fbx_bone.cpp 2.9 KB

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  1. /*************************************************************************/
  2. /* fbx_bone.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "fbx_bone.h"
  31. #include "fbx_node.h"
  32. #include "import_state.h"
  33. Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
  34. print_verbose("bone name: " + bone->bone_name);
  35. // safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
  36. if (!cluster) {
  37. return nullptr;
  38. }
  39. ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
  40. Ref<FBXNode> link_node;
  41. uint64_t id = cluster->TargetNode()->ID();
  42. if (state.fbx_target_map.has(id)) {
  43. link_node = state.fbx_target_map[id];
  44. } else {
  45. print_error("link node not found for " + itos(id));
  46. }
  47. // the node in space this is for, like if it's FOR a target.
  48. return link_node;
  49. }