virtualx-engine/modules/fbx/data/fbx_bone.h
Rémi Verschelde 1426cd3b3a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00

90 lines
3.7 KiB
C++

/**************************************************************************/
/* fbx_bone.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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;
}
// 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;
/* link node is the parent bone */
mutable const FBXDocParser::Geometry *geometry = nullptr;
mutable const FBXDocParser::ModelLimbNode *limb_node = nullptr;
void set_node(Ref<FBXNode> p_node) {
node = p_node;
}
// Stores the pivot xform for this bone
Ref<FBXNode> node = nullptr;
Ref<FBXBone> parent_bone = nullptr;
Ref<FBXSkeleton> fbx_skeleton = nullptr;
};
struct FBXSkinDeformer {
FBXSkinDeformer(Ref<FBXBone> p_bone, const FBXDocParser::Cluster *p_cluster) :
cluster(p_cluster), bone(p_bone) {}
~FBXSkinDeformer() {}
const FBXDocParser::Cluster *cluster;
Ref<FBXBone> bone;
/* get associate model - the model can be invalid sometimes */
Ref<FBXBone> get_associate_model() const {
return bone->parent_bone;
}
Ref<FBXNode> get_link(const ImportState &state) const;
};
#endif // FBX_BONE_H