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authorNathan Letwory <nathan@letworyinteractive.com>2010-10-05 04:05:14 +0400
committerNathan Letwory <nathan@letworyinteractive.com>2010-10-05 04:05:14 +0400
commit82209cdc86f5f248102df89b3dfeca86149768f7 (patch)
tree21ce50ed95bc62544d76754c9512ac791e52ca44 /source/blender/collada/ArmatureImporter.h
parent63b4c93e449902da3bb9a17d4f8b9f8ef7d00ae5 (diff)
Reorganisation of COLLADA import code. Classes have been split into their own files.
No functional changes. Where necessary extern "C" {} blocks have been added.
Diffstat (limited to 'source/blender/collada/ArmatureImporter.h')
-rw-r--r--source/blender/collada/ArmatureImporter.h160
1 files changed, 160 insertions, 0 deletions
diff --git a/source/blender/collada/ArmatureImporter.h b/source/blender/collada/ArmatureImporter.h
new file mode 100644
index 00000000000..64d4669b33c
--- /dev/null
+++ b/source/blender/collada/ArmatureImporter.h
@@ -0,0 +1,160 @@
+/**
+ * $Id: DocumentImporter.cpp 32235 2010-10-01 19:46:42Z jesterking $
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * 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.
+ *
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#ifndef __BC_ARMATUREIMPORTER_H__
+#define __BC_ARMATUREIMPORTER_H__
+
+#include "COLLADAFWNode.h"
+#include "COLLADAFWUniqueId.h"
+
+extern "C" {
+#include "BKE_context.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "ED_armature.h"
+}
+
+#include "AnimationImporter.h"
+#include "MeshImporter.h"
+#include "SkinInfo.h"
+#include "TransformReader.h"
+
+#include <map>
+#include <vector>
+
+#include "collada_internal.h"
+#include "collada_utils.h"
+
+class ArmatureImporter : private TransformReader
+{
+private:
+ Scene *scene;
+ UnitConverter *unit_converter;
+
+ // std::map<int, JointData> joint_index_to_joint_info_map;
+ // std::map<COLLADAFW::UniqueId, int> joint_id_to_joint_index_map;
+
+ struct LeafBone {
+ // COLLADAFW::Node *node;
+ EditBone *bone;
+ char name[32];
+ float mat[4][4]; // bone matrix, derived from inv_bind_mat
+ };
+ std::vector<LeafBone> leaf_bones;
+ // int bone_direction_row; // XXX not used
+ float leaf_bone_length;
+ int totbone;
+ // XXX not used
+ // float min_angle; // minimum angle between bone head-tail and a row of bone matrix
+
+#if 0
+ struct ArmatureJoints {
+ Object *ob_arm;
+ std::vector<COLLADAFW::Node*> root_joints;
+ };
+ std::vector<ArmatureJoints> armature_joints;
+#endif
+
+ Object *empty; // empty for leaf bones
+
+ std::map<COLLADAFW::UniqueId, COLLADAFW::UniqueId> geom_uid_by_controller_uid;
+ std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
+ std::vector<COLLADAFW::Node*> root_joints;
+ std::map<COLLADAFW::UniqueId, Object*> joint_parent_map;
+
+ MeshImporterBase *mesh_importer;
+ AnimationImporterBase *anim_importer;
+
+ // This is used to store data passed in write_controller_data.
+ // Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
+ // so that arrays don't get freed until we free them explicitly.
+
+ std::map<COLLADAFW::UniqueId, SkinInfo> skin_by_data_uid; // data UID = skin controller data UID
+#if 0
+ JointData *get_joint_data(COLLADAFW::Node *node);
+#endif
+
+ void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
+ float parent_mat[][4], bArmature *arm);
+
+ void add_leaf_bone(float mat[][4], EditBone *bone);
+
+ void fix_leaf_bones();
+
+ void set_leaf_bone_shapes(Object *ob_arm);
+
+#if 0
+ void set_euler_rotmode();
+#endif
+
+ Object *get_empty_for_leaves();
+
+#if 0
+ Object *find_armature(COLLADAFW::Node *node);
+
+ ArmatureJoints& get_armature_joints(Object *ob_arm);
+#endif
+
+ void create_armature_bones(SkinInfo& skin);
+
+public:
+
+ ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce);
+ ~ArmatureImporter();
+
+ // 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 add_joint(COLLADAFW::Node *node, bool root, Object *parent);
+
+#if 0
+ void add_root_joint(COLLADAFW::Node *node);
+#endif
+
+ // here we add bones to armatures, having armatures previously created in write_controller
+ void make_armatures(bContext *C);
+
+#if 0
+ // link with meshes, create vertex groups, assign weights
+ void link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id);
+#endif
+
+ bool write_skin_controller_data(const COLLADAFW::SkinControllerData* data);
+
+ bool write_controller(const COLLADAFW::Controller* controller);
+
+ COLLADAFW::UniqueId *get_geometry_uid(const COLLADAFW::UniqueId& controller_uid);
+
+ Object *get_armature_for_joint(COLLADAFW::Node *node);
+
+ void get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count);
+
+ // gives a world-space mat
+ bool get_joint_bind_mat(float m[][4], COLLADAFW::Node *joint);
+};
+
+#endif \ No newline at end of file