godot/modules/fbx/data/fbx_bone.cpp

107 lines
5.8 KiB
C++

/*************************************************************************/
/* fbx_bone.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "fbx_bone.h"
#include "fbx_node.h"
#include "import_state.h"
Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
print_verbose("bone name: " + bone_name);
// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
if (!cluster) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
Ref<FBXNode> link_node;
uint64_t id = cluster->TargetNode()->ID();
if (state.fbx_target_map.has(id)) {
link_node = state.fbx_target_map[id];
} else {
print_error("link node not found for " + itos(id));
}
// the node in space this is for, like if it's FOR a target.
return link_node;
}
/* right now we just get single skin working and we can patch in the multiple tomorrow - per skin not per bone. */
// this will work for multiple meshes :) awesomeness.
// okay so these formula's are complex and need proper understanding of
// shear, pivots, geometric pivots, pre rotation and post rotation
// additionally DO NOT EDIT THIS if your blender file isn't working.
// Contact RevoluPowered Gordon MacPherson if you are contemplating making edits to this.
Transform FBXBone::get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &r_valid_pose) {
r_valid_pose = false;
print_verbose("get_vertex_skin_xform: " + bone_name);
// safe to do, this means we have 'remove unused deformer' checked.
if (!cluster) {
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");
r_valid_pose = true;
return Transform();
}
ERR_FAIL_COND_V_MSG(cluster == nullptr, Transform(), "[serious] unable to resolve the fbx cluster for this bone " + bone_name);
// these methods will ONLY work for Maya.
if (cluster->TransformAssociateModelValid()) {
//print_error("additive skinning in use");
Transform associate_global_init_position = cluster->TransformAssociateModel();
Transform associate_global_current_position = Transform();
Transform reference_global_init_position = cluster->GetTransform();
Transform cluster_global_init_position = cluster->TransformLink();
Ref<FBXNode> link_node = get_link(state);
ERR_FAIL_COND_V_MSG(link_node.is_null(), Transform(), "invalid link corrupt file detected");
r_valid_pose = true;
Transform cluster_global_current_position = link_node.is_valid() && link_node->pivot_transform.is_valid() ? link_node->pivot_transform->GlobalTransform : Transform();
vertex_transform_matrix = reference_global_init_position.affine_inverse() * associate_global_init_position * associate_global_current_position.affine_inverse() *
cluster_global_current_position * cluster_global_init_position.affine_inverse() * reference_global_init_position;
} else {
//print_error("non additive skinning is in use");
Transform reference_global_position = cluster->GetTransform();
Transform reference_global_current_position = mesh_global_position;
//Transform geometric_pivot = Transform(); // we do not use this - 3ds max only
Transform global_init_position = cluster->TransformLink();
if (global_init_position.basis.determinant() == 0) {
global_init_position = Transform(Basis(), global_init_position.origin);
}
Transform cluster_relative_init_position = global_init_position.affine_inverse() * reference_global_position;
Transform cluster_relative_position_inverse = reference_global_current_position.affine_inverse() * global_init_position;
vertex_transform_matrix = cluster_relative_position_inverse * cluster_relative_init_position;
r_valid_pose = true;
}
return vertex_transform_matrix;
}