godot/modules/fbx/data/fbx_bone.h

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/*************************************************************************/
/* fbx_bone.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 FBX_BONE_H
#define FBX_BONE_H
#include "fbx_node.h"
#include "import_state.h"
#include "fbx_parser/FBXDocument.h"
struct PivotTransform;
struct FBXBone : public Reference {
uint64_t parent_bone_id = 0;
uint64_t bone_id = 0;
bool valid_parent = false; // if the parent bone id is set up.
String bone_name = String(); // bone name
bool is_root_bone() const {
return !valid_parent;
}
uint64_t target_node_id; // the node target id for the skeleton element
bool valid_target = false; // only applies to bones with a mesh / in the skin.
// Godot specific data
int godot_bone_id = -2; // godot internal bone id assigned after import
// if a bone / armature is the root then FBX skeleton will contain the bone not any other skeleton.
// this is to support joints by themselves in scenes
bool valid_armature_id = false;
uint64_t armature_id = 0;
// Vertex Weight information
Transform transform_link; // todo remove
Transform transform_matrix; // todo remove
/* get associate model - the model can be invalid sometimes */
Ref<FBXBone> get_associate_model() const {
return parent_bone;
}
/* link node is the parent bone */
Ref<FBXNode> get_link(const ImportState &state) const;
Transform get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &valid);
Transform vertex_transform_matrix;
Transform local_cluster_matrix; // set_bone_pose
mutable const FBXDocParser::Deformer *skin = nullptr;
mutable const FBXDocParser::Cluster *cluster = nullptr;
mutable const FBXDocParser::Geometry *geometry = nullptr;
mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
void set_pivot_xform(Ref<PivotTransform> p_pivot_xform) {
pivot_xform = p_pivot_xform;
}
// pose node / if assigned
Transform pose_node = Transform();
bool assigned_pose_node = false;
Ref<FBXBone> parent_bone = Ref<FBXBone>();
Ref<PivotTransform> pivot_xform = Ref<PivotTransform>();
Ref<FBXSkeleton> fbx_skeleton = Ref<FBXSkeleton>();
};
#endif // FBX_BONE_H