/*************************************************************************/ /* fbx_bone.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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. */ /*************************************************************************/ #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; } uint64_t target_node_id; // the node target id for the skeleton element bool valid_target = false; // only applies to bones with a mesh / in the skin. // 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; // Vertex Weight information Transform transform_link; // todo remove Transform transform_matrix; // todo remove /* get associate model - the model can be invalid sometimes */ Ref get_associate_model() const { return parent_bone; } /* link node is the parent bone */ Ref get_link(const ImportState &state) const; Transform get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &valid); Transform vertex_transform_matrix; Transform local_cluster_matrix; // set_bone_pose mutable const FBXDocParser::Deformer *skin = nullptr; mutable const FBXDocParser::Cluster *cluster = nullptr; mutable const FBXDocParser::Geometry *geometry = nullptr; mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr; void set_pivot_xform(Ref p_pivot_xform) { pivot_xform = p_pivot_xform; } // pose node / if assigned Transform pose_node = Transform(); bool assigned_pose_node = false; Ref parent_bone = Ref(); Ref pivot_xform = Ref(); Ref fbx_skeleton = Ref(); }; #endif // FBX_BONE_H