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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/collada/ArmatureImporter.cpp
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp1597
1 files changed, 813 insertions, 784 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index bd06a8e5319..038dbd0c30d 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -18,7 +18,6 @@
* \ingroup collada
*/
-
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
@@ -41,170 +40,182 @@ extern "C" {
#include "ArmatureImporter.h"
// use node name, or fall back to original id if not present (name is optional)
-template<class T>
-static const char *bc_get_joint_name(T *node)
+template<class T> static const char *bc_get_joint_name(T *node)
{
- const std::string& id = node->getName();
- return id.size() ? id.c_str() : node->getOriginalId().c_str();
+ const std::string &id = node->getName();
+ return id.size() ? id.c_str() : node->getOriginalId().c_str();
}
-
-ArmatureImporter::ArmatureImporter(
- UnitConverter *conv, MeshImporterBase *mesh, Main *bmain, Scene *sce, ViewLayer *view_layer, const ImportSettings *import_settings) :
- TransformReader(conv),
- m_bmain(bmain),
- scene(sce),
- view_layer(view_layer),
- unit_converter(conv),
- import_settings(import_settings),
- empty(NULL),
- mesh_importer(mesh) {
+ArmatureImporter::ArmatureImporter(UnitConverter *conv,
+ MeshImporterBase *mesh,
+ Main *bmain,
+ Scene *sce,
+ ViewLayer *view_layer,
+ const ImportSettings *import_settings)
+ : TransformReader(conv),
+ m_bmain(bmain),
+ scene(sce),
+ view_layer(view_layer),
+ unit_converter(conv),
+ import_settings(import_settings),
+ empty(NULL),
+ mesh_importer(mesh)
+{
}
ArmatureImporter::~ArmatureImporter()
{
- // free skin controller data if we forget to do this earlier
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
- it->second.free();
- }
+ // free skin controller data if we forget to do this earlier
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
+ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
+ it->second.free();
+ }
}
#if 0
JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
{
- const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
+ const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
- if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
- fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
- node->getOriginalId().c_str());
- return NULL;
- }
+ if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
+ fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
+ node->getOriginalId().c_str());
+ return NULL;
+ }
- int joint_index = joint_id_to_joint_index_map[joint_id];
+ int joint_index = joint_id_to_joint_index_map[joint_id];
- return &joint_index_to_joint_info_map[joint_index];
+ return &joint_index_to_joint_info_map[joint_index];
}
#endif
-int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
- float parent_mat[4][4], bArmature *arm, std::vector<std::string> &layer_labels)
+int ArmatureImporter::create_bone(SkinInfo *skin,
+ COLLADAFW::Node *node,
+ EditBone *parent,
+ int totchild,
+ float parent_mat[4][4],
+ bArmature *arm,
+ std::vector<std::string> &layer_labels)
{
- float mat[4][4];
- float joint_inv_bind_mat[4][4];
- float joint_bind_mat[4][4];
- int chain_length = 0;
-
- //Checking if bone is already made.
- std::vector<COLLADAFW::Node *>::iterator it;
- it = std::find(finished_joints.begin(), finished_joints.end(), node);
- if (it != finished_joints.end()) return chain_length;
-
- EditBone *bone = ED_armature_ebone_add(arm, bc_get_joint_name(node));
- totbone++;
-
- /*
- * We use the inv_bind_shape matrix to apply the armature bind pose as its rest pose.
- */
-
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator skin_it;
- bool bone_is_skinned = false;
- for (skin_it = skin_by_data_uid.begin(); skin_it != skin_by_data_uid.end(); skin_it++) {
-
- SkinInfo *b = &skin_it->second;
- if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
-
- // get original world-space matrix
- invert_m4_m4(mat, joint_inv_bind_mat);
- copy_m4_m4(joint_bind_mat, mat);
- // And make local to armature
- Object *ob_arm = skin->BKE_armature_from_object();
- if (ob_arm) {
- float invmat[4][4];
- invert_m4_m4(invmat, ob_arm->obmat);
- mul_m4_m4m4(mat, invmat, mat);
- }
-
- bone_is_skinned = true;
- break;
- }
- }
-
- // create a bone even if there's no joint data for it (i.e. it has no influence)
- if (!bone_is_skinned) {
- get_node_mat(mat, node, NULL, NULL, parent_mat);
- }
-
- if (parent) bone->parent = parent;
-
- float loc[3], size[3], rot[3][3];
- BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(arm);
- BoneExtended &be = add_bone_extended(bone, node, totchild, layer_labels, extended_bones);
- int layer = be.get_bone_layers();
- if (layer) bone->layer = layer;
- arm->layer |= layer; // ensure that all populated bone layers are visible after import
-
- float *tail = be.get_tail();
- int use_connect = be.get_use_connect();
-
- switch (use_connect) {
- case 1: bone->flag |= BONE_CONNECTED;
- break;
- case -1:/* Connect type not specified */
- case 0: bone->flag &= ~BONE_CONNECTED;
- break;
- }
-
- if (be.has_roll()) {
- bone->roll = be.get_roll();
- }
- else {
- float angle;
- mat4_to_loc_rot_size(loc, rot, size, mat);
- mat3_to_vec_roll(rot, NULL, &angle);
- bone->roll = angle;
- }
- copy_v3_v3(bone->head, mat[3]);
-
- if (bone_is_skinned && this->import_settings->keep_bind_info)
- {
- float rest_mat[4][4];
- get_node_mat(rest_mat, node, NULL, NULL, NULL);
- bc_set_IDPropertyMatrix(bone, "bind_mat", joint_bind_mat);
- bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat);
- }
-
- add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero
-
- /* find smallest bone length in armature (used later for leaf bone length) */
- if (parent) {
-
- if (use_connect == 1) {
- copy_v3_v3(parent->tail, bone->head);
- }
-
- /* guess reasonable leaf bone length */
- float length = len_v3v3(parent->head, bone->head);
- if ((length < leaf_bone_length || totbone == 0) && length > MINIMUM_BONE_LENGTH) {
- leaf_bone_length = length;
- }
- }
-
- COLLADAFW::NodePointerArray& children = node->getChildNodes();
-
- for (unsigned int i = 0; i < children.getCount(); i++) {
- int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels);
- if (cl > chain_length)
- chain_length = cl;
- }
-
- bone->length = len_v3v3(bone->head, bone->tail);
- joint_by_uid[node->getUniqueId()] = node;
- finished_joints.push_back(node);
-
- be.set_chain_length(chain_length + 1);
-
- return chain_length + 1;
+ float mat[4][4];
+ float joint_inv_bind_mat[4][4];
+ float joint_bind_mat[4][4];
+ int chain_length = 0;
+
+ //Checking if bone is already made.
