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+/*************************************************************************/
+/* pivot_transform.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef PIVOT_TRANSFORM_H
+#define PIVOT_TRANSFORM_H
+
+#include "core/math/transform.h"
+#include "core/object/reference.h"
+
+#include "model_abstraction.h"
+
+#include "fbx_parser/FBXDocument.h"
+#include "tools/import_utils.h"
+
+enum TransformationComp {
+ TransformationComp_Translation,
+ TransformationComp_Scaling,
+ TransformationComp_Rotation,
+ TransformationComp_RotationOffset,
+ TransformationComp_RotationPivot,
+ TransformationComp_PreRotation,
+ TransformationComp_PostRotation,
+ TransformationComp_ScalingOffset,
+ TransformationComp_ScalingPivot,
+ TransformationComp_GeometricTranslation,
+ TransformationComp_GeometricRotation,
+ TransformationComp_GeometricScaling,
+ TransformationComp_MAXIMUM
+};
+// Abstract away pivot data so its simpler to handle
+struct PivotTransform : Reference, ModelAbstraction {
+ // at the end we want to keep geometric_ everything, post and pre rotation
+ // these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
+ Quat pre_rotation = Quat();
+ Quat post_rotation = Quat();
+ Quat rotation = Quat();
+ Quat geometric_rotation = Quat();
+ Vector3 rotation_pivot = Vector3();
+ Vector3 rotation_offset = Vector3();
+ Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
+ Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
+ Vector3 translation = Vector3();
+ Vector3 scaling = Vector3(1.0, 1.0, 1.0);
+ Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
+ Vector3 geometric_translation = Vector3();
+
+ Vector3 raw_rotation = Vector3();
+ Vector3 raw_post_rotation = Vector3();
+ Vector3 raw_pre_rotation = Vector3();
+
+ /* Read pivots from the document */
+ void ReadTransformChain();
+
+ void debug_pivot_xform(String p_name) {
+ print_verbose("debugging node name: " + p_name);
+ print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
+ print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
+ print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
+ }
+
+ Transform ComputeGlobalTransform(Transform t) const;
+ Transform ComputeLocalTransform(Transform t) const;
+ Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
+ Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
+
+ /* Extract into xforms and calculate once */
+ void ComputePivotTransform();
+
+ /* Execute the command for the pivot generation */
+ void Execute();
+
+ void set_parent(Ref<PivotTransform> p_parent) {
+ parent_transform = p_parent;
+ }
+
+ bool computed_global_xform = false;
+ Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
+ //Transform chain[TransformationComp_MAXIMUM];
+
+ // cached for later use
+ Transform GlobalTransform = Transform();
+ Transform LocalTransform = Transform();
+ Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
+ Transform GeometricTransform = Transform(); // 3DS max only
+ FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
+};
+
+#endif // PIVOT_TRANSFORM_H