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authorSybren A. Stüvel <sybren@blender.org>2020-03-06 18:19:35 +0300
committerSybren A. Stüvel <sybren@blender.org>2020-03-06 18:19:45 +0300
commiteb522af4fec58876ac1b0a73ad9bcdae2d82d33f (patch)
tree485c6a1fb23b5be256757375e2157378d3a5c61b /source/blender/collada/ArmatureImporter.cpp
parentff60dd8b18ed00902e5bdfd36882072db7af8735 (diff)
Cleanup: move Alembic, AVI, Collada, and USD to `source/blender/io`
This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common `io` directory. This also cleans up some `#include "../../{somedir}/{somefile}.h"` by adding `../../io/{somedir}` to `CMakeLists.txt` and then just using `#include "{somefile}.h"`. No functional changes.
Diffstat (limited to 'source/blender/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp1115
1 files changed, 0 insertions, 1115 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
deleted file mode 100644
index b8c534f97dd..00000000000
--- a/source/blender/collada/ArmatureImporter.cpp
+++ /dev/null
@@ -1,1115 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- */
-
-/** \file
- * \ingroup collada
- */
-
-/* COLLADABU_ASSERT, may be able to remove later */
-#include "COLLADABUPlatform.h"
-
-#include <algorithm>
-
-#include "COLLADAFWUniqueId.h"
-
-extern "C" {
-#include "BKE_action.h"
-#include "BKE_object.h"
-#include "BKE_armature.h"
-#include "BLI_string.h"
-#include "BLI_listbase.h"
-#include "ED_armature.h"
-}
-
-#include "DEG_depsgraph.h"
-
-#include "collada_utils.h"
-#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)
-{
- 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()
-{
- /* 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();
-
- 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];
-
- 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)
-{
- 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;
-}
-
-/**
- * Collada only knows Joints, hence bones at the end of a bone chain
- * don't have a defined length. This function guesses reasonable
- * 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)
-{
- 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)
-{
- 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);
- }
-
- 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);
- }
- }
-}
-
-#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);
- }
- }
-}
-
-void ArmatureImporter::set_euler_rotmode()
-{
- /* just set rotmode = ROT_MODE_EUL on pose channel for each joint */
-
- std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>::iterator it;
-
- for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
-
- COLLADAFW::Node *joint = it->second;
-
- 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;
-
- 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));
- }
-
- break;
- }
- }
- }
-}
-#endif
-
-Object *ArmatureImporter::get_empty_for_leaves()
-{
- if (empty) {
- return empty;
- }
-
- empty = bc_add_object(m_bmain, scene, view_layer, OB_EMPTY, NULL);
- empty->empty_drawtype = OB_EMPTY_SPHERE;
-
- return empty;
-}
-
-#if 0
-Object *ArmatureImporter::find_armature(COLLADAFW::Node *node)
-{
- 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;
- }
- }
-
- 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();
-}
-#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++) {
- COLLADAFW::Node *node = *ri;
- if (get_armature_for_joint(node) != NULL) {
- continue;
- }
-
- Object *ob_arm = joint_parent_map[node->getUniqueId()];
- if (!ob_arm) {
- continue;
- }
-
- bArmature *armature = (bArmature *)ob_arm->data;
- if (!armature) {
- continue;
- }
-
- char *bone_name = (char *)bc_get_joint_name(node);
- 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, node, NULL, node->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[node->getUniqueId()] = ob_arm;
-
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- set_bone_transformation_type(node, ob_arm);
-
- 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)
-{
- /* 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++) {
- COLLADAFW::Node *node = *ri;
- if (a->uses_joint_or_descendant(node)) {
- 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++) {
- COLLADAFW::Node *node = *ri;
- /* for shared armature check if bone tree is already created */
- if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), node) !=
- skin_root_joints.end()) {
- continue;
- }
-
- /* since root_joints may contain joints for multiple controllers, we need to filter */
- if (skin.uses_joint_or_descendant(node)) {
-
- create_bone(
- &skin, node, NULL, node->getChildNodes().getCount(), NULL, armature, layer_labels);
-
- if (joint_parent_map.find(node->getUniqueId()) != joint_parent_map.end() &&
- !skin.get_parent()) {
