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