summaryrefslogtreecommitdiff
path: root/modules/fbx/data/fbx_skeleton.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'modules/fbx/data/fbx_skeleton.cpp')
-rw-r--r--modules/fbx/data/fbx_skeleton.cpp123
1 files changed, 123 insertions, 0 deletions
diff --git a/modules/fbx/data/fbx_skeleton.cpp b/modules/fbx/data/fbx_skeleton.cpp
new file mode 100644
index 0000000000..93aeffc132
--- /dev/null
+++ b/modules/fbx/data/fbx_skeleton.cpp
@@ -0,0 +1,123 @@
+/*************************************************************************/
+/* fbx_skeleton.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_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; 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 (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
+ 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));
+
+ // 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
+ }
+ }
+ }
+}