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			151 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			151 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  import_utils.cpp                                                     */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "import_utils.h"
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| 
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| Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) {
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| 	return p_rotation / 180.0 * Math_PI;
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| }
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| 
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| Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) {
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| 	return p_rotation / Math_PI * 180.0;
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| }
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| 
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| Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
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| 	Basis ret;
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| 
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| 	// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
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| 	// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
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| 	switch (mode) {
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| 		case FBXDocParser::Model::RotOrder_EulerXYZ:
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| 			ret.set_euler_zyx(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerXZY:
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| 			ret.set_euler_yzx(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerYZX:
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| 			ret.set_euler_xzy(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerYXZ:
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| 			ret.set_euler_zxy(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerZXY:
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| 			ret.set_euler_yxz(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerZYX:
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| 			ret.set_euler_xyz(p_rotation);
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| 			break;
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| 
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| 		case FBXDocParser::Model::RotOrder_SphericXYZ:
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| 			// TODO do this.
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| 			break;
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| 
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| 		default:
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| 			// If you land here, Please integrate all enums.
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| 			CRASH_NOW_MSG("This is not unreachable.");
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| 	}
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| 
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| 	return ret;
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| }
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| 
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| Quaternion ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
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| 	return ImportUtils::EulerToBasis(mode, p_rotation);
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| }
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| 
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| Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) {
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| 	// FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot
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| 	// by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf
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| 	switch (mode) {
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| 		case FBXDocParser::Model::RotOrder_EulerXYZ:
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| 			return p_rotation.get_euler_zyx();
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerXZY:
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| 			return p_rotation.get_euler_yzx();
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerYZX:
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| 			return p_rotation.get_euler_xzy();
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerYXZ:
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| 			return p_rotation.get_euler_zxy();
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerZXY:
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| 			return p_rotation.get_euler_yxz();
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| 
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| 		case FBXDocParser::Model::RotOrder_EulerZYX:
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| 			return p_rotation.get_euler_xyz();
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| 
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| 		case FBXDocParser::Model::RotOrder_SphericXYZ:
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| 			// TODO
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| 			return Vector3();
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| 
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| 		default:
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| 			// If you land here, Please integrate all enums.
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| 			CRASH_NOW_MSG("This is not unreachable.");
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| 			return Vector3();
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| 	}
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| }
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| 
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| Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quaternion &p_rotation) {
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| 	return BasisToEuler(mode, p_rotation);
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| }
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| 
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| Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale) {
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| 	Transform3D unscaled = Transform3D(p_initial.basis, p_initial.origin * p_scale);
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| 	ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform3D(), "det is zero unscaled?");
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| 	return unscaled;
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| }
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| 
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| Vector3 get_poly_normal(const std::vector<Vector3> &p_vertices) {
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| 	ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary");
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| 	// Using long double to make sure that normal is computed for even really tiny objects.
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| 	typedef long double ldouble;
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| 	ldouble x = 0.0;
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| 	ldouble y = 0.0;
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| 	ldouble z = 0.0;
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| 	for (size_t i = 0; i < p_vertices.size(); i += 1) {
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| 		const Vector3 current = p_vertices[i];
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| 		const Vector3 next = p_vertices[(i + 1) % p_vertices.size()];
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| 		x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z));
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| 		y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x));
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| 		z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y));
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| 	}
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| 	const ldouble l2 = x * x + y * y + z * z;
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| 	if (l2 == 0.0) {
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| 		return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized();
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| 	} else {
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| 		const double l = Math::sqrt(double(l2));
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| 		return Vector3(x / l, y / l, z / l);
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| 	}
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| }
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