1426cd3b3a
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.
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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#include "import_utils.h"
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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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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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Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) {
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Basis ret;
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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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case FBXDocParser::Model::RotOrder_EulerXZY:
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ret.set_euler_yzx(p_rotation);
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break;
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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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case FBXDocParser::Model::RotOrder_EulerYXZ:
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ret.set_euler_zxy(p_rotation);
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break;
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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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case FBXDocParser::Model::RotOrder_EulerZYX:
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ret.set_euler_xyz(p_rotation);
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break;
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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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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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return ret;
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}
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Quat 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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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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case FBXDocParser::Model::RotOrder_EulerXZY:
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return p_rotation.get_euler_yzx();
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case FBXDocParser::Model::RotOrder_EulerYZX:
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return p_rotation.get_euler_xzy();
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case FBXDocParser::Model::RotOrder_EulerYXZ:
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return p_rotation.get_euler_zxy();
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case FBXDocParser::Model::RotOrder_EulerZXY:
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return p_rotation.get_euler_yxz();
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case FBXDocParser::Model::RotOrder_EulerZYX:
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return p_rotation.get_euler_xyz();
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case FBXDocParser::Model::RotOrder_SphericXYZ:
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// TODO
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return Vector3();
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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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Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation) {
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return BasisToEuler(mode, p_rotation);
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}
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Transform get_unscaled_transform(const Transform &p_initial, real_t p_scale) {
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Transform unscaled = Transform(p_initial.basis, p_initial.origin * p_scale);
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ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform(), "det is zero unscaled?");
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return unscaled;
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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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