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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2020-12-23 17:14:56 +0100 |
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committer | GitHub <noreply@github.com> | 2020-12-23 17:14:56 +0100 |
commit | 35a8ebaa1027545b62b015b44bfc00bd02e165b9 (patch) | |
tree | c6b19b47d4a62b49605c2d853ae2d1b842c55053 /modules/fbx/data/fbx_bone.cpp | |
parent | b233f23c376075be8fa6f6c51fe60b2b47d33033 (diff) | |
parent | 6607fc7da90d1e17f6bb952b8325d02bc593cccc (diff) |
Merge pull request #44499 from RevoluPowered/fbx_plugin_port_4.0
[fbx] Port FBX module from 3.2 branch
Diffstat (limited to 'modules/fbx/data/fbx_bone.cpp')
-rw-r--r-- | modules/fbx/data/fbx_bone.cpp | 56 |
1 files changed, 56 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_bone.cpp b/modules/fbx/data/fbx_bone.cpp new file mode 100644 index 0000000000..7ccb0b3717 --- /dev/null +++ b/modules/fbx/data/fbx_bone.cpp @@ -0,0 +1,56 @@ +/*************************************************************************/ +/* fbx_bone.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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; +} |