godot/modules/fbx/data/pivot_transform.h
Rémi Verschelde fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00

116 lines
5.2 KiB
C++

/*************************************************************************/
/* pivot_transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 PIVOT_TRANSFORM_H
#define PIVOT_TRANSFORM_H
#include "core/math/transform_3d.h"
#include "core/object/ref_counted.h"
#include "model_abstraction.h"
#include "fbx_parser/FBXDocument.h"
#include "tools/import_utils.h"
enum TransformationComp {
TransformationComp_Translation,
TransformationComp_Scaling,
TransformationComp_Rotation,
TransformationComp_RotationOffset,
TransformationComp_RotationPivot,
TransformationComp_PreRotation,
TransformationComp_PostRotation,
TransformationComp_ScalingOffset,
TransformationComp_ScalingPivot,
TransformationComp_GeometricTranslation,
TransformationComp_GeometricRotation,
TransformationComp_GeometricScaling,
TransformationComp_MAXIMUM
};
// Abstract away pivot data so its simpler to handle
struct PivotTransform : RefCounted, ModelAbstraction {
// at the end we want to keep geometric_ everything, post and pre rotation
// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
Quaternion pre_rotation = Quaternion();
Quaternion post_rotation = Quaternion();
Quaternion rotation = Quaternion();
Quaternion geometric_rotation = Quaternion();
Vector3 rotation_pivot = Vector3();
Vector3 rotation_offset = Vector3();
Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
Vector3 translation = Vector3();
Vector3 scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_translation = Vector3();
Vector3 raw_rotation = Vector3();
Vector3 raw_post_rotation = Vector3();
Vector3 raw_pre_rotation = Vector3();
/* Read pivots from the document */
void ReadTransformChain();
void debug_pivot_xform(String p_name) {
print_verbose("debugging node name: " + p_name);
print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
}
Transform3D ComputeGlobalTransform(Transform3D t) const;
Transform3D ComputeLocalTransform(Transform3D t) const;
Transform3D ComputeGlobalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const;
Transform3D ComputeLocalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const;
/* Extract into xforms and calculate once */
void ComputePivotTransform();
/* Execute the command for the pivot generation */
void Execute();
void set_parent(Ref<PivotTransform> p_parent) {
parent_transform = p_parent;
}
bool computed_global_xform = false;
Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
//Transform chain[TransformationComp_MAXIMUM];
// cached for later use
Transform3D GlobalTransform = Transform3D();
Transform3D LocalTransform = Transform3D();
Transform3D Local_Scaling_Matrix = Transform3D(); // used for inherit type.
Transform3D GeometricTransform = Transform3D(); // 3DS max only
FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
};
#endif // PIVOT_TRANSFORM_H