/*************************************************************************/ /* import_utils.cpp */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "import_utils.h" Vector3 ImportUtils::deg2rad(const Vector3 &p_rotation) { return p_rotation / 180.0 * Math_PI; } Vector3 ImportUtils::rad2deg(const Vector3 &p_rotation) { return p_rotation / Math_PI * 180.0; } Basis ImportUtils::EulerToBasis(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) { Basis ret; // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf switch (mode) { case FBXDocParser::Model::RotOrder_EulerXYZ: ret.set_euler_zyx(p_rotation); break; case FBXDocParser::Model::RotOrder_EulerXZY: ret.set_euler_yzx(p_rotation); break; case FBXDocParser::Model::RotOrder_EulerYZX: ret.set_euler_xzy(p_rotation); break; case FBXDocParser::Model::RotOrder_EulerYXZ: ret.set_euler_zxy(p_rotation); break; case FBXDocParser::Model::RotOrder_EulerZXY: ret.set_euler_yxz(p_rotation); break; case FBXDocParser::Model::RotOrder_EulerZYX: ret.set_euler_xyz(p_rotation); break; case FBXDocParser::Model::RotOrder_SphericXYZ: // TODO do this. break; default: // If you land here, Please integrate all enums. CRASH_NOW_MSG("This is not unreachable."); } return ret; } Quat ImportUtils::EulerToQuaternion(FBXDocParser::Model::RotOrder mode, const Vector3 &p_rotation) { return ImportUtils::EulerToBasis(mode, p_rotation); } Vector3 ImportUtils::BasisToEuler(FBXDocParser::Model::RotOrder mode, const Basis &p_rotation) { // FBX is using intrinsic euler, we can convert intrinsic to extrinsic (the one used in godot // by simply invert its order: https://www.cs.utexas.edu/~theshark/courses/cs354/lectures/cs354-14.pdf switch (mode) { case FBXDocParser::Model::RotOrder_EulerXYZ: return p_rotation.get_euler_zyx(); case FBXDocParser::Model::RotOrder_EulerXZY: return p_rotation.get_euler_yzx(); case FBXDocParser::Model::RotOrder_EulerYZX: return p_rotation.get_euler_xzy(); case FBXDocParser::Model::RotOrder_EulerYXZ: return p_rotation.get_euler_zxy(); case FBXDocParser::Model::RotOrder_EulerZXY: return p_rotation.get_euler_yxz(); case FBXDocParser::Model::RotOrder_EulerZYX: return p_rotation.get_euler_xyz(); case FBXDocParser::Model::RotOrder_SphericXYZ: // TODO return Vector3(); default: // If you land here, Please integrate all enums. CRASH_NOW_MSG("This is not unreachable."); return Vector3(); } } Vector3 ImportUtils::QuaternionToEuler(FBXDocParser::Model::RotOrder mode, const Quat &p_rotation) { return BasisToEuler(mode, p_rotation); } Transform3D get_unscaled_transform(const Transform3D &p_initial, real_t p_scale) { Transform3D unscaled = Transform3D(p_initial.basis, p_initial.origin * p_scale); ERR_FAIL_COND_V_MSG(unscaled.basis.determinant() == 0, Transform3D(), "det is zero unscaled?"); return unscaled; } Vector3 get_poly_normal(const std::vector &p_vertices) { ERR_FAIL_COND_V_MSG(p_vertices.size() < 3, Vector3(0, 0, 0), "At least 3 vertices are necessary"); // Using long double to make sure that normal is computed for even really tiny objects. typedef long double ldouble; ldouble x = 0.0; ldouble y = 0.0; ldouble z = 0.0; for (size_t i = 0; i < p_vertices.size(); i += 1) { const Vector3 current = p_vertices[i]; const Vector3 next = p_vertices[(i + 1) % p_vertices.size()]; x += (ldouble(current.y) - ldouble(next.y)) * (ldouble(current.z) + ldouble(next.z)); y += (ldouble(current.z) - ldouble(next.z)) * (ldouble(current.x) + ldouble(next.x)); z += (ldouble(current.x) - ldouble(next.x)) * (ldouble(current.y) + ldouble(next.y)); } const ldouble l2 = x * x + y * y + z * z; if (l2 == 0.0) { return (p_vertices[0] - p_vertices[1]).normalized().cross((p_vertices[0] - p_vertices[2]).normalized()).normalized(); } else { const double l = Math::sqrt(double(l2)); return Vector3(x / l, y / l, z / l); } }