/* fbx_bone.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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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 "fbx_bone.h"
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#include "fbx_node.h"
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#include "import_state.h"
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Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
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print_verbose("bone name: " + bone_name);
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// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
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if (!cluster) {
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return nullptr;
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}
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ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
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Ref<FBXNode> link_node;
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uint64_t id = cluster->TargetNode()->ID();
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if (state.fbx_target_map.has(id)) {
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link_node = state.fbx_target_map[id];
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} else {
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print_error("link node not found for " + itos(id));
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}
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// the node in space this is for, like if it's FOR a target.
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return link_node;
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}
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/* right now we just get single skin working and we can patch in the multiple tomorrow - per skin not per bone. */
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// this will work for multiple meshes :) awesomeness.
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// okay so these formula's are complex and need proper understanding of
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// shear, pivots, geometric pivots, pre rotation and post rotation
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// additionally DO NOT EDIT THIS if your blender file isn't working.
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// Contact RevoluPowered Gordon MacPherson if you are contemplating making edits to this.
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Transform FBXBone::get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &r_valid_pose) {
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r_valid_pose = false;
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print_verbose("get_vertex_skin_xform: " + bone_name);
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// safe to do, this means we have 'remove unused deformer' checked.
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if (!cluster) {
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print_verbose("bone [" + itos(bone_id) + "] " + bone_name + ": has no skin offset poly-filling the skin to make rasterizer happy with unused deformers not being skinned");
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r_valid_pose = true;
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return Transform();
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}
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ERR_FAIL_COND_V_MSG(cluster == nullptr, Transform(), "[serious] unable to resolve the fbx cluster for this bone " + bone_name);
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// these methods will ONLY work for Maya.
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if (cluster->TransformAssociateModelValid()) {
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//print_error("additive skinning in use");
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Transform associate_global_init_position = cluster->TransformAssociateModel();
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Transform associate_global_current_position = Transform();
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Transform reference_global_init_position = cluster->GetTransform();
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Transform cluster_global_init_position = cluster->TransformLink();
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Ref<FBXNode> link_node = get_link(state);
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ERR_FAIL_COND_V_MSG(link_node.is_null(), Transform(), "invalid link corrupt file detected");
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r_valid_pose = true;
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Transform cluster_global_current_position = link_node.is_valid() && link_node->pivot_transform.is_valid() ? link_node->pivot_transform->GlobalTransform : Transform();
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vertex_transform_matrix = reference_global_init_position.affine_inverse() * associate_global_init_position * associate_global_current_position.affine_inverse() *
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cluster_global_current_position * cluster_global_init_position.affine_inverse() * reference_global_init_position;
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} else {
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//print_error("non additive skinning is in use");
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Transform reference_global_position = cluster->GetTransform();
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Transform reference_global_current_position = mesh_global_position;
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//Transform geometric_pivot = Transform(); // we do not use this - 3ds max only
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Transform global_init_position = cluster->TransformLink();
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if (global_init_position.basis.determinant() == 0) {
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global_init_position = Transform(Basis(), global_init_position.origin);
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}
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Transform cluster_relative_init_position = global_init_position.affine_inverse() * reference_global_position;
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Transform cluster_relative_position_inverse = reference_global_current_position.affine_inverse() * global_init_position;
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vertex_transform_matrix = cluster_relative_position_inverse * cluster_relative_init_position;
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r_valid_pose = true;
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}
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return vertex_transform_matrix;
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}
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