virtualx-engine/modules/fbx/data/fbx_bone.cpp
Gordon MacPherson bcf77deaae FBX fix unskinned bones not being in the Ref<Skin> causing the rasteriser to error
This is because a skin bind count must match skeleton bone count, we should make this not the case for 4.0 IMHO as we can reduce the skin size in godot and make the skin surface simpler to process and have less entries :)
2020-11-03 18:23:52 +00:00

106 lines
5.8 KiB
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/*************************************************************************/
/* fbx_bone.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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#include "fbx_bone.h"
#include "fbx_node.h"
#include "import_state.h"
Ref<FBXNode> FBXBone::get_link(const ImportState &state) const {
print_verbose("bone name: " + bone_name);
// safe for when deformers must be polyfilled when skin has different count of binds to bones in the scene ;)
if (!cluster) {
return nullptr;
}
ERR_FAIL_COND_V_MSG(cluster->TargetNode() == nullptr, nullptr, "bone has invalid target node");
Ref<FBXNode> link_node;
uint64_t id = cluster->TargetNode()->ID();
if (state.fbx_target_map.has(id)) {
link_node = state.fbx_target_map[id];
} else {
print_error("link node not found for " + itos(id));
}
// the node in space this is for, like if it's FOR a target.
return link_node;
}
/* right now we just get single skin working and we can patch in the multiple tomorrow - per skin not per bone. */
// this will work for multiple meshes :) awesomeness.
// okay so these formula's are complex and need proper understanding of
// shear, pivots, geometric pivots, pre rotation and post rotation
// additionally DO NOT EDIT THIS if your blender file isn't working.
// Contact RevoluPowered Gordon MacPherson if you are contemplating making edits to this.
Transform FBXBone::get_vertex_skin_xform(const ImportState &state, Transform mesh_global_position, bool &r_valid_pose) {
r_valid_pose = false;
print_verbose("get_vertex_skin_xform: " + bone_name);
// safe to do, this means we have 'remove unused deformer' checked.
if (!cluster) {
print_verbose("bone [" + itos(bone_id) + "] " + bone_name + ": has no skin offset poly-filling the skin to make rasterizer happy with unused deformers not being skinned");
r_valid_pose = true;
return Transform();
}
ERR_FAIL_COND_V_MSG(cluster == nullptr, Transform(), "[serious] unable to resolve the fbx cluster for this bone " + bone_name);
// these methods will ONLY work for Maya.
if (cluster->TransformAssociateModelValid()) {
//print_error("additive skinning in use");
Transform associate_global_init_position = cluster->TransformAssociateModel();
Transform associate_global_current_position = Transform();
Transform reference_global_init_position = cluster->GetTransform();
Transform cluster_global_init_position = cluster->TransformLink();
Ref<FBXNode> link_node = get_link(state);
ERR_FAIL_COND_V_MSG(link_node.is_null(), Transform(), "invalid link corrupt file detected");
r_valid_pose = true;
Transform cluster_global_current_position = link_node.is_valid() && link_node->pivot_transform.is_valid() ? link_node->pivot_transform->GlobalTransform : Transform();
vertex_transform_matrix = reference_global_init_position.affine_inverse() * associate_global_init_position * associate_global_current_position.affine_inverse() *
cluster_global_current_position * cluster_global_init_position.affine_inverse() * reference_global_init_position;
} else {
//print_error("non additive skinning is in use");
Transform reference_global_position = cluster->GetTransform();
Transform reference_global_current_position = mesh_global_position;
//Transform geometric_pivot = Transform(); // we do not use this - 3ds max only
Transform global_init_position = cluster->TransformLink();
if (global_init_position.basis.determinant() == 0) {
global_init_position = Transform(Basis(), global_init_position.origin);
}
Transform cluster_relative_init_position = global_init_position.affine_inverse() * reference_global_position;
Transform cluster_relative_position_inverse = reference_global_current_position.affine_inverse() * global_init_position;
vertex_transform_matrix = cluster_relative_position_inverse * cluster_relative_init_position;
r_valid_pose = true;
}
return vertex_transform_matrix;
}