49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
295 lines
11 KiB
C++
295 lines
11 KiB
C++
/*************************************************************************/
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/* FBXAnimation.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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/*
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Open Asset Import Library (assimp)
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----------------------------------------------------------------------
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Copyright (c) 2006-2019, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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----------------------------------------------------------------------
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*/
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/** @file FBXAnimation.cpp
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* @brief Assimp::FBX::AnimationCurve, Assimp::FBX::AnimationCurveNode,
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* Assimp::FBX::AnimationLayer, Assimp::FBX::AnimationStack
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*/
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#include "FBXCommon.h"
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#include "FBXDocument.h"
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#include "FBXDocumentUtil.h"
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#include "FBXParser.h"
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namespace FBXDocParser {
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using namespace Util;
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// ------------------------------------------------------------------------------------------------
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AnimationCurve::AnimationCurve(uint64_t id, const ElementPtr element, const std::string &name, const Document & /*doc*/) :
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Object(id, element, name) {
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const ScopePtr sc = GetRequiredScope(element);
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const ElementPtr KeyTime = GetRequiredElement(sc, "KeyTime");
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const ElementPtr KeyValueFloat = GetRequiredElement(sc, "KeyValueFloat");
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// note preserved keys and values for legacy FBXConverter.cpp
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// we can remove this once the animation system is written
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// and clean up this code so we do not have copies everywhere.
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ParseVectorDataArray(keys, KeyTime);
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ParseVectorDataArray(values, KeyValueFloat);
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if (keys.size() != values.size()) {
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DOMError("the number of key times does not match the number of keyframe values", KeyTime);
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}
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// put the two lists into the map, underlying container is really just a dictionary
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// these will always match, if not an error will throw and the file will not import
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// this is useful because we then can report something and fix this later if it becomes an issue
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// at this point we do not need a different count of these elements so this makes the
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// most sense to do.
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for (size_t x = 0; x < keys.size(); x++) {
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keyvalues[keys[x]] = values[x];
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}
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const ElementPtr KeyAttrDataFloat = sc->GetElement("KeyAttrDataFloat");
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if (KeyAttrDataFloat) {
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ParseVectorDataArray(attributes, KeyAttrDataFloat);
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}
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const ElementPtr KeyAttrFlags = sc->GetElement("KeyAttrFlags");
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if (KeyAttrFlags) {
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ParseVectorDataArray(flags, KeyAttrFlags);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurve::~AnimationCurve() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::AnimationCurveNode(uint64_t id, const ElementPtr element, const std::string &name,
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const Document &doc, const char *const *target_prop_whitelist /*= NULL*/,
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size_t whitelist_size /*= 0*/) :
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Object(id, element, name), target(), doc(doc) {
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const ScopePtr sc = GetRequiredScope(element);
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// find target node
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const char *whitelist[] = { "Model", "NodeAttribute", "Deformer" };
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const std::vector<const Connection *> &conns = doc.GetConnectionsBySourceSequenced(ID(), whitelist, 3);
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for (const Connection *con : conns) {
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// link should go for a property
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if (!con->PropertyName().length()) {
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continue;
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}
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Object *object = con->DestinationObject();
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if (!object) {
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DOMWarning("failed to read destination object for AnimationCurveNode->Model link, ignoring", element);
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continue;
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}
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target = object;
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prop = con->PropertyName();
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break;
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}
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props = GetPropertyTable(doc, "AnimationCurveNode.FbxAnimCurveNode", element, sc, false);
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}
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// ------------------------------------------------------------------------------------------------
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AnimationCurveNode::~AnimationCurveNode() {
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curves.clear();
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}
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// ------------------------------------------------------------------------------------------------
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const AnimationMap &AnimationCurveNode::Curves() const {
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/* Lazy loaded animation curves, will only load if required */
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if (curves.empty()) {
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// resolve attached animation curves
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurve");
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for (const Connection *con : conns) {
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// So the advantage of having this STL boilerplate is that it's dead simple once you get it.
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// The other advantage is casting is guaranteed to be safe and nullptr will be returned in the last step if it fails.
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Object *ob = con->SourceObject();
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AnimationCurve *anim_curve = dynamic_cast<AnimationCurve *>(ob);
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ERR_CONTINUE_MSG(!anim_curve, "Failed to convert animation curve from object");
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curves.insert(std::make_pair(con->PropertyName(), anim_curve));
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}
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}
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return curves;
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}
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// ------------------------------------------------------------------------------------------------
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AnimationLayer::AnimationLayer(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
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Object(id, element, name), doc(doc) {
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const ScopePtr sc = GetRequiredScope(element);
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// note: the props table here bears little importance and is usually absent
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props = GetPropertyTable(doc, "AnimationLayer.FbxAnimLayer", element, sc, true);
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}
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// ------------------------------------------------------------------------------------------------
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AnimationLayer::~AnimationLayer() {
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// empty
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}
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// ------------------------------------------------------------------------------------------------
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const AnimationCurveNodeList AnimationLayer::Nodes(const char *const *target_prop_whitelist,
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size_t whitelist_size /*= 0*/) const {
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AnimationCurveNodeList nodes;
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// resolve attached animation nodes
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationCurveNode");
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nodes.reserve(conns.size());
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for (const Connection *con : conns) {
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// link should not go to a property
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if (con->PropertyName().length()) {
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continue;
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}
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Object *ob = con->SourceObject();
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if (!ob) {
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DOMWarning("failed to read source object for AnimationCurveNode->AnimationLayer link, ignoring", element);
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continue;
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}
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const AnimationCurveNode *anim = dynamic_cast<AnimationCurveNode *>(ob);
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if (!anim) {
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DOMWarning("source object for ->AnimationLayer link is not an AnimationCurveNode", element);
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continue;
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}
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if (target_prop_whitelist) {
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const char *s = anim->TargetProperty().c_str();
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bool ok = false;
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for (size_t i = 0; i < whitelist_size; ++i) {
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if (!strcmp(s, target_prop_whitelist[i])) {
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ok = true;
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break;
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}
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}
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if (!ok) {
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continue;
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}
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}
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nodes.push_back(anim);
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}
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return nodes;
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}
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// ------------------------------------------------------------------------------------------------
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AnimationStack::AnimationStack(uint64_t id, const ElementPtr element, const std::string &name, const Document &doc) :
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Object(id, element, name) {
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const ScopePtr sc = GetRequiredScope(element);
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// note: we don't currently use any of these properties so we shouldn't bother if it is missing
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props = GetPropertyTable(doc, "AnimationStack.FbxAnimStack", element, sc, true);
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// resolve attached animation layers
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const std::vector<const Connection *> &conns = doc.GetConnectionsByDestinationSequenced(ID(), "AnimationLayer");
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layers.reserve(conns.size());
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for (const Connection *con : conns) {
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// link should not go to a property
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if (con->PropertyName().length()) {
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continue;
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}
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Object *ob = con->SourceObject();
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if (!ob) {
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DOMWarning("failed to read source object for AnimationLayer->AnimationStack link, ignoring", element);
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continue;
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}
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const AnimationLayer *anim = dynamic_cast<const AnimationLayer *>(ob);
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if (!anim) {
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DOMWarning("source object for ->AnimationStack link is not an AnimationLayer", element);
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continue;
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}
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layers.push_back(anim);
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}
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}
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// ------------------------------------------------------------------------------------------------
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AnimationStack::~AnimationStack() {
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if (props != nullptr) {
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delete props;
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props = nullptr;
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}
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}
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} // namespace FBXDocParser
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