mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 05:31:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			123 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
	
		
			5.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  fbx_skeleton.cpp                                                     */
 | |
| /*************************************************************************/
 | |
| /*                       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.                */
 | |
| /*************************************************************************/
 | |
| 
 | |
| #include "fbx_skeleton.h"
 | |
| 
 | |
| #include "import_state.h"
 | |
| 
 | |
| #include "tools/import_utils.h"
 | |
| 
 | |
| void FBXSkeleton::init_skeleton(const ImportState &state) {
 | |
| 	int skeleton_bone_count = skeleton_bones.size();
 | |
| 
 | |
| 	if (skeleton == nullptr && skeleton_bone_count > 0) {
 | |
| 		skeleton = memnew(Skeleton);
 | |
| 
 | |
| 		if (fbx_node.is_valid()) {
 | |
| 			// cache skeleton attachment for later during node creation
 | |
| 			// can't be done until after node hierarchy is built
 | |
| 			if (fbx_node->godot_node != state.root) {
 | |
| 				fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
 | |
| 				print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
 | |
| 			} else {
 | |
| 				// root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
 | |
| 				fbx_node->godot_node->add_child(skeleton);
 | |
| 				skeleton->set_owner(state.root_owner);
 | |
| 				skeleton->set_name("Skeleton");
 | |
| 				print_verbose("created armature skeleton for root");
 | |
| 			}
 | |
| 		} else {
 | |
| 			memfree(skeleton);
 | |
| 			skeleton = nullptr;
 | |
| 			print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
 | |
| 			skeleton_bones.clear();
 | |
| 			return;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Make the bone name uniques.
 | |
| 	for (int x = 0; x < skeleton_bone_count; x++) {
 | |
| 		Ref<FBXBone> bone = skeleton_bones[x];
 | |
| 		if (bone.is_valid()) {
 | |
| 			// Make sure the bone name is unique.
 | |
| 			const String bone_name = bone->bone_name;
 | |
| 			int same_name_count = 0;
 | |
| 			for (int y = x + 1; y < skeleton_bone_count; y++) {
 | |
| 				Ref<FBXBone> other_bone = skeleton_bones[y];
 | |
| 				if (other_bone.is_valid()) {
 | |
| 					if (other_bone->bone_name == bone_name) {
 | |
| 						same_name_count += 1;
 | |
| 						other_bone->bone_name += "_" + itos(same_name_count);
 | |
| 					}
 | |
| 				}
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	Map<int, Ref<FBXBone>> bone_map;
 | |
| 	// implement fbx cluster skin logic here this is where it goes
 | |
| 	int bone_count = 0;
 | |
| 	for (int x = 0; x < skeleton_bone_count; x++) {
 | |
| 		Ref<FBXBone> bone = skeleton_bones[x];
 | |
| 		if (bone.is_valid()) {
 | |
| 			skeleton->add_bone(bone->bone_name);
 | |
| 			bone->godot_bone_id = bone_count;
 | |
| 			bone->fbx_skeleton = Ref<FBXSkeleton>(this);
 | |
| 			bone_map.insert(bone_count, bone);
 | |
| 			print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
 | |
| 			bone_count++;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
 | |
| 
 | |
| 	for (Map<int, Ref<FBXBone>>::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
 | |
| 		const Ref<FBXBone> bone = bone_element->value();
 | |
| 		int bone_index = bone_element->key();
 | |
| 		print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
 | |
| 
 | |
| 		skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
 | |
| 
 | |
| 		// lookup parent ID
 | |
| 		if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
 | |
| 			Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
 | |
| 			int bone_id = skeleton->find_bone(parent_bone->bone_name);
 | |
| 			if (bone_id != -1) {
 | |
| 				skeleton->set_bone_parent(bone_index, bone_id);
 | |
| 			} else {
 | |
| 				print_error("invalid bone parent: " + parent_bone->bone_name);
 | |
| 			}
 | |
| 		} else {
 | |
| 			if (bone->godot_bone_id != -1) {
 | |
| 				skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | 