+ std::vector<COLLADAFW::Node *>::iterator it;
+ it = std::find(finished_joints.begin(), finished_joints.end(), node);
+ if (it != finished_joints.end())
+ return chain_length;
+
+ EditBone *bone = ED_armature_ebone_add(arm, bc_get_joint_name(node));
+ totbone++;
+
+ /*
+ * We use the inv_bind_shape matrix to apply the armature bind pose as its rest pose.
+ */
+
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator skin_it;
+ bool bone_is_skinned = false;
+ for (skin_it = skin_by_data_uid.begin(); skin_it != skin_by_data_uid.end(); skin_it++) {
+
+ SkinInfo *b = &skin_it->second;
+ if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
+
+ // get original world-space matrix
+ invert_m4_m4(mat, joint_inv_bind_mat);
+ copy_m4_m4(joint_bind_mat, mat);
+ // And make local to armature
+ Object *ob_arm = skin->BKE_armature_from_object();
+ if (ob_arm) {
+ float invmat[4][4];
+ invert_m4_m4(invmat, ob_arm->obmat);
+ mul_m4_m4m4(mat, invmat, mat);
+ }
+
+ bone_is_skinned = true;
+ break;
+ }
+ }
+
+ // create a bone even if there's no joint data for it (i.e. it has no influence)
+ if (!bone_is_skinned) {
+ get_node_mat(mat, node, NULL, NULL, parent_mat);
+ }
+
+ if (parent)
+ bone->parent = parent;
+
+ float loc[3], size[3], rot[3][3];
+ BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(arm);
+ BoneExtended &be = add_bone_extended(bone, node, totchild, layer_labels, extended_bones);
+ int layer = be.get_bone_layers();
+ if (layer)
+ bone->layer = layer;
+ arm->layer |= layer; // ensure that all populated bone layers are visible after import
+
+ float *tail = be.get_tail();
+ int use_connect = be.get_use_connect();
+
+ switch (use_connect) {
+ case 1:
+ bone->flag |= BONE_CONNECTED;
+ break;
+ case -1: /* Connect type not specified */
+ case 0:
+ bone->flag &= ~BONE_CONNECTED;
+ break;
+ }
+
+ if (be.has_roll()) {
+ bone->roll = be.get_roll();
+ }
+ else {
+ float angle;
+ mat4_to_loc_rot_size(loc, rot, size, mat);
+ mat3_to_vec_roll(rot, NULL, &angle);
+ bone->roll = angle;
+ }
+ copy_v3_v3(bone->head, mat[3]);
+
+ if (bone_is_skinned && this->import_settings->keep_bind_info) {
+ float rest_mat[4][4];
+ get_node_mat(rest_mat, node, NULL, NULL, NULL);
+ bc_set_IDPropertyMatrix(bone, "bind_mat", joint_bind_mat);
+ bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat);
+ }
+
+ add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero
+
+ /* find smallest bone length in armature (used later for leaf bone length) */
+ if (parent) {
+
+ if (use_connect == 1) {
+ copy_v3_v3(parent->tail, bone->head);
+ }
+
+ /* guess reasonable leaf bone length */
+ float length = len_v3v3(parent->head, bone->head);
+ if ((length < leaf_bone_length || totbone == 0) && length > MINIMUM_BONE_LENGTH) {
+ leaf_bone_length = length;
+ }
+ }
+
+ COLLADAFW::NodePointerArray &children = node->getChildNodes();
+
+ for (unsigned int i = 0; i < children.getCount(); i++) {
+ int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels);
+ if (cl > chain_length)
+ chain_length = cl;
+ }
+
+ bone->length = len_v3v3(bone->head, bone->tail);
+ joint_by_uid[node->getUniqueId()] = node;
+ finished_joints.push_back(node);
+
+ be.set_chain_length(chain_length + 1);
+
+ return chain_length + 1;
}
/**
@@ -213,464 +224,473 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
* tail locations for the affected bones (nodes which don't have any connected child)
* Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
*/
-void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
+void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature,
+ Bone *bone,
+ bool fix_orientation)
{
- if (bone == NULL)
- return;
-
- if (bc_is_leaf_bone(bone)) {
- BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
- BoneExtended *be = extended_bones[bone->name];
- EditBone *ebone = bc_get_edit_bone(armature, bone->name);
- fix_leaf_bone(armature, ebone, be, fix_orientation);
- }
-
- for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
- fix_leaf_bone_hierarchy(armature, child, fix_orientation);
- }
+ if (bone == NULL)
+ return;
+
+ if (bc_is_leaf_bone(bone)) {
+ BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
+ BoneExtended *be = extended_bones[bone->name];
+ EditBone *ebone = bc_get_edit_bone(armature, bone->name);
+ fix_leaf_bone(armature, ebone, be, fix_orientation);
+ }
+
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ fix_leaf_bone_hierarchy(armature, child, fix_orientation);
+ }
}
-void ArmatureImporter::fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be , bool fix_orientation)
+void ArmatureImporter::fix_leaf_bone(bArmature *armature,
+ EditBone *ebone,
+ BoneExtended *be,
+ bool fix_orientation)
{
- if (be == NULL || !be->has_tail()) {
-
- /* Collada only knows Joints, Here we guess a reasonable leaf bone length */
- float leaf_length = (leaf_bone_length == FLT_MAX) ? 1.0 : leaf_bone_length;
-
-
- float vec[3];
-
- if (fix_orientation && ebone->parent != NULL) {
- EditBone *parent = ebone->parent;
- sub_v3_v3v3(vec, ebone->head, parent->head);
- if (len_squared_v3(vec) < MINIMUM_BONE_LENGTH)
- {
- sub_v3_v3v3(vec, parent->tail, parent->head);
- }
- }
- else {
- vec[2] = 0.1f;