- skin.set_parent(joint_parent_map[node->getUniqueId()]);
- }
- }
- }
-
- /* exit armature edit mode to populate the Armature object */
- ED_armature_from_edit(bmain, armature);
- ED_armature_edit_free(armature);
-
- for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
- COLLADAFW::Node *node = *ri;
- set_bone_transformation_type(node, ob_arm);
- }
-
- 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_bone_transformation_type(const COLLADAFW::Node *node, Object *ob_arm)
-{
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bc_get_joint_name(node));
- if (pchan) {
- pchan->rotmode = (node_is_decomposed(node)) ? ROT_MODE_EUL : ROT_MODE_QUAT;
- }
-
- COLLADAFW::NodePointerArray childnodes = node->getChildNodes();
- for (int index = 0; index < childnodes.getCount(); index++) {
- node = childnodes[index];
- set_bone_transformation_type(node, ob_arm);
- }
-}
-
-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);
- bool is_decomposed = node_is_decomposed(root_node);
-
- // if (*edbone)
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name);
- pchan->rotmode = (is_decomposed) ? ROT_MODE_EUL : ROT_MODE_QUAT;
-
- // 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);
- }
-
-#if 0
- float angle = 0.0f;
- mat4_to_axis_angle(ax, &angle, mat);
- pchan->bone->roll = angle;
-#endif
-
- COLLADAFW::NodePointerArray &children = root_node->getChildNodes();
- for (unsigned int i = 0; i < children.getCount(); i++) {
- set_pose(ob_arm, children[i], bone_name, mat);
- }
-}
-
-bool ArmatureImporter::node_is_decomposed(const COLLADAFW::Node *node)
-{
- const COLLADAFW::TransformationPointerArray &nodeTransforms = node->getTransformations();
- for (unsigned int i = 0; i < nodeTransforms.getCount(); i++) {
- COLLADAFW::Transformation *transform = nodeTransforms[i];
- COLLADAFW::Transformation::TransformationType tm_type = transform->getTransformationType();
- if (tm_type == COLLADAFW::Transformation::MATRIX) {
- return false;
- }
- }
- return true;
-}
-
-/**
- * root - if this joint is the top joint in hierarchy, if a joint
- * is a child of a node (not joint), root should be true since
- * this is where we build armature bones from
- */
-void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *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
-}
-#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;
-
- /* TODO: Make this work for more than one armature in the import file. */
- leaf_bone_length = FLT_MAX;
-
- for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
-
- SkinInfo &skin = it->second;
-
- 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);
-
- 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 (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");
- }
-
- /* 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();
- }
-
- /* 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++) {
-
- 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);
-
- fix_parent_connect(armature, (Bone *)armature->bonebase.first);
-
- 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);
-
- 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;
- }
-
- SkinInfo &skin = skin_by_data_uid[conroller_data_id];
-
- /* 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. */
-
- /* don't forget to call BKE_object_defgroup_unique_name before we copy */
-
- /* controller data uid -> [armature] -> joint data,
- * [mesh object] */
-
- 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]);
- }
-
- skin_by_data_uid[data->getUniqueId()] = skin;
-
- 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;
-}
-
-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");
- }
- }
-}
-
-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;
- }
-
- 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;
-}
-
-void ArmatureImporter::set_tags_map(TagsMap &tagsMap)
-{
- this->uid_tags_map = tagsMap;
-}
-
-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));
-}
-
-/* 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;
-}
-
-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;
-
- TagsMap::iterator etit;
- ExtraTags *et = 0;
- etit = uid_tags_map.find(node->getUniqueId().toAscii());
-
- bool has_connect = false;
- int connect_type = -1;
-
- if (etit != uid_tags_map.end()) {
-
- float tail[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
- float roll = 0;
- std::string layers;
-
- 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]);
-
- has_connect = et->setData("connect", &connect_type);
- bool has_roll = et->setData("roll", &roll);
-
- 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;
- }
-
- 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;
- }
-
- be->set_use_connect(connect_type);
- be->set_leaf_bone(true);
-
- return *be;
-}