/*************************************************************************/ /* 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(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 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 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> 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 bone = skeleton_bones[x]; if (bone.is_valid()) { skeleton->add_bone(bone->bone_name); bone->godot_bone_id = bone_count; bone->fbx_skeleton = Ref(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> &bone_element : bone_map) { const Ref 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 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 } } } }