- sub_v3_v3v3(vec, ebone->tail, ebone->head);
- }
-
- normalize_v3_v3(vec, vec);
- mul_v3_fl(vec, leaf_length);
- add_v3_v3v3(ebone->tail, ebone->head, vec);
- }
+ if (be == NULL || !be->has_tail()) {
+
+ /* Collada only knows Joints, Here we guess a reasonable leaf bone length */
+ float leaf_length = (leaf_bone_length == FLT_MAX) ? 1.0 : leaf_bone_length;
+
+ float vec[3];
+
+ if (fix_orientation && ebone->parent != NULL) {
+ EditBone *parent = ebone->parent;
+ sub_v3_v3v3(vec, ebone->head, parent->head);
+ if (len_squared_v3(vec) < MINIMUM_BONE_LENGTH) {
+ sub_v3_v3v3(vec, parent->tail, parent->head);
+ }
+ }
+ else {
+ vec[2] = 0.1f;
+ sub_v3_v3v3(vec, ebone->tail, ebone->head);
+ }
+
+ normalize_v3_v3(vec, vec);
+ mul_v3_fl(vec, leaf_length);
+ add_v3_v3v3(ebone->tail, ebone->head, vec);
+ }
}
void ArmatureImporter::fix_parent_connect(bArmature *armature, Bone *bone)
{
- /* armature has no bones */
- if (bone == NULL)
- return;
-
- if (bone->parent && bone->flag & BONE_CONNECTED) {
- copy_v3_v3(bone->parent->tail, bone->head);
- }
+ /* armature has no bones */
+ if (bone == NULL)
+ return;
- for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
- fix_parent_connect(armature, child);
- }
+ if (bone->parent && bone->flag & BONE_CONNECTED) {
+ copy_v3_v3(bone->parent->tail, bone->head);
+ }
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ fix_parent_connect(armature, child);
+ }
}
void ArmatureImporter::connect_bone_chains(bArmature *armature, Bone *parentbone, int clip)
{
- BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
- BoneExtended *dominant_child = NULL;
- int maxlen = 0;
-
- if (parentbone == NULL)
- return;
-
- Bone *child = (Bone *)parentbone->childbase.first;
- if (child && (import_settings->find_chains || child->next==NULL)) {
- for (; child; child = child->next) {
- BoneExtended *be = extended_bones[child->name];
- if (be != NULL) {
- int chain_len = be->get_chain_length();
- if (chain_len <= clip) {
- if (chain_len > maxlen) {
- dominant_child = be;
- maxlen = chain_len;
- }
- else if (chain_len == maxlen) {
- dominant_child = NULL;
- }
- }
- }
- }
- }
-
- BoneExtended *pbe = extended_bones[parentbone->name];
- if (dominant_child != NULL) {
- /* Found a valid chain. Now connect current bone with that chain.*/
- EditBone *pebone = bc_get_edit_bone(armature, parentbone->name);
- EditBone *cebone = bc_get_edit_bone(armature, dominant_child->get_name());
- if (pebone && !(cebone->flag & BONE_CONNECTED)) {
- float vec[3];
- sub_v3_v3v3(vec, cebone->head, pebone->head);
-
- /*
- * It is possible that the child's head is located on the parents head.
- * When this happens, then moving the parent's tail to the child's head
- * would result in a zero sized bone and Blender would silently remove the bone.
- * So we move the tail only when the resulting bone has a minimum length:
- */
-
- if (len_squared_v3(vec) > MINIMUM_BONE_LENGTH)
- {
- copy_v3_v3(pebone->tail, cebone->head);
- pbe->set_tail(pebone->tail); /* to make fix_leafbone happy ...*/
- if (pbe && pbe->get_chain_length() >= this->import_settings->min_chain_length) {
-
- BoneExtended *cbe = extended_bones[cebone->name];
- cbe->set_use_connect(true);
-
- cebone->flag |= BONE_CONNECTED;
- pbe->set_leaf_bone(false);
- printf("Connect Bone chain: parent (%s --> %s) child)\n", pebone->name, cebone->name);
- }
- }
- }
- for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
- ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
- }
- }
- else if (maxlen>1 && maxlen > this->import_settings->min_chain_length) {
- /* Try again with smaller chain length */
- ArmatureImporter::connect_bone_chains(armature, parentbone, maxlen - 1);
- }
- else {
- /* can't connect this Bone. Proceed with children ... */
- if (pbe) pbe->set_leaf_bone(true);
- for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
- ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
- }
- }
-
+ BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
+ BoneExtended *dominant_child = NULL;
+ int maxlen = 0;
+
+ if (parentbone == NULL)
+ return;
+
+ Bone *child = (Bone *)parentbone->childbase.first;
+ if (child && (import_settings->find_chains || child->next == NULL)) {
+ for (; child; child = child->next) {
+ BoneExtended *be = extended_bones[child->name];
+ if (be != NULL) {
+ int chain_len = be->get_chain_length();
+ if (chain_len <= clip) {
+ if (chain_len > maxlen) {
+ dominant_child = be;
+ maxlen = chain_len;
+ }
+ else if (chain_len == maxlen) {
+ dominant_child = NULL;
+ }
+ }
+ }
+ }
+ }
+
+ BoneExtended *pbe = extended_bones[parentbone->name];
+ if (dominant_child != NULL) {
+ /* Found a valid chain. Now connect current bone with that chain.*/
+ EditBone *pebone = bc_get_edit_bone(armature, parentbone->name);
+ EditBone *cebone = bc_get_edit_bone(armature, dominant_child->get_name());
+ if (pebone && !(cebone->flag & BONE_CONNECTED)) {
+ float vec[3];
+ sub_v3_v3v3(vec, cebone->head, pebone->head);
+
+ /*
+ * It is possible that the child's head is located on the parents head.
+ * When this happens, then moving the parent's tail to the child's head
+ * would result in a zero sized bone and Blender would silently remove the bone.
