FBX2glTF/src/gltf/properties/NodeData.cpp

90 lines
2.1 KiB
C++

/**
* Copyright (c) 2014-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#include "NodeData.hpp"
NodeData::NodeData(
std::string name, const Vec3f &translation,
const Quatf &rotation, const Vec3f &scale, bool isJoint)
: Holdable(),
name(std::move(name)),
isJoint(isJoint),
translation(translation),
rotation(rotation),
scale(scale),
children(),
mesh(-1),
camera(-1),
skin(-1)
{
}
void NodeData::AddChildNode(uint32_t childIx)
{
children.push_back(childIx);
}
void NodeData::SetMesh(uint32_t meshIx)
{
assert(mesh < 0);
assert(!isJoint);
mesh = meshIx;
}
void NodeData::SetSkin(uint32_t skinIx)
{
assert(skin < 0);
assert(!isJoint);
skin = skinIx;
}
void NodeData::SetCamera(uint32_t cameraIndex)
{
assert(!isJoint);
camera = cameraIndex;
}
json NodeData::serialize() const
{
json result = { { "name", name } };
// if any of the T/R/S have NaN components, just leave them out of the glTF
auto maybeAdd = [&](std::string key, std::vector<float> vec) -> void {
if (std::none_of(vec.begin(), vec.end(), [&](float n) { return isnan(n); })) {
result[key] = vec;
}
};
maybeAdd("translation", toStdVec(translation));
maybeAdd("rotation", toStdVec(rotation));
maybeAdd("scale", toStdVec(scale));
if (!children.empty()) {
result["children"] = children;
}
if (isJoint) {
// sanity-check joint node
assert(mesh < 0 && skin < 0);
} else {
// non-joint node
if (mesh >= 0) {
result["mesh"] = mesh;
}
if (!skeletons.empty()) {
result["skeletons"] = skeletons;
}
if (skin >= 0) {
result["skin"] = skin;
}
if (camera >= 0) {
result["camera"] = camera;
}
}
return result;
}