49646383f1
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
(cherry picked from commit b5334d14f7
)
123 lines
5.3 KiB
C++
123 lines
5.3 KiB
C++
/*************************************************************************/
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/* fbx_skeleton.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "fbx_skeleton.h"
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#include "import_state.h"
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#include "tools/import_utils.h"
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void FBXSkeleton::init_skeleton(const ImportState &state) {
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int skeleton_bone_count = skeleton_bones.size();
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if (skeleton == nullptr && skeleton_bone_count > 0) {
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skeleton = memnew(Skeleton);
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if (fbx_node.is_valid()) {
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// cache skeleton attachment for later during node creation
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// can't be done until after node hierarchy is built
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if (fbx_node->godot_node != state.root) {
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fbx_node->skeleton_node = Ref<FBXSkeleton>(this);
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print_verbose("cached armature skeleton attachment for node " + fbx_node->node_name);
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} else {
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// root node must never be a skeleton to prevent cyclic skeletons from being allowed (skeleton in a skeleton)
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fbx_node->godot_node->add_child(skeleton);
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skeleton->set_owner(state.root_owner);
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skeleton->set_name("Skeleton");
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print_verbose("created armature skeleton for root");
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}
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} else {
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memfree(skeleton);
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skeleton = nullptr;
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print_error("[doc] skeleton has no valid node to parent nodes to - erasing");
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skeleton_bones.clear();
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return;
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}
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}
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// Make the bone name uniques.
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for (int x = 0; x < skeleton_bone_count; x++) {
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Ref<FBXBone> bone = skeleton_bones[x];
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if (bone.is_valid()) {
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// Make sure the bone name is unique.
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const String bone_name = bone->bone_name;
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int same_name_count = 0;
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for (int y = x; y < skeleton_bone_count; y++) {
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Ref<FBXBone> other_bone = skeleton_bones[y];
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if (other_bone.is_valid()) {
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if (other_bone->bone_name == bone_name) {
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same_name_count += 1;
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other_bone->bone_name += "_" + itos(same_name_count);
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}
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}
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}
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}
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}
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Map<int, Ref<FBXBone> > bone_map;
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// implement fbx cluster skin logic here this is where it goes
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int bone_count = 0;
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for (int x = 0; x < skeleton_bone_count; x++) {
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Ref<FBXBone> bone = skeleton_bones[x];
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if (bone.is_valid()) {
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skeleton->add_bone(bone->bone_name);
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bone->godot_bone_id = bone_count;
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bone->fbx_skeleton = Ref<FBXSkeleton>(this);
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bone_map.insert(bone_count, bone);
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print_verbose("added bone " + itos(bone->bone_id) + " " + bone->bone_name);
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bone_count++;
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}
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}
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ERR_FAIL_COND_MSG(skeleton->get_bone_count() != bone_count, "Not all bones got added, is the file corrupted?");
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for (Map<int, Ref<FBXBone> >::Element *bone_element = bone_map.front(); bone_element; bone_element = bone_element->next()) {
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const Ref<FBXBone> bone = bone_element->value();
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int bone_index = bone_element->key();
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print_verbose("working on bone: " + itos(bone_index) + " bone name:" + bone->bone_name);
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skeleton->set_bone_rest(bone->godot_bone_id, get_unscaled_transform(bone->node->pivot_transform->LocalTransform, state.scale));
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// lookup parent ID
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if (bone->valid_parent && state.fbx_bone_map.has(bone->parent_bone_id)) {
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Ref<FBXBone> parent_bone = state.fbx_bone_map[bone->parent_bone_id];
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int bone_id = skeleton->find_bone(parent_bone->bone_name);
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if (bone_id != -1) {
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skeleton->set_bone_parent(bone_index, bone_id);
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} else {
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print_error("invalid bone parent: " + parent_bone->bone_name);
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}
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} else {
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if (bone->godot_bone_id != -1) {
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skeleton->set_bone_parent(bone_index, -1); // no parent for this bone
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}
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}
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}
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}
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