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authorGordon MacPherson <gordon@gordonite.tech>2020-12-22 22:29:48 +0000
committerGordon MacPherson <gordon@gordonite.tech>2020-12-23 00:45:03 +0000
commit6607fc7da90d1e17f6bb952b8325d02bc593cccc (patch)
tree837d17d309b01304e3c5ee9e641c38e9645bb120 /modules/fbx/data/fbx_bone.cpp
parenta003ff0cf2a729edf3e08922ca5341ab8acd05c9 (diff)
Port FBX module from commit 68013d23932688e57b489600f4517dd280edc464
Ports FBX module from 3.2 branch to 4.0 This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes. Changelog: - fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully) - fixed const correctness with C++/C version change - rewrote material handling to be simpler and better - ports from 3.2 to 4.0 the fbx importer
Diffstat (limited to 'modules/fbx/data/fbx_bone.cpp')
-rw-r--r--modules/fbx/data/fbx_bone.cpp56
1 files changed, 56 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_bone.cpp b/modules/fbx/data/fbx_bone.cpp
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+++ b/modules/fbx/data/fbx_bone.cpp
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+/*************************************************************************/
+/* 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;
+}