+ * So we move the tail only when the resulting bone has a minimum length:
+ */
+
+ if (len_squared_v3(vec) > MINIMUM_BONE_LENGTH) {
+ copy_v3_v3(pebone->tail, cebone->head);
+ pbe->set_tail(pebone->tail); /* to make fix_leafbone happy ...*/
+ if (pbe && pbe->get_chain_length() >= this->import_settings->min_chain_length) {
+
+ BoneExtended *cbe = extended_bones[cebone->name];
+ cbe->set_use_connect(true);
+
+ cebone->flag |= BONE_CONNECTED;
+ pbe->set_leaf_bone(false);
+ printf("Connect Bone chain: parent (%s --> %s) child)\n", pebone->name, cebone->name);
+ }
+ }
+ }
+ for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
+ ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
+ }
+ }
+ else if (maxlen > 1 && maxlen > this->import_settings->min_chain_length) {
+ /* Try again with smaller chain length */
+ ArmatureImporter::connect_bone_chains(armature, parentbone, maxlen - 1);
+ }
+ else {
+ /* can't connect this Bone. Proceed with children ... */
+ if (pbe)
+ pbe->set_leaf_bone(true);
+ for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
+ ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
+ }
+ }
}
#if 0
void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm)
{
- bPose *pose = ob_arm->pose;
-
- std::vector<LeafBone>::iterator it;
- for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
- LeafBone& leaf = *it;
-
- bPoseChannel *pchan = BKE_pose_channel_find_name(pose, leaf.name);
- if (pchan) {
- pchan->custom = get_empty_for_leaves();
- }
- else {
- fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
- }
- }
+ bPose *pose = ob_arm->pose;
+
+ std::vector<LeafBone>::iterator it;
+ for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
+ LeafBone& leaf = *it;
+
+ bPoseChannel *pchan = BKE_pose_channel_find_name(pose, leaf.name);
+ if (pchan) {
+ pchan->custom = get_empty_for_leaves();
+ }
+ else {
+ fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
+ }
+ }
}
void ArmatureImporter::set_euler_rotmode()
{
- // just set rotmode = ROT_MODE_EUL on pose channel for each joint
+ // just set rotmode = ROT_MODE_EUL on pose channel for each joint
- std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>::iterator it;
+ std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>::iterator it;
- for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
+ for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
- COLLADAFW::Node *joint = it->second;
+ COLLADAFW::Node *joint = it->second;
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
- for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
- SkinInfo& skin = sit->second;
+ for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
+ SkinInfo& skin = sit->second;
- if (skin.uses_joint_or_descendant(joint)) {
- bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
+ if (skin.uses_joint_or_descendant(joint)) {
+ bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
- if (pchan) {
- pchan->rotmode = ROT_MODE_EUL;
- }
- else {
- fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
- }
+ if (pchan) {
+ pchan->rotmode = ROT_MODE_EUL;
+ }
+ else {
+ fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
+ }
- break;
- }
- }
- }
+ break;
+ }
+ }
+ }
}
#endif
Object *ArmatureImporter::get_empty_for_leaves()
{
- if (empty) return empty;
+ if (empty)
+ return empty;
- empty = bc_add_object(m_bmain, scene, view_layer, OB_EMPTY, NULL);
- empty->empty_drawtype = OB_EMPTY_SPHERE;
+ empty = bc_add_object(m_bmain, scene, view_layer, OB_EMPTY, NULL);
+ empty->empty_drawtype = OB_EMPTY_SPHERE;
- return empty;
+ return empty;
}
#if 0
Object *ArmatureImporter::find_armature(COLLADAFW::Node *node)
{
- JointData *jd = get_joint_data(node);
- if (jd) return jd->ob_arm;
+ JointData *jd = get_joint_data(node);
+ if (jd) return jd->ob_arm;
- COLLADAFW::NodePointerArray& children = node->getChildNodes();
- for (int i = 0; i < children.getCount(); i++) {
- Object *ob_arm = find_armature(children[i]);
- if (ob_arm) return ob_arm;
- }
+ COLLADAFW::NodePointerArray& children = node->getChildNodes();
+ for (int i = 0; i < children.getCount(); i++) {
+ Object *ob_arm = find_armature(children[i]);
+ if (ob_arm) return ob_arm;
+ }
- return NULL;
+ return NULL;
}
ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
{
- // try finding it
- std::vector<ArmatureJoints>::iterator it;
- for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
- if ((*it).ob_arm == ob_arm) return *it;
- }
-
- // not found, create one
- ArmatureJoints aj;
- aj.ob_arm = ob_arm;
- armature_joints.push_back(aj);
-
- return armature_joints.back();
+ // try finding it
+ std::vector<ArmatureJoints>::iterator it;
+ for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
+ if ((*it).ob_arm == ob_arm) return *it;
+ }
+
+ // not found, create one
+ ArmatureJoints aj;
+ aj.ob_arm = ob_arm;
+ armature_joints.push_back(aj);
+
+ return armature_joints.back();
}
#endif
void ArmatureImporter::create_armature_bones(Main *bmain, std::vector<Object *> &ob_arms)
{
- std::vector<COLLADAFW::Node *>::iterator ri;
- std::vector<std::string> layer_labels;
-
- //if there is an armature created for root_joint next root_joint
- for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
- if (get_armature_for_joint(*ri) != NULL) continue;
-
- Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
- if (!ob_arm)
- continue;
-
- bArmature *armature = (bArmature *)ob_arm->data;
- if (!armature)
- continue;
-
- char *bone_name = (char *)bc_get_joint_name(*ri);
- Bone *bone = BKE_armature_find_bone_name(armature, bone_name);
- if (bone) {
- fprintf(stderr, "Reuse of child bone [%s] as root bone in same Armature is not supported.\n", bone_name);
- continue;
- }
-
- ED_armature_to_edit(armature);
- armature->layer = 0; // layer is set according to imported bone set in create_bone()
-
- create_bone(NULL, *ri , NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
- if (this->import_settings->find_chains) {
- connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
- }
-
- /* exit armature edit mode to populate the Armature object */
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- ED_armature_to_edit(armature);
-
- fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
- unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
-
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- int index = std::find(ob_arms.begin(), ob_arms.end(), ob_arm) - ob_arms.begin();
- if (index == 0) {
- ob_arms.push_back(ob_arm);
- }
-
- DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
- }
+ std::vector<COLLADAFW::Node *>::iterator ri;
+ std::vector<std::string> layer_labels;
+
+ //if there is an armature created for root_joint next root_joint
+ for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
+ if (get_armature_for_joint(*ri) != NULL)
+ continue;
+
+ Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
+ if (!ob_arm)
+ continue;
+
+ bArmature *armature = (bArmature *)ob_arm->data;
+ if (!armature)
+ continue;
+
+ char *bone_name = (char *)bc_get_joint_name(*ri);
+ Bone *bone = BKE_armature_find_bone_name(armature, bone_name);
+ if (bone) {
+ fprintf(stderr,
+ "Reuse of child bone [%s] as root bone in same Armature is not supported.\n",
+ bone_name);
+ continue;
+ }
+
+ ED_armature_to_edit(armature);
+ armature->layer = 0; // layer is set according to imported bone set in create_bone()
+
+ create_bone(NULL, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
+ if (this->import_settings->find_chains) {
+ connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
+ }
+
+ /* exit armature edit mode to populate the Armature object */
+ ED_armature_from_edit(bmain, armature);
+ ED_armature_edit_free(armature);
+
+ ED_armature_to_edit(armature);
+
+ fix_leaf_bone_hierarchy(
+ armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
+ unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
+
+ ED_armature_from_edit(bmain, armature);
+ ED_armature_edit_free(armature);
+
+ int index = std::find(ob_arms.begin(), ob_arms.end(), ob_arm) - ob_arms.begin();
+ if (index == 0) {
+ ob_arms.push_back(ob_arm);
+ }
+
+ DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
+ }
}
-Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo& skin)
+Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo &skin)
{
- // just do like so:
- // - get armature
- // - enter editmode
- // - add edit bones and head/tail properties using matrices and parent-child info
- // - exit edit mode
- // - set a sphere shape to leaf bones
-
- Object *ob_arm = NULL;
-
- /*
- * find if there's another skin sharing at least one bone with this skin
- * if so, use that skin's armature
- */
-
- /**
- * Pseudocode:
- *
- * find_node_in_tree(node, root_joint)
- *
- * skin::find_root_joints(root_joints):
- * std::vector root_joints;
- * for each root in root_joints:
- * for each joint in joints:
- * if find_node_in_tree(joint, root):
- * if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end())
- * root_joints.push_back(root);
- *
- * for (each skin B with armature) {
- * find all root joints for skin B
- *
- * for each joint X in skin A:
- * for each root joint R in skin B:
- * if (find_node_in_tree(X, R)) {
- * shared = 1;
- * goto endloop;
- * }
- * }
- *
- * endloop:
- */
-
- SkinInfo *a = &skin;
- Object *shared = NULL;
- std::vector<COLLADAFW::Node *> skin_root_joints;
- std::vector<std::string> layer_labels;
-
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
- SkinInfo *b = &it->second;
- if (b == a || b->BKE_armature_from_object() == NULL)
- continue;
-
- skin_root_joints.clear();
-
- b->find_root_joints(root_joints, joint_by_uid, skin_root_joints);
-
- std::vector<COLLADAFW::Node *>::iterator ri;
- for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) {
- if (a->uses_joint_or_descendant(*ri)) {
- shared = b->BKE_armature_from_object();
- break;
- }
- }
-
- if (shared != NULL)
- break;
- }
-
- if (!shared && this->joint_parent_map.size() > 0) {
- // All armatures have been created while creating the Node tree.
