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Diffstat (limited to 'modules/fbx/data/fbx_skeleton.cpp')
-rw-r--r-- | modules/fbx/data/fbx_skeleton.cpp | 130 |
1 files changed, 0 insertions, 130 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp deleted file mode 100644 index 0225df16af..0000000000 --- a/modules/fbx/data/fbx_skeleton.cpp +++ /dev/null @@ -1,130 +0,0 @@ -/*************************************************************************/ -/* fbx_skeleton.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 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 + 1; 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 (const KeyValue<int, Ref<FBXBone>> &bone_element : bone_map) { - 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)); - { - Transform3D base_xform = bone->node->pivot_transform->LocalTransform; - - skeleton->set_bone_pose_position(bone_index, base_xform.origin); - skeleton->set_bone_pose_rotation(bone_index, base_xform.basis.get_rotation_quaternion()); - skeleton->set_bone_pose_scale(bone_index, base_xform.basis.get_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 - } - } - } -} |