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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  pivot_transform.h                                                    */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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											2021-01-01 20:13:46 +01:00
										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
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							|  |  |  | /*                                                                       */ | 
					
						
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							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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							|  |  |  | #ifndef PIVOT_TRANSFORM_H
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							|  |  |  | #define PIVOT_TRANSFORM_H
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							|  |  |  | #include "core/math/transform.h"
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							|  |  |  | #include "core/object/reference.h"
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							|  |  |  | #include "model_abstraction.h"
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							|  |  |  | #include "fbx_parser/FBXDocument.h"
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							|  |  |  | #include "tools/import_utils.h"
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							|  |  |  | 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
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							|  |  |  | struct PivotTransform : Reference, ModelAbstraction { | 
					
						
							|  |  |  | 	// at the end we want to keep geometric_ everything, post and pre rotation
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							|  |  |  | 	// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
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							|  |  |  | 	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(); | 
					
						
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							|  |  |  | 	Vector3 raw_rotation = Vector3(); | 
					
						
							|  |  |  | 	Vector3 raw_post_rotation = Vector3(); | 
					
						
							|  |  |  | 	Vector3 raw_pre_rotation = Vector3(); | 
					
						
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							|  |  |  | 	/* Read pivots from the document */ | 
					
						
							|  |  |  | 	void ReadTransformChain(); | 
					
						
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							|  |  |  | 	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)); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	Transform3D ComputeGlobalTransform(Transform3D t) const; | 
					
						
							|  |  |  | 	Transform3D ComputeLocalTransform(Transform3D t) const; | 
					
						
							|  |  |  | 	Transform3D ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const; | 
					
						
							|  |  |  | 	Transform3D ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const; | 
					
						
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							|  |  |  | 	/* Extract into xforms and calculate once */ | 
					
						
							|  |  |  | 	void ComputePivotTransform(); | 
					
						
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							|  |  |  | 	/* Execute the command for the pivot generation */ | 
					
						
							|  |  |  | 	void Execute(); | 
					
						
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							|  |  |  | 	void set_parent(Ref<PivotTransform> p_parent) { | 
					
						
							|  |  |  | 		parent_transform = p_parent; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	bool computed_global_xform = false; | 
					
						
							|  |  |  | 	Ref<PivotTransform> parent_transform = Ref<PivotTransform>(); | 
					
						
							|  |  |  | 	//Transform chain[TransformationComp_MAXIMUM];
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							|  |  |  | 	// cached for later use
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										 |  |  | 	Transform3D GlobalTransform = Transform3D(); | 
					
						
							|  |  |  | 	Transform3D LocalTransform = Transform3D(); | 
					
						
							|  |  |  | 	Transform3D Local_Scaling_Matrix = Transform3D(); // used for inherit type.
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							|  |  |  | 	Transform3D GeometricTransform = Transform3D(); // 3DS max only
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										 |  |  | 	FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
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							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // PIVOT_TRANSFORM_H
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