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- /**************************************************************************/
- /* fbx_bone.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 FBX_BONE_H
- #define FBX_BONE_H
- #include "fbx_node.h"
- #include "import_state.h"
- #include "fbx_parser/FBXDocument.h"
- struct PivotTransform;
- struct FBXBone : public Reference {
- uint64_t parent_bone_id = 0;
- uint64_t bone_id = 0;
- bool valid_parent = false; // if the parent bone id is set up.
- String bone_name = String(); // bone name
- bool is_root_bone() const {
- return !valid_parent;
- }
- // Godot specific data
- int godot_bone_id = -2; // godot internal bone id assigned after import
- // if a bone / armature is the root then FBX skeleton will contain the bone not any other skeleton.
- // this is to support joints by themselves in scenes
- bool valid_armature_id = false;
- uint64_t armature_id = 0;
- /* link node is the parent bone */
- mutable const FBXDocParser::Geometry *geometry = nullptr;
- mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
- void set_node(Ref<FBXNode> p_node) {
- node = p_node;
- }
- // Stores the pivot xform for this bone
- Ref<FBXNode> node = nullptr;
- Ref<FBXBone> parent_bone = nullptr;
- Ref<FBXSkeleton> fbx_skeleton = nullptr;
- };
- struct FBXSkinDeformer {
- FBXSkinDeformer(Ref<FBXBone> p_bone, const FBXDocParser::Cluster *p_cluster) :
- cluster(p_cluster), bone(p_bone) {}
- ~FBXSkinDeformer() {}
- const FBXDocParser::Cluster *cluster;
- Ref<FBXBone> bone;
- /* get associate model - the model can be invalid sometimes */
- Ref<FBXBone> get_associate_model() const {
- return bone->parent_bone;
- }
- Ref<FBXNode> get_link(const ImportState &state) const;
- };
- #endif // FBX_BONE_H
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