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Diffstat (limited to 'source/blender/collada/ArmatureImporter.cpp')
-rw-r--r--source/blender/collada/ArmatureImporter.cpp253
1 files changed, 232 insertions, 21 deletions
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index 8987e4ffaf7..19fa54c5044 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -17,7 +17,7 @@
* 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.
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory, Sukhitha jayathilake.
*
* ***** END GPL LICENSE BLOCK *****
*/
@@ -37,17 +37,18 @@
#include "BKE_action.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
+#include "BKE_armature.h"
#include "BLI_string.h"
#include "ED_armature.h"
#include "ArmatureImporter.h"
-// use this for retrieving bone names, since these must be unique
+// 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->getOriginalId();
- return id.size() ? id.c_str() : node->getName().c_str();
+ const std::string& id = node->getName();
+ return id.size() ? id.c_str() : node->getOriginalId().c_str();
}
ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :
@@ -78,16 +79,102 @@ JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
return &joint_index_to_joint_info_map[joint_index];
}
#endif
+void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *parent, int totchild,
+ float parent_mat[][4], Object * ob_arm)
+{
+ std::vector<COLLADAFW::Node*>::iterator it;
+ it = std::find(finished_joints.begin(),finished_joints.end(),node);
+ if ( it != finished_joints.end()) return;
+
+ float mat[4][4];
+ float obmat[4][4];
+
+ // object-space
+ get_node_mat(obmat, node, NULL, NULL);
+
+ EditBone *bone = ED_armature_edit_bone_add((bArmature*)ob_arm->data, (char*)bc_get_joint_name(node));
+ totbone++;
+
+ if (parent) bone->parent = parent;
+
+ float angle = 0;
+
+ // get world-space
+ if (parent){
+ mul_m4_m4m4(mat, obmat, parent_mat);
+
+ }
+ else {
+ copy_m4_m4(mat, obmat);
+
+ }
+ float loc[3], size[3], rot[3][3];
+ mat4_to_loc_rot_size( loc, rot, size, obmat);
+ mat3_to_vec_roll(rot, NULL, &angle );
+ bone->roll=angle;
+ // set head
+ copy_v3_v3(bone->head, mat[3]);
+
+
+ // set tail, don't set it to head because 0-length bones are not allowed
+ float vec[3] = {0.0f, 0.5f, 0.0f};
+ add_v3_v3v3(bone->tail, bone->head, vec);
+
+ // set parent tail
+ if (parent && totchild == 1) {
+ copy_v3_v3(parent->tail, bone->head);
+
+ // not setting BONE_CONNECTED because this would lock child bone location with respect to parent
+ // bone->flag |= BONE_CONNECTED;
+
+ // XXX increase this to prevent "very" small bones?
+ const float epsilon = 0.000001f;
+
+ // derive leaf bone length
+ float length = len_v3v3(parent->head, parent->tail);
+ if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
+ leaf_bone_length = length;
+ }
+
+ // treat zero-sized bone like a leaf bone
+ if (length <= epsilon) {
+ add_leaf_bone(parent_mat, parent, node);
+ }
+
+ }
+
+ COLLADAFW::NodePointerArray& children = node->getChildNodes();
+ for (unsigned int i = 0; i < children.getCount(); i++) {
+ create_unskinned_bone( children[i], bone, children.getCount(), mat, ob_arm);
+ }
+
+ // in second case it's not a leaf bone, but we handle it the same way
+ if (!children.getCount() || children.getCount() > 1) {
+ add_leaf_bone(mat, bone, node);
+ }
+
+ finished_joints.push_back(node);
+
+}
void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], bArmature *arm)
{
+ //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;
+
float joint_inv_bind_mat[4][4];
// JointData* jd = get_joint_data(node);
float mat[4][4];
+ // TODO rename from Node "name" attrs later
+ EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
+ totbone++;
+
if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
@@ -104,12 +191,14 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
mul_m4_m4m4(mat, obmat, parent_mat);
else
copy_m4_m4(mat, obmat);
- }
- // TODO rename from Node "name" attrs later
- EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
- totbone++;
+ float loc[3], size[3], rot[3][3] , angle;
+ mat4_to_loc_rot_size( loc, rot, size, obmat);
+ mat3_to_vec_roll(rot, NULL, &angle );
+ bone->roll=angle;
+ }
+
if (parent) bone->parent = parent;
// set head
@@ -137,7 +226,7 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
// treat zero-sized bone like a leaf bone
if (length <= epsilon) {
- add_leaf_bone(parent_mat, parent);
+ add_leaf_bone(parent_mat, parent, node);
}
/*
@@ -175,22 +264,40 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
// in second case it's not a leaf bone, but we handle it the same way
if (!children.getCount() || children.getCount() > 1) {
- add_leaf_bone(mat, bone);
+ add_leaf_bone(mat, bone , node);
}
+
+ finished_joints.push_back(node);
}
-void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone)
+void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone, COLLADAFW::Node * node)
{
LeafBone leaf;
leaf.bone = bone;
copy_m4_m4(leaf.mat, mat);
BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
-
- leaf_bones.push_back(leaf);
+
+ TagsMap::iterator etit;
+ ExtraTags *et = 0;
+ etit = uid_tags_map.find(node->getUniqueId().toAscii());
+ if(etit != uid_tags_map.end())
+ {
+ et = etit->second;
+ //else return;
+
+ float x,y,z;
+ et->setData("tip_x",&x);
+ et->setData("tip_y",&y);
+ et->setData("tip_z",&z);
+ float vec[3] = {x,y,z};
+ copy_v3_v3(leaf.bone->tail, leaf.bone->head);
+ add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
+ }else
+ leaf_bones.push_back(leaf);
}
-void ArmatureImporter::fix_leaf_bones()
+void ArmatureImporter::fix_leaf_bones( )
{
// just setting tail for leaf bones here
@@ -199,9 +306,10 @@ void ArmatureImporter::fix_leaf_bones()
LeafBone& leaf = *it;
// pointing up
- float vec[3] = {0.0f, 0.0f, 1.0f};
-
- mul_v3_fl(vec, leaf_bone_length);
+ float vec[3] = {0.0f, 0.0f, 0.1f};
+
+ // if parent: take parent length and direction
+ if(leaf.bone->parent) sub_v3_v3v3(vec, leaf.bone->parent->tail, leaf.bone->parent->head);
copy_v3_v3(leaf.bone->tail, leaf.bone->head);
add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
@@ -300,6 +408,46 @@ ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
return armature_joints.back();
}
#endif
+void ArmatureImporter::create_armature_bones( )
+{
+ std::vector<COLLADAFW::Node*>::iterator ri;
+ //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;
+
+ //add armature object for current joint
+ //Object *ob_arm = add_object(scene, OB_ARMATURE);
+
+ Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
+ //ob_arm->type = OB_ARMATURE;
+ ED_armature_to_edit(ob_arm);
+
+ // min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix
+
+ // create unskinned bones
+ /*
+ TODO:
+ check if bones have already been created for a given joint
+ */
+ leaf_bone_length = FLT_MAX;
+ create_unskinned_bone(*ri, NULL, (*ri)->getChildNodes().getCount(), NULL, ob_arm);
+
+ fix_leaf_bones();
+
+ // exit armature edit mode
+
+ unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
+
+ ED_armature_from_edit(ob_arm);
+
+ set_pose(ob_arm , *ri, NULL, NULL );
+
+ ED_armature_edit_free(ob_arm);
+ DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
+ }
+
+
+}
void ArmatureImporter::create_armature_bones(SkinInfo& skin)
{
@@ -373,7 +521,7 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
if (shared)
ob_arm = skin.set_armature(shared);
else
- ob_arm = skin.create_armature(scene);
+ ob_arm = skin.create_armature(scene); //once for every armature
// enter armature edit mode
ED_armature_to_edit(ob_arm);
@@ -420,14 +568,60 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
// 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_joint(COLLADAFW::Node *node, bool root, Object *parent)
+
+void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node , char *parentname, float parent_mat[][4])
+{
+ char * bone_name = (char *) bc_get_joint_name ( root_node);
+ float mat[4][4];
+ float obmat[4][4];
+
+ float ax[3];
+ float angle = NULL;
+
+ // object-space
+ get_node_mat(obmat, root_node, NULL, NULL);
+
+ //if(*edbone)
+ bPoseChannel * pchan = get_pose_channel(ob_arm -> pose , bone_name);
+ //else fprintf ( "",
+
+ // get world-space
+ if (parentname){
+ mul_m4_m4m4(mat, obmat, parent_mat);
+ bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
+
+ mul_m4_m4m4(pchan->pose_mat, mat , parchan->pose_mat);
+
+ }
+ else {
+ copy_m4_m4(mat, obmat);
+ float invObmat[4][4];
