virtualx-engine/modules/fbx/data/pivot_transform.h
Rémi Verschelde b5334d14f7
Update copyright statements to 2021
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 🎆
2021-01-01 20:19:21 +01:00

115 lines
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C++

/*************************************************************************/
/* pivot_transform.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 PIVOT_TRANSFORM_H
#define PIVOT_TRANSFORM_H
#include "core/math/transform.h"
#include "core/object/reference.h"
#include "model_abstraction.h"
#include "fbx_parser/FBXDocument.h"
#include "tools/import_utils.h"
enum TransformationComp {
TransformationComp_Translation,
TransformationComp_Scaling,
TransformationComp_Rotation,
TransformationComp_RotationOffset,
TransformationComp_RotationPivot,
TransformationComp_PreRotation,
TransformationComp_PostRotation,
TransformationComp_ScalingOffset,
TransformationComp_ScalingPivot,
TransformationComp_GeometricTranslation,
TransformationComp_GeometricRotation,
TransformationComp_GeometricScaling,
TransformationComp_MAXIMUM
};
// Abstract away pivot data so its simpler to handle
struct PivotTransform : Reference, ModelAbstraction {
// at the end we want to keep geometric_ everything, post and pre rotation
// these are used during animation data processing / keyframe ingestion the rest can be simplified down / out.
Quat pre_rotation = Quat();
Quat post_rotation = Quat();
Quat rotation = Quat();
Quat geometric_rotation = Quat();
Vector3 rotation_pivot = Vector3();
Vector3 rotation_offset = Vector3();
Vector3 scaling_offset = Vector3(1.0, 1.0, 1.0);
Vector3 scaling_pivot = Vector3(1.0, 1.0, 1.0);
Vector3 translation = Vector3();
Vector3 scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_scaling = Vector3(1.0, 1.0, 1.0);
Vector3 geometric_translation = Vector3();
Vector3 raw_rotation = Vector3();
Vector3 raw_post_rotation = Vector3();
Vector3 raw_pre_rotation = Vector3();
/* Read pivots from the document */
void ReadTransformChain();
void debug_pivot_xform(String p_name) {
print_verbose("debugging node name: " + p_name);
print_verbose("raw rotation: " + raw_rotation * (180 / Math_PI));
print_verbose("raw pre_rotation " + raw_pre_rotation * (180 / Math_PI));
print_verbose("raw post_rotation " + raw_post_rotation * (180 / Math_PI));
}
Transform ComputeGlobalTransform(Transform t) const;
Transform ComputeLocalTransform(Transform t) const;
Transform ComputeGlobalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
Transform ComputeLocalTransform(Vector3 p_translation, Quat p_rotation, Vector3 p_scaling) const;
/* Extract into xforms and calculate once */
void ComputePivotTransform();
/* Execute the command for the pivot generation */
void Execute();
void set_parent(Ref<PivotTransform> p_parent) {
parent_transform = p_parent;
}
bool computed_global_xform = false;
Ref<PivotTransform> parent_transform = Ref<PivotTransform>();
//Transform chain[TransformationComp_MAXIMUM];
// cached for later use
Transform GlobalTransform = Transform();
Transform LocalTransform = Transform();
Transform Local_Scaling_Matrix = Transform(); // used for inherit type.
Transform GeometricTransform = Transform(); // 3DS max only
FBXDocParser::TransformInheritance inherit_type = FBXDocParser::TransformInheritance_MAX; // maya fbx requires this - sorry <3
};
#endif // PIVOT_TRANSFORM_H