- // The Collada exporter currently does not create a
- // strict relationship between geometries and armatures
- // So when we reimport a Blender collada file, then we have
- // to guess what is meant.
- // XXX This is not safe when we have more than one armatures
- // in the import.
- shared = this->joint_parent_map.begin()->second;
- }
-
- if (shared) {
- ob_arm = skin.set_armature(shared);
- }
- else {
- ob_arm = skin.create_armature(m_bmain, scene, view_layer); //once for every armature
- }
-
- // enter armature edit mode
- bArmature *armature = (bArmature *)ob_arm->data;
- ED_armature_to_edit(armature);
-
- totbone = 0;
- // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
-
- // create bones
- /*
- TODO:
- check if bones have already been created for a given joint
- */
-
- std::vector<COLLADAFW::Node *>::iterator ri;
- for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
- // for shared armature check if bone tree is already created
- if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end())
- continue;
-
- // since root_joints may contain joints for multiple controllers, we need to filter
- if (skin.uses_joint_or_descendant(*ri)) {
-
- create_bone(&skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
-
- if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
- skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
- }
- }
-
- /* exit armature edit mode to populate the Armature object */
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- ED_armature_to_edit(armature);
- if (this->import_settings->find_chains) {
- connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
- }
- fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
-
- return ob_arm;
+ // just do like so:
+ // - get armature
+ // - enter editmode
+ // - add edit bones and head/tail properties using matrices and parent-child info
+ // - exit edit mode
+ // - set a sphere shape to leaf bones
+
+ Object *ob_arm = NULL;
+
+ /*
+ * find if there's another skin sharing at least one bone with this skin
+ * if so, use that skin's armature
+ */
+
+ /**
+ * Pseudocode:
+ *
+ * find_node_in_tree(node, root_joint)
+ *
+ * skin::find_root_joints(root_joints):
+ * std::vector root_joints;
+ * for each root in root_joints:
+ * for each joint in joints:
+ * if find_node_in_tree(joint, root):
+ * if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end())
+ * root_joints.push_back(root);
+ *
+ * for (each skin B with armature) {
+ * find all root joints for skin B
+ *
+ * for each joint X in skin A:
+ * for each root joint R in skin B:
+ * if (find_node_in_tree(X, R)) {
+ * shared = 1;
+ * goto endloop;
+ * }
+ * }
+ *
+ * endloop:
+ */
+
+ SkinInfo *a = &skin;
+ Object *shared = NULL;
+ std::vector<COLLADAFW::Node *> skin_root_joints;
+ std::vector<std::string> layer_labels;
+
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
+ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
+ SkinInfo *b = &it->second;
+ if (b == a || b->BKE_armature_from_object() == NULL)
+ continue;
+
+ skin_root_joints.clear();
+
+ b->find_root_joints(root_joints, joint_by_uid, skin_root_joints);
+
+ std::vector<COLLADAFW::Node *>::iterator ri;
+ for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) {
+ if (a->uses_joint_or_descendant(*ri)) {
+ shared = b->BKE_armature_from_object();
+ break;
+ }
+ }
+
+ if (shared != NULL)
+ break;
+ }
+
+ if (!shared && this->joint_parent_map.size() > 0) {
+ // All armatures have been created while creating the Node tree.
+ // The Collada exporter currently does not create a
+ // strict relationship between geometries and armatures
+ // So when we reimport a Blender collada file, then we have
+ // to guess what is meant.
+ // XXX This is not safe when we have more than one armatures
+ // in the import.
+ shared = this->joint_parent_map.begin()->second;
+ }
+
+ if (shared) {
+ ob_arm = skin.set_armature(shared);
+ }
+ else {
+ ob_arm = skin.create_armature(m_bmain, scene, view_layer); //once for every armature
+ }
+
+ // enter armature edit mode
+ bArmature *armature = (bArmature *)ob_arm->data;
+ ED_armature_to_edit(armature);
+
+ totbone = 0;
+ // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
+
+ // create bones
+ /*
+ TODO:
+ check if bones have already been created for a given joint
+ */
+
+ std::vector<COLLADAFW::Node *>::iterator ri;
+ for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
+ // for shared armature check if bone tree is already created
+ if (shared &&
+ std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end())
+ continue;
+
+ // since root_joints may contain joints for multiple controllers, we need to filter
+ if (skin.uses_joint_or_descendant(*ri)) {
+
+ create_bone(
+ &skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
+
+ if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() &&
+ !skin.get_parent())
+ skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
+ }
+ }
+
+ /* exit armature edit mode to populate the Armature object */
+ ED_armature_from_edit(bmain, armature);
+ ED_armature_edit_free(armature);
+
+ ED_armature_to_edit(armature);
+ if (this->import_settings->find_chains) {
+ connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
+ }
+ fix_leaf_bone_hierarchy(
+ armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
+ ED_armature_from_edit(bmain, armature);
+ ED_armature_edit_free(armature);
+
+ DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
+
+ return ob_arm;
}
-void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, const char *parentname, float parent_mat[4][4])
+void ArmatureImporter::set_pose(Object *ob_arm,
+ COLLADAFW::Node *root_node,
+ const char *parentname,
+ float parent_mat[4][4])
{
- const char *bone_name = bc_get_joint_name(root_node);
- float mat[4][4];
- float obmat[4][4];
-
- // object-space
- get_node_mat(obmat, root_node, NULL, NULL);
-
- //if (*edbone)
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name);
- //else fprintf ( "",
-
- // get world-space
- if (parentname) {
- mul_m4_m4m4(mat, parent_mat, obmat);
- bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname);
-
- mul_m4_m4m4(pchan->pose_mat, parchan->pose_mat, mat);
-
- }
- else {
-
- copy_m4_m4(mat, obmat);
- float invObmat[4][4];
- invert_m4_m4(invObmat, ob_arm->obmat);
- mul_m4_m4m4(pchan->pose_mat, invObmat, mat);
-
- }
-
- //float angle = 0.0f;
- ///*mat4_to_axis_angle(ax, &angle, mat);
- //pchan->bone->roll = angle;*/
-
-
