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