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- /*************************************************************************/
- /* fbx_bone.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 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. */
- /*************************************************************************/
- #include "fbx_bone.h"
- #include "fbx_node.h"
- #include "import_state.h"
- Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
- print_verbose("bone name: " + bone->bone_name);
- // safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
- if (!cluster) {
- return nullptr;
- }
- ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
- Ref<FBXNode> link_node;
- uint64_t id = cluster->TargetNode()->ID();
- if (state.fbx_target_map.has(id)) {
- link_node = state.fbx_target_map[id];
- } else {
- print_error("link node not found for " + itos(id));
- }
- // the node in space this is for, like if it's FOR a target.
- return link_node;
- }
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