- COLLADAFW::NodePointerArray& children = root_node->getChildNodes();
- for (unsigned int i = 0; i < children.getCount(); i++) {
- set_pose(ob_arm, children[i], bone_name, mat);
- }
-
+ const char *bone_name = bc_get_joint_name(root_node);
+ float mat[4][4];
+ float obmat[4][4];
+
+ // object-space
+ get_node_mat(obmat, root_node, NULL, NULL);
+
+ //if (*edbone)
+ bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name);
+ //else fprintf ( "",
+
+ // get world-space
+ if (parentname) {
+ mul_m4_m4m4(mat, parent_mat, obmat);
+ bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname);
+
+ mul_m4_m4m4(pchan->pose_mat, parchan->pose_mat, mat);
+ }
+ else {
+
+ copy_m4_m4(mat, obmat);
+ float invObmat[4][4];
+ invert_m4_m4(invObmat, ob_arm->obmat);
+ mul_m4_m4m4(pchan->pose_mat, invObmat, mat);
+ }
+
+ //float angle = 0.0f;
+ ///*mat4_to_axis_angle(ax, &angle, mat);
+ //pchan->bone->roll = angle;*/
+
+ COLLADAFW::NodePointerArray &children = root_node->getChildNodes();
+ for (unsigned int i = 0; i < children.getCount(); i++) {
+ set_pose(ob_arm, children[i], bone_name, mat);
+ }
}
/**
@@ -680,335 +700,344 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
*/
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *parent)
{
- root_joints.push_back(node);
- if (parent) {
- joint_parent_map[node->getUniqueId()] = parent;
- }
+ root_joints.push_back(node);
+ if (parent) {
+ joint_parent_map[node->getUniqueId()] = parent;
+ }
}
#if 0
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node)
{
- // root_joints.push_back(node);
- Object *ob_arm = find_armature(node);
- if (ob_arm) {
- get_armature_joints(ob_arm).root_joints.push_back(node);
- }
-#ifdef COLLADA_DEBUG
- else {
- fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node));
- }
-#endif
+ // root_joints.push_back(node);
+ Object *ob_arm = find_armature(node);
+ if (ob_arm) {
+ get_armature_joints(ob_arm).root_joints.push_back(node);
+ }
+# ifdef COLLADA_DEBUG
+ else {
+ fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node));
+ }
+# endif
}
#endif
// here we add bones to armatures, having armatures previously created in write_controller
void ArmatureImporter::make_armatures(bContext *C, std::vector<Object *> &objects_to_scale)
{
- Main *bmain = CTX_data_main(C);
- std::vector<Object *> ob_arms;
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
+ Main *bmain = CTX_data_main(C);
+ std::vector<Object *> ob_arms;
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
- leaf_bone_length = FLT_MAX; /*TODO: Make this work for more than one armature in the import file*/
+ leaf_bone_length =
+ FLT_MAX; /*TODO: Make this work for more than one armature in the import file*/
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
+ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
- SkinInfo& skin = it->second;
+ SkinInfo &skin = it->second;
- Object *ob_arm = create_armature_bones(bmain, skin);
+ Object *ob_arm = create_armature_bones(bmain, skin);
- // link armature with a mesh object
- const COLLADAFW::UniqueId &uid = skin.get_controller_uid();
- const COLLADAFW::UniqueId *guid = get_geometry_uid(uid);
- if (guid != NULL) {
- Object *ob = mesh_importer->get_object_by_geom_uid(*guid);
- if (ob) {
- skin.link_armature(C, ob, joint_by_uid, this);
+ // link armature with a mesh object
+ const COLLADAFW::UniqueId &uid = skin.get_controller_uid();
+ const COLLADAFW::UniqueId *guid = get_geometry_uid(uid);
+ if (guid != NULL) {
+ Object *ob = mesh_importer->get_object_by_geom_uid(*guid);
+ if (ob) {
+ skin.link_armature(C, ob, joint_by_uid, this);
- std::vector<Object *>::iterator ob_it = std::find(objects_to_scale.begin(), objects_to_scale.end(), ob);
+ std::vector<Object *>::iterator ob_it = std::find(
+ objects_to_scale.begin(), objects_to_scale.end(), ob);
- if (ob_it != objects_to_scale.end()) {
- int index = ob_it - objects_to_scale.begin();
- objects_to_scale.erase(objects_to_scale.begin() + index);
- }
+ if (ob_it != objects_to_scale.end()) {
+ int index = ob_it - objects_to_scale.begin();
+ objects_to_scale.erase(objects_to_scale.begin() + index);
+ }
- if (std::find(objects_to_scale.begin(), objects_to_scale.end(), ob_arm) == objects_to_scale.end()) {
- objects_to_scale.push_back(ob_arm);
- }
+ if (std::find(objects_to_scale.begin(), objects_to_scale.end(), ob_arm) ==
+ objects_to_scale.end()) {
+ objects_to_scale.push_back(ob_arm);
+ }
- if (std::find(ob_arms.begin(), ob_arms.end(), ob_arm) == ob_arms.end()) {
- ob_arms.push_back(ob_arm);
- }
- }
- else
- fprintf(stderr, "Cannot find object to link armature with.\n");
- }
- else
- fprintf(stderr, "Cannot find geometry to link armature with.\n");
+ if (std::find(ob_arms.begin(), ob_arms.end(), ob_arm) == ob_arms.end()) {
+ ob_arms.push_back(ob_arm);
+ }
+ }
+ else
+ fprintf(stderr, "Cannot find object to link armature with.\n");
+ }
+ else
+ fprintf(stderr, "Cannot find geometry to link armature with.\n");
- // set armature parent if any
- Object *par = skin.get_parent();
- if (par)
- bc_set_parent(skin.BKE_armature_from_object(), par, C, false);
+ // set armature parent if any
+ Object *par = skin.get_parent();
+ if (par)
+ bc_set_parent(skin.BKE_armature_from_object(), par, C, false);
- // free memory stolen from SkinControllerData
- skin.free();
- }
+ // free memory stolen from SkinControllerData
+ skin.free();
+ }
- //for bones without skins
- create_armature_bones(bmain, ob_arms);
+ //for bones without skins
+ create_armature_bones(bmain, ob_arms);
- // Fix bone relations
- std::vector<Object *>::iterator ob_arm_it;
- for (ob_arm_it = ob_arms.begin(); ob_arm_it != ob_arms.end(); ob_arm_it++) {
+ // Fix bone relations
+ std::vector<Object *>::iterator ob_arm_it;
+ for (ob_arm_it = ob_arms.begin(); ob_arm_it != ob_arms.end(); ob_arm_it++) {
- Object *ob_arm = *ob_arm_it;
- bArmature *armature = (bArmature *)ob_arm->data;
+ Object *ob_arm = *ob_arm_it;
+ bArmature *armature = (bArmature *)ob_arm->data;
- /* and step back to edit mode to fix the leaf nodes */
- ED_armature_to_edit(armature);
+ /* and step back to edit mode to fix the leaf nodes */
+ ED_armature_to_edit(armature);
- fix_parent_connect(armature, (Bone *)armature->bonebase.first);
+ fix_parent_connect(armature, (Bone *)armature->bonebase.first);
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
- }
+ ED_armature_from_edit(bmain, armature);
+ ED_armature_edit_free(armature);
+ }
}
#if 0
// link with meshes, create vertex groups, assign weights
void ArmatureImporter::link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id)
{
- Object *ob = mesh_importer->get_object_by_geom_uid(geom_id);
+ Object *ob = mesh_importer->get_object_by_geom_uid(geom_id);
- if (!ob) {
- fprintf(stderr, "Cannot find object by geometry UID.\n");
- return;
- }
+ if (!ob) {
+ fprintf(stderr, "Cannot find object by geometry UID.\n");
+ return;
+ }
- if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) {
- fprintf(stderr, "Cannot find skin info by controller data UID.\n");
- return;
- }
+ if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) {
+ fprintf(stderr, "Cannot find skin info by controller data UID.\n");
+ return;
+ }
- SkinInfo& skin = skin_by_data_uid[conroller_data_id];
+ SkinInfo& skin = skin_by_data_uid[conroller_data_id];
- // create vertex groups
+ // create vertex groups
}
#endif
bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControllerData *data)
{
- // at this stage we get vertex influence info that should go into me->verts and ob->defbase
- // there's no info to which object this should be long so we associate it with skin controller data UID
+ // at this stage we get vertex influence info that should go into me->verts and ob->defbase
+ // there's no info to which object this should be long so we associate it with skin controller data UID
- // don't forget to call defgroup_unique_name before we copy
+ // don't forget to call defgroup_unique_name before we copy
- // controller data uid -> [armature] -> joint data,
- // [mesh object]
- //
+ // controller data uid -> [armature] -> joint data,
+ // [mesh object]
+ //
- SkinInfo skin(unit_converter);
- skin.borrow_skin_controller_data(data);
+ SkinInfo skin(unit_converter);
+ skin.borrow_skin_controller_data(data);
- // store join inv bind matrix to use it later in armature construction
- const COLLADAFW::Matrix4Array& inv_bind_mats = data->getInverseBindMatrices();
- for (unsigned int i = 0; i < data->getJointsCount(); i++) {
- skin.add_joint(inv_bind_mats[i]);
- }
+ // store join inv bind matrix to use it later in armature construction
+ const COLLADAFW::Matrix4Array &inv_bind_mats = data->getInverseBindMatrices();
+ for (unsigned int i = 0; i < data->getJointsCount(); i++) {
+ skin.add_joint(inv_bind_mats[i]);
+ }
- skin_by_data_uid[data->getUniqueId()] = skin;
+ skin_by_data_uid[data->getUniqueId()] = skin;
- return true;
+ return true;
}
bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller)
{
- // - create and store armature object
- const COLLADAFW::UniqueId& con_id = controller->getUniqueId();
-
- if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
- COLLADAFW::SkinController *co = (COLLADAFW::SkinController *)controller;
- // to be able to find geom id by controller id
- geom_uid_by_controller_uid[con_id] = co->getSource();
-
- const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData();
- if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
- fprintf(stderr, "Cannot find skin by controller data UID.\n");
- return true;
- }
-
- skin_by_data_uid[data_uid].set_controller(co);
- }
- // morph controller
- else if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) {
- COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller;
- // to be able to find geom id by controller id
- geom_uid_by_controller_uid[con_id] = co->getSource();
- //Shape keys are applied in DocumentImporter->finish()
- morph_controllers.push_back(co);
- }
-
- return true;
+ // - create and store armature object
+ const COLLADAFW::UniqueId &con_id = controller->getUniqueId();
+
+ if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
+ COLLADAFW::SkinController *co = (COLLADAFW::SkinController *)controller;
+ // to be able to find geom id by controller id
+ geom_uid_by_controller_uid[con_id] = co->getSource();
+
+ const COLLADAFW::UniqueId &data_uid = co->getSkinControllerData();
+ if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
+ fprintf(stderr, "Cannot find skin by controller data UID.\n");
+ return true;
+ }
+
+ skin_by_data_uid[data_uid].set_controller(co);
+ }
+ // morph controller
+ else if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) {
+ COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller;
+ // to be able to find geom id by controller id
+ geom_uid_by_controller_uid[con_id] = co->getSource();
+ //Shape keys are applied in DocumentImporter->finish()
+ morph_controllers.push_back(co);
+ }
+
+ return true;
}
void ArmatureImporter::make_shape_keys(bContext *C)
{
- Main *bmain = CTX_data_main(C);
- std::vector<COLLADAFW::MorphController *>::iterator mc;
- float weight;
-
- for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) {
- //Controller data
- COLLADAFW::UniqueIdArray& morphTargetIds = (*mc)->getMorphTargets();
- COLLADAFW::FloatOrDoubleArray& morphWeights = (*mc)->getMorphWeights();
-
- //Prereq: all the geometries must be imported and mesh objects must be made
- Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource());
-
- if (source_ob) {
-
- Mesh *source_me = (Mesh *)source_ob->data;
- //insert key to source mesh
- Key *key = source_me->key = BKE_key_add(bmain, (ID *)source_me);
- key->type = KEY_RELATIVE;
- KeyBlock *kb;
-
- //insert basis key
- kb = BKE_keyblock_add_ctime(key, "Basis", false);
- BKE_keyblock_convert_from_mesh(source_me, key, kb);
-
- //insert other shape keys
- for (int i = 0 ; i < morphTargetIds.getCount() ; i++ ) {
- //better to have a separate map of morph objects,
- //This'll do for now since only mesh morphing is imported
-
- Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
-
- if (me) {
- me->key = key;
- std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name);
-
- kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), false);
- BKE_keyblock_convert_from_mesh(me, key, kb);
-
- //apply weights
- weight = morphWeights.getFloatValues()->getData()[i];
- kb->curval = weight;
- }
- else {
- fprintf(stderr, "Morph target geometry not found.\n");
- }
- }
- }
- else {
- fprintf(stderr, "Morph target object not found.\n");
- }
- }
+ Main *bmain = CTX_data_main(C);
+ std::vector<COLLADAFW::MorphController *>::iterator mc;
+ float weight;
+
+ for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) {
+ //Controller data
+ COLLADAFW::UniqueIdArray &morphTargetIds = (*mc)->getMorphTargets();
+ COLLADAFW::FloatOrDoubleArray &morphWeights = (*mc)->getMorphWeights();
+
+ //Prereq: all the geometries must be imported and mesh objects must be made
+ Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource());
+
+ if (source_ob) {
+
+ Mesh *source_me = (Mesh *)source_ob->data;
+ //insert key to source mesh
+ Key *key = source_me->key = BKE_key_add(bmain, (ID *)source_me);
+ key->type = KEY_RELATIVE;
+ KeyBlock *kb;
+
+ //insert basis key
+ kb = BKE_keyblock_add_ctime(key, "Basis", false);
+ BKE_keyblock_convert_from_mesh(source_me, key, kb);
+
+ //insert other shape keys
+ for (int i = 0; i < morphTargetIds.getCount(); i++) {
+ //better to have a separate map of morph objects,
+ //This'll do for now since only mesh morphing is imported
+
+ Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
+
+ if (me) {
+ me->key = key;
+ std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name);
+
+ kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), false);
+ BKE_keyblock_convert_from_mesh(me, key, kb);
+
+ //apply weights
+ weight = morphWeights.getFloatValues()->getData()[i];
+ kb->curval = weight;
+ }
+ else {
+ fprintf(stderr, "Morph target geometry not found.\n");
+ }
+ }
+ }
+ else {
+ fprintf(stderr, "Morph target object not found.\n");
+ }
+ }
}
-
-COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId& controller_uid)
+COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId &controller_uid)
{
- if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end())
- return NULL;
+ if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end())
+ return NULL;
- return &geom_uid_by_controller_uid[controller_uid];
+ return &geom_uid_by_controller_uid[controller_uid];
}
Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node)
{
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
- SkinInfo& skin = it->second;
-
- if (skin.uses_joint_or_descendant(node))
- return skin.BKE_armature_from_object();
- }
-
- std::map<COLLADAFW::UniqueId, Object *>::iterator arm;
- for (arm = unskinned_armature_map.begin(); arm != unskinned_armature_map.end(); arm++) {
- if (arm->first == node->getUniqueId() )
- return arm->second;
- }
- return NULL;
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
+ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
+ SkinInfo &skin = it->second;
+
+ if (skin.uses_joint_or_descendant(node))
+ return skin.BKE_armature_from_object();
+ }
+
+ std::map<COLLADAFW::UniqueId, Object *>::iterator arm;
+ for (arm = unskinned_armature_map.begin(); arm != unskinned_armature_map.end(); arm++) {
+ if (arm->first == node->getUniqueId())
+ return arm->second;
+ }
+ return NULL;
}
-void ArmatureImporter::set_tags_map(TagsMap & tagsMap)
+void ArmatureImporter::set_tags_map(TagsMap &tagsMap)
{
- this->uid_tags_map = tagsMap;
+ this->uid_tags_map = tagsMap;
}
-void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count)
+void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node,
+ char *joint_path,
+ size_t count)
{
- BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node));
+ BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node));
}
// gives a world-space mat
bool ArmatureImporter::get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint)
{
- std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
- bool found = false;
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
- SkinInfo& skin = it->second;
- if ((found = skin.get_joint_inv_bind_matrix(m, joint))) {
- invert_m4(m);
- break;
- }
- }
-
- return found;
+ std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
+ bool found = false;
+ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
+ SkinInfo &skin = it->second;
+ if ((found = skin.get_joint_inv_bind_matrix(m, joint))) {
+ invert_m4(m);
+ break;
+ }
+ }
+
+ return found;
}
-BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node, int sibcount, std::vector<std::string> &layer_labels, BoneExtensionMap &extended_bones)
+BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone,
+ COLLADAFW::Node *node,
+ int sibcount,
+ std::vector<std::string> &layer_labels,
+ BoneExtensionMap &extended_bones)
{
- BoneExtended *be = new BoneExtended(bone);
- extended_bones[bone->name] = be;
+ BoneExtended *be = new BoneExtended(bone);
+ extended_bones[bone->name] = be;
- TagsMap::iterator etit;
- ExtraTags *et = 0;
- etit = uid_tags_map.find(node->getUniqueId().toAscii());
+ TagsMap::iterator etit;
+ ExtraTags *et = 0;
+ etit = uid_tags_map.find(node->getUniqueId().toAscii());
- bool has_connect = false;
- int connect_type = -1;
+ bool has_connect = false;
+ int connect_type = -1;
- if (etit != uid_tags_map.end()) {
+ if (etit != uid_tags_map.end()) {
- float tail[3] = { FLT_MAX, FLT_MAX, FLT_MAX };
- float roll = 0;
- std::string layers;
+ float tail[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
+ float roll = 0;
+ std::string layers;
- et = etit->second;
+ et = etit->second;
- bool has_tail = false;
- has_tail |= et->setData("tip_x", &tail[0]);
- has_tail |= et->setData("tip_y", &tail[1]);
- has_tail |= et->setData("tip_z", &tail[2]);
+ bool has_tail = false;
+ has_tail |= et->setData("tip_x", &tail[0]);
+ has_tail |= et->setData("tip_y", &tail[1]);
+ has_tail |= et->setData("tip_z", &tail[2]);
- has_connect = et->setData("connect", &connect_type);
- bool has_roll = et->setData("roll", &roll);
+ has_connect = et->setData("connect", &connect_type);
+ bool has_roll = et->setData("roll", &roll);
- layers = et->setData("layer", layers);
+ layers = et->setData("layer", layers);
- if (has_tail && !has_connect)
- {
- /* got a bone tail definition but no connect info -> bone is not connected */
- has_connect = true;
- connect_type = 0;
- }
+ if (has_tail && !has_connect) {
+ /* got a bone tail definition but no connect info -> bone is not connected */
+ has_connect = true;
+ connect_type = 0;
+ }
- be->set_bone_layers(layers, layer_labels);
- if (has_tail) be->set_tail(tail);
- if (has_roll) be->set_roll(roll);
- }
+ be->set_bone_layers(layers, layer_labels);
+ if (has_tail)
+ be->set_tail(tail);
+ if (has_roll)
+ be->set_roll(roll);
+ }
- if (!has_connect && this->import_settings->auto_connect) {
- /* auto connect only whyen parent has exactly one child*/
- connect_type = sibcount == 1;
- }
+ if (!has_connect && this->import_settings->auto_connect) {
+ /* auto connect only whyen parent has exactly one child*/
+ connect_type = sibcount == 1;
+ }
- be->set_use_connect(connect_type);
- be->set_leaf_bone(true);
+ be->set_use_connect(connect_type);
+ be->set_leaf_bone(true);
- return *be;
+ return *be;
}