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- /*************************************************************************/
- /* pivot_transform.h */
- /*************************************************************************/
- /* 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. */
- /*************************************************************************/
- #ifndef PIVOT_TRANSFORM_H
- #define PIVOT_TRANSFORM_H
- #include "core/math/transform.h"
- #include "core/object/reference.h"
- #include "model_abstraction.h"
- #include "fbx_parser/FBXDocument.h"
- #include "tools/import_utils.h"
- enum TransformationComp {
- TransformationComp_Translation,
- TransformationComp_Scaling,
- TransformationComp_Rotation,
- TransformationComp_RotationOffset,
- TransformationComp_RotationPivot,
- TransformationComp_PreRotation,
- TransformationComp_PostRotation,
- TransformationComp_ScalingOffset,
- TransformationComp_ScalingPivot,
- TransformationComp_GeometricTranslation,
- TransformationComp_GeometricRotation,
- TransformationComp_GeometricScaling,
- TransformationComp_MAXIMUM
- };
- // Abstract away pivot data so its simpler to handle
- struct PivotTransform : Reference, ModelAbstraction {
- // at the end we want to keep geometric_ everything, post and pre rotation
- // these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
- Quat pre_rotation = Quat();
- Quat post_rotation = Quat();
- Quat rotation = Quat();
- Quat geometric_rotation = Quat();
- Vector3 rotation_pivot = Vector3();
- Vector3 rotation_offset = Vector3();
- Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
- Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
- Vector3 translation = Vector3();
- Vector3 scaling = Vector3(1.0, 1.0, 1.0);
- Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
- Vector3 geometric_translation = Vector3();
- Vector3 raw_rotation = Vector3();
- Vector3 raw_post_rotation = Vector3();
- Vector3 raw_pre_rotation = Vector3();
- /* Read pivots from the document */
- void ReadTransformChain();
- void debug_pivot_xform(String p_name) {
- print_verbose("debugging node name: " + p_name);
- print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
- print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
- print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
- }
- Transform ComputeGlobalTransform(Transform t) const;
- Transform ComputeLocalTransform(Transform t) const;
- Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
- Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
- /* Extract into xforms and calculate once */
- void ComputePivotTransform();
- /* Execute the command for the pivot generation */
- void Execute();
- void set_parent(Ref<PivotTransform> p_parent) {
- parent_transform = p_parent;
- }
- bool computed_global_xform = false;
- Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
- //Transform chain[TransformationComp_MAXIMUM];
- // cached for later use
- Transform GlobalTransform = Transform();
- Transform LocalTransform = Transform();
- Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
- Transform GeometricTransform = Transform(); // 3DS max only
- FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
- };
- #endif // PIVOT_TRANSFORM_H
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