bcf77deaae
This is because a skin bind count must match skeleton bone count, we should make this not the case for 4.0 IMHO as we can reduce the skin size in godot and make the skin surface simpler to process and have less entries :)
107 lines
5.8 KiB
C++
107 lines
5.8 KiB
C++
/*************************************************************************/
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/* fbx_bone.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) 2007-2020 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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#include "fbx_bone.h"
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#include "fbx_node.h"
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#include "import_state.h"
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Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
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print_verbose("bone name: " + bone_name);
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// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
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if (!cluster) {
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return nullptr;
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}
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ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
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Ref<FBXNode> link_node;
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uint64_t id = cluster->TargetNode()->ID();
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if (state.fbx_target_map.has(id)) {
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link_node = state.fbx_target_map[id];
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} else {
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print_error("link node not found for " + itos(id));
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}
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// the node in space this is for, like if it's FOR a target.
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return link_node;
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}
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/* right now we just get single skin working and we can patch in the multiple tomorrow - per skin not per bone. */
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// this will work for multiple meshes :) awesomeness.
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// okay so these formula's are complex and need proper understanding of
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// shear, pivots, geometric pivots, pre rotation and post rotation
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// additionally DO NOT EDIT THIS if your blender file isn't working.
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// Contact RevoluPowered Gordon MacPherson if you are contemplating making edits to this.
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Transform FBXBone::get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &r_valid_pose) {
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r_valid_pose = false;
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print_verbose("get_vertex_skin_xform: " + bone_name);
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// safe to do, this means we have 'remove unused deformer' checked.
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if (!cluster) {
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print_verbose("bone [" + itos(bone_id) + "] " + bone_name + ": has no skin offset poly-filling the skin to make rasterizer happy with unused deformers not being skinned");
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r_valid_pose = true;
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return Transform();
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}
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ERR_FAIL_COND_V_MSG(cluster == nullptr, Transform(), "[serious] unable to resolve the fbx cluster for this bone " + bone_name);
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// these methods will ONLY work for Maya.
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if (cluster->TransformAssociateModelValid()) {
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//print_error("additive skinning in use");
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Transform associate_global_init_position = cluster->TransformAssociateModel();
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Transform associate_global_current_position = Transform();
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Transform reference_global_init_position = cluster->GetTransform();
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Transform cluster_global_init_position = cluster->TransformLink();
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Ref<FBXNode> link_node = get_link(state);
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ERR_FAIL_COND_V_MSG(link_node.is_null(), Transform(), "invalid link corrupt file detected");
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r_valid_pose = true;
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Transform cluster_global_current_position = link_node.is_valid() && link_node->pivot_transform.is_valid() ? link_node->pivot_transform->GlobalTransform : Transform();
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vertex_transform_matrix = reference_global_init_position.affine_inverse() * associate_global_init_position * associate_global_current_position.affine_inverse() *
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cluster_global_current_position * cluster_global_init_position.affine_inverse() * reference_global_init_position;
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} else {
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//print_error("non additive skinning is in use");
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Transform reference_global_position = cluster->GetTransform();
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Transform reference_global_current_position = mesh_global_position;
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//Transform geometric_pivot = Transform(); // we do not use this - 3ds max only
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Transform global_init_position = cluster->TransformLink();
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if (global_init_position.basis.determinant() == 0) {
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global_init_position = Transform(Basis(), global_init_position.origin);
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}
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Transform cluster_relative_init_position = global_init_position.affine_inverse() * reference_global_position;
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Transform cluster_relative_position_inverse = reference_global_current_position.affine_inverse() * global_init_position;
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vertex_transform_matrix = cluster_relative_position_inverse * cluster_relative_init_position;
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r_valid_pose = true;
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}
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return vertex_transform_matrix;
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}
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