godot/modules/fbx/data/pivot_transform.h
Gordon MacPherson de61cfe7c5 [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
Better materials:
- default values will no longer trigger things like emission,
clear coat being enabled etc incorrectly, mostly importers misunderstand
this value, a value of 1 is not actually enabled emission, it must have a
non zero setting other than emission value for the emission flags to
actually be enabled correctly in our engine #42386
- lambert materials are warned against significantly,
do not use Lambert in Godot, use a PBR material like Ai Standard Surface
 (it's like going from low quality to high definition in terms of output
 in scenes and on assets)
- roughness values are calculated correctly in this version

Fixes for normal's array - some normal's from some files were dropped and
generated, this is now fixed.
- FBX indexing for items with (-1) index, for normal data is supported,
this is super helpful at increasing our range of compatibility of
FBX meshes.

Fix bone rest data **no longer requiring go to bind pose in Maya and various applications**
- Partial fix for #43688

Validation tools added for validating large projects

Provide package name, vendor and FBX vendor in the log.

Implemented metadata properties so we can read extra document
info required for bug reporting

**FBX 2011 (version 7200)** is unsupported now,
you must re-export your file in Maya or Max to upgrade the file format.

Fixes skin bind poses being generated based on node xforms in the scene
Fixes duplicate bones being added to skin and prevents add_bones from
registering skeleton bones it now registers skin bind poses,
but this should really be documented in the engine correctly right now
 it doesn't tell you this is the case.
2020-12-10 19:30:17 +00:00

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5.1 KiB
C++

/*************************************************************************/
/* pivot_transform.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. */
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/* 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.h"
#include "core/reference.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 : Reference, 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.
Quat pre_rotation = Quat();
Quat post_rotation = Quat();
Quat rotation = Quat();
Quat geometric_rotation = Quat();
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));
}
Transform ComputeGlobalTransform(Transform t) const;
Transform ComputeLocalTransform(Transform t) const;
Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
Transform ComputeLocalTransform(Vector3 p_translation, Quat 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
Transform GlobalTransform = Transform();
Transform LocalTransform = Transform();
Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
Transform GeometricTransform = Transform(); // 3DS max only
FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
};
#endif // PIVOT_TRANSFORM_H