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authorJulian Eisel <julian@blender.org>2020-03-26 23:03:42 +0300
committerJulian Eisel <julian@blender.org>2020-03-26 23:18:45 +0300
commitc94b6209861ca7cc3985b53474feed7d94c0221a (patch)
tree752054f0dca1338cda5cf8ad4f6d18573fcca3b9 /source/blender/io/collada/ArmatureImporter.cpp
parent357ed79cb93f9d655501a828c6cddd68282de62d (diff)
parentafb1a64ccb81b7ed792f64151986f40f53af8da5 (diff)
Merge branch 'master' into wm-drag-drop-rewrite
Diffstat (limited to 'source/blender/io/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/io/collada/ArmatureImporter.cpp1116
1 files changed, 1116 insertions, 0 deletions
diff --git a/source/blender/io/collada/ArmatureImporter.cpp b/source/blender/io/collada/ArmatureImporter.cpp
new file mode 100644
index 00000000000..4e9f31182f1
--- /dev/null
+++ b/source/blender/io/collada/ArmatureImporter.cpp
@@ -0,0 +1,1116 @@
+/*
+ * 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_armature.h"
+#include "BKE_object.h"
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+#include "ED_armature.h"
+}
+
+#include "DEG_depsgraph.h"
+
+#include "ArmatureImporter.h"
+#include "collada_utils.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
+ */
+
+ /**
+ * Pseudo-code:
+ * <pre>
+ * 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:
+ * </pre>
+ */
+
+ 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;
+}