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			56 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  fbx_bone.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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 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 "fbx_bone.h"
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| 
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| #include "fbx_node.h"
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| #include "import_state.h"
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| 
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| Ref<FBXNode> FBXSkinDeformer::get_link(const ImportState &state) const {
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| 	print_verbose("bone name: " + bone->bone_name);
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| 
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| 	// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
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| 	if (!cluster) {
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| 		return nullptr;
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| 	}
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| 
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| 	ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
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| 
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| 	Ref<FBXNode> link_node;
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| 	uint64_t id = cluster->TargetNode()->ID();
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| 	if (state.fbx_target_map.has(id)) {
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| 		link_node = state.fbx_target_map[id];
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| 	} else {
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| 		print_error("link node not found for " + itos(id));
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| 	}
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| 
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| 	// the node in space this is for, like if it's FOR a target.
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| 	return link_node;
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| }
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