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- /*************************************************************************/
- /* fbx_skeleton.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_skeleton.h"
- #include "import_state.h"
- #include "tools/import_utils.h"
- void FBXSkeleton::init_skeleton(const ImportState &state) {
- int skeleton_bone_count = skeleton_bones.size();
- if (skeleton == nullptr && skeleton_bone_count > 0) {
- skeleton = memnew(Skeleton3D);
- if (fbx_node.is_valid()) {
- // cache skeleton attachment for later during node creation
- // can't be done until after node hierarchy is built
- if (fbx_node->godot_node != state.root) {
- fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
- print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
- } else {
- // root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
- fbx_node->godot_node->add_child(skeleton);
- skeleton->set_owner(state.root_owner);
- skeleton->set_name("Skeleton3D");
- print_verbose("created armature skeleton for root");
- }
- } else {
- memfree(skeleton);
- skeleton = nullptr;
- print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
- skeleton_bones.clear();
- return;
- }
- }
- // Make the bone name uniques.
- for (int x = 0; x < skeleton_bone_count; x++) {
- Ref<FBXBone> bone = skeleton_bones[x];
- if (bone.is_valid()) {
- // Make sure the bone name is unique.
- const String bone_name = bone->bone_name;
- int same_name_count = 0;
- for (int y = x; y < skeleton_bone_count; y++) {
- Ref<FBXBone> other_bone = skeleton_bones[y];
- if (other_bone.is_valid()) {
- if (other_bone->bone_name == bone_name) {
- same_name_count += 1;
- other_bone->bone_name += "_" + itos(same_name_count);
- }
- }
- }
- }
- }
- Map<int, Ref<FBXBone>> bone_map;
- // implement fbx cluster skin logic here this is where it goes
- int bone_count = 0;
- for (int x = 0; x < skeleton_bone_count; x++) {
- Ref<FBXBone> bone = skeleton_bones[x];
- if (bone.is_valid()) {
- skeleton->add_bone(bone->bone_name);
- bone->godot_bone_id = bone_count;
- bone->fbx_skeleton = Ref<FBXSkeleton>(this);
- bone_map.insert(bone_count, bone);
- print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
- bone_count++;
- }
- }
- ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
- for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
- const Ref<FBXBone> bone = bone_element->value();
- int bone_index = bone_element->key();
- print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
- skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
- // lookup parent ID
- if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
- Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
- int bone_id = skeleton->find_bone(parent_bone->bone_name);
- if (bone_id != -1) {
- skeleton->set_bone_parent(bone_index, bone_id);
- } else {
- print_error("invalid bone parent: " + parent_bone->bone_name);
- }
- } else {
- if (bone->godot_bone_id != -1) {
- skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
- }
- }
- }
- }
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