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/*************************************************************************/
/*  pivot_transform.h                                                    */
/*************************************************************************/
/*                       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.                */
/*************************************************************************/

#ifndef PIVOT_TRANSFORM_H
#define PIVOT_TRANSFORM_H

#include "core/math/transform_3d.h"
#include "core/object/ref_counted.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 : RefCounted, 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.
	Quaternion pre_rotation = Quaternion();
	Quaternion post_rotation = Quaternion();
	Quaternion rotation = Quaternion();
	Quaternion geometric_rotation = Quaternion();
	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));
	}

	Transform3D ComputeGlobalTransform(Transform3D t) const;
	Transform3D ComputeLocalTransform(Transform3D t) const;
	Transform3D ComputeGlobalTransform(Vector3 p_translation, Quaternion p_rotation, Vector3 p_scaling) const;
	Transform3D ComputeLocalTransform(Vector3 p_translation, Quaternion 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
	Transform3D GlobalTransform = Transform3D();
	Transform3D LocalTransform = Transform3D();
	Transform3D Local_Scaling_Matrix = Transform3D(); // used for inherit type.
	Transform3D GeometricTransform = Transform3D(); // 3DS max only
	FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
};

#endif // PIVOT_TRANSFORM_H