diff options
Diffstat (limited to 'editor/import/collada.cpp')
-rw-r--r-- | editor/import/collada.cpp | 51 |
1 files changed, 25 insertions, 26 deletions
diff --git a/editor/import/collada.cpp b/editor/import/collada.cpp index e38034dd8c..aa9700716d 100644 --- a/editor/import/collada.cpp +++ b/editor/import/collada.cpp @@ -50,8 +50,8 @@ String Collada::Effect::get_texture_path(const String &p_source, Collada &state) return state.state.image_map[image].path; } -Transform Collada::get_root_transform() const { - Transform unit_scale_transform; +Transform3D Collada::get_root_transform() const { + Transform3D unit_scale_transform; #ifndef COLLADA_IMPORT_SCALE_SCENE unit_scale_transform.scale(Vector3(state.unit_scale, state.unit_scale, state.unit_scale)); #endif @@ -74,8 +74,8 @@ static String _uri_to_id(const String &p_uri) { /** HELPER FUNCTIONS **/ -Transform Collada::fix_transform(const Transform &p_transform) { - Transform tr = p_transform; +Transform3D Collada::fix_transform(const Transform3D &p_transform) { + Transform3D tr = p_transform; #ifndef NO_UP_AXIS_SWAP @@ -102,8 +102,8 @@ Transform Collada::fix_transform(const Transform &p_transform) { //return state.matrix_fix * p_transform; } -static Transform _read_transform_from_array(const Vector<float> &array, int ofs = 0) { - Transform tr; +static Transform3D _read_transform_from_array(const Vector<float> &array, int ofs = 0) { + Transform3D tr; // i wonder why collada matrices are transposed, given that's opposed to opengl.. tr.basis.elements[0][0] = array[0 + ofs]; tr.basis.elements[0][1] = array[1 + ofs]; @@ -122,11 +122,11 @@ static Transform _read_transform_from_array(const Vector<float> &array, int ofs /* STRUCTURES */ -Transform Collada::Node::compute_transform(Collada &state) const { - Transform xform; +Transform3D Collada::Node::compute_transform(Collada &state) const { + Transform3D xform; for (int i = 0; i < xform_list.size(); i++) { - Transform xform_step; + Transform3D xform_step; const XForm &xf = xform_list[i]; switch (xf.op) { case XForm::OP_ROTATE: { @@ -165,11 +165,11 @@ Transform Collada::Node::compute_transform(Collada &state) const { return xform; } -Transform Collada::Node::get_transform() const { +Transform3D Collada::Node::get_transform() const { return default_transform; } -Transform Collada::Node::get_global_transform() const { +Transform3D Collada::Node::get_global_transform() const { if (parent) { return parent->get_global_transform() * default_transform; } else { @@ -201,14 +201,14 @@ Vector<float> Collada::AnimationTrack::get_value_at_time(float p_time) const { if (keys[i].data.size() == 16) { //interpolate a matrix - Transform src = _read_transform_from_array(keys[i - 1].data); - Transform dst = _read_transform_from_array(keys[i].data); + Transform3D src = _read_transform_from_array(keys[i - 1].data); + Transform3D dst = _read_transform_from_array(keys[i].data); - Transform interp = c < 0.001 ? src : src.interpolate_with(dst, c); + Transform3D interp = c < 0.001 ? src : src.interpolate_with(dst, c); Vector<float> ret; ret.resize(16); - Transform tr; + Transform3D tr; // i wonder why collada matrices are transposed, given that's opposed to opengl.. ret.write[0] = interp.basis.elements[0][0]; ret.write[1] = interp.basis.elements[0][1]; @@ -410,10 +410,9 @@ Vector<String> Collada::_read_string_array(XMLParser &parser) { return array; } -Transform Collada::_read_transform(XMLParser &parser) { - if (parser.is_empty()) { - return Transform(); - } +Transform3D Collada::_read_transform(XMLParser &parser) { + if (parser.is_empty()) + return Transform3D(); Vector<String> array; while (parser.read() == OK) { @@ -429,7 +428,7 @@ Transform Collada::_read_transform(XMLParser &parser) { } } - ERR_FAIL_COND_V(array.size() != 16, Transform()); + ERR_FAIL_COND_V(array.size() != 16, Transform3D()); Vector<float> farr; farr.resize(16); for (int i = 0; i < 16; i++) { @@ -1197,7 +1196,7 @@ void Collada::_parse_skin_controller(XMLParser &parser, String p_id) { /* STORE REST MATRICES */ - Vector<Transform> rests; + Vector<Transform3D> rests; ERR_FAIL_COND(!skindata.joints.sources.has("JOINT")); ERR_FAIL_COND(!skindata.joints.sources.has("INV_BIND_MATRIX")); @@ -1214,7 +1213,7 @@ void Collada::_parse_skin_controller(XMLParser &parser, String p_id) { for (int i = 0; i < joint_source.sarray.size(); i++) { String name = joint_source.sarray[i]; - Transform xform = _read_transform_from_array(ibm_source.array, i * 16); //<- this is a mistake, it must be applied to vertices + Transform3D xform = _read_transform_from_array(ibm_source.array, i * 16); //<- this is a mistake, it must be applied to vertices xform.affine_invert(); // inverse for rest, because it's an inverse #ifdef COLLADA_IMPORT_SCALE_SCENE xform.origin *= state.unit_scale; @@ -2096,7 +2095,7 @@ void Collada::_merge_skeletons2(VisualScene *p_vscene) { NodeSkeleton *skeleton = nullptr; - for (Map<String, Transform>::Element *F = cd.bone_rest_map.front(); F; F = F->next()) { + for (Map<String, Transform3D>::Element *F = cd.bone_rest_map.front(); F; F = F->next()) { String name; if (!state.sid_to_node_map.has(F->key())) { @@ -2240,11 +2239,11 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, L //this should be correct ERR_FAIL_COND_V(!state.skin_controller_data_map.has(ng->source), false); SkinControllerData &skin = state.skin_controller_data_map[ng->source]; - Transform skel_inv = sk->get_global_transform().affine_inverse(); + Transform3D skel_inv = sk->get_global_transform().affine_inverse(); p_node->default_transform = skel_inv * (skin.bind_shape /* p_node->get_global_transform()*/); // i honestly have no idea what to do with a previous model xform.. most exporters ignore it //make rests relative to the skeleton (they seem to be always relative to world) - for (Map<String, Transform>::Element *E = skin.bone_rest_map.front(); E; E = E->next()) { + for (Map<String, Transform3D>::Element *E = skin.bone_rest_map.front(); E; E = E->next()) { E->get() = skel_inv * E->get(); //make the bone rest local to the skeleton state.bone_rest_map[E->key()] = E->get(); // make it remember where the bone is globally, now that it's relative } @@ -2252,7 +2251,7 @@ bool Collada::_move_geometry_to_skeletons(VisualScene *p_vscene, Node *p_node, L //but most exporters seem to work only if i do this.. //p_node->default_transform = p_node->get_global_transform(); - //p_node->default_transform=Transform(); //this seems to be correct, because bind shape makes the object local to the skeleton + //p_node->default_transform=Transform3D(); //this seems to be correct, because bind shape makes the object local to the skeleton p_node->ignore_anim = true; // collada may animate this later, if it does, then this is not supported (redo your original asset and don't animate the base mesh) p_node->parent = sk; //sk->children.push_back(0,p_node); //avoid INFINITE loop |