6607fc7da9
Ports FBX module from 3.2 branch to 4.0 This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes. Changelog: - fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully) - fixed const correctness with C++/C version change - rewrote material handling to be simpler and better - ports from 3.2 to 4.0 the fbx importer
116 lines
5.1 KiB
C++
116 lines
5.1 KiB
C++
/*************************************************************************/
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/* pivot_transform.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 PIVOT_TRANSFORM_H
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#define PIVOT_TRANSFORM_H
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#include "core/math/transform.h"
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#include "core/object/reference.h"
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#include "model_abstraction.h"
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#include "fbx_parser/FBXDocument.h"
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#include "tools/import_utils.h"
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enum TransformationComp {
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TransformationComp_Translation,
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TransformationComp_Scaling,
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TransformationComp_Rotation,
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TransformationComp_RotationOffset,
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TransformationComp_RotationPivot,
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TransformationComp_PreRotation,
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TransformationComp_PostRotation,
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TransformationComp_ScalingOffset,
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TransformationComp_ScalingPivot,
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TransformationComp_GeometricTranslation,
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TransformationComp_GeometricRotation,
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TransformationComp_GeometricScaling,
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TransformationComp_MAXIMUM
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};
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// Abstract away pivot data so its simpler to handle
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struct PivotTransform : Reference, ModelAbstraction {
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// at the end we want to keep geometric_ everything, post and pre rotation
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// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
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Quat pre_rotation = Quat();
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Quat post_rotation = Quat();
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Quat rotation = Quat();
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Quat geometric_rotation = Quat();
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Vector3 rotation_pivot = Vector3();
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Vector3 rotation_offset = Vector3();
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Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
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Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
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Vector3 translation = Vector3();
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Vector3 scaling = Vector3(1.0, 1.0, 1.0);
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Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
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Vector3 geometric_translation = Vector3();
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Vector3 raw_rotation = Vector3();
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Vector3 raw_post_rotation = Vector3();
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Vector3 raw_pre_rotation = Vector3();
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/* Read pivots from the document */
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void ReadTransformChain();
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void debug_pivot_xform(String p_name) {
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print_verbose("debugging node name: " + p_name);
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print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
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print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
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print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
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}
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Transform ComputeGlobalTransform(Transform t) const;
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Transform ComputeLocalTransform(Transform t) const;
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Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
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Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
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/* Extract into xforms and calculate once */
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void ComputePivotTransform();
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/* Execute the command for the pivot generation */
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void Execute();
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void set_parent(Ref<PivotTransform> p_parent) {
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parent_transform = p_parent;
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}
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bool computed_global_xform = false;
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Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
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//Transform chain[TransformationComp_MAXIMUM];
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// cached for later use
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Transform GlobalTransform = Transform();
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Transform LocalTransform = Transform();
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Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
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Transform GeometricTransform = Transform(); // 3DS max only
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FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
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};
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#endif // PIVOT_TRANSFORM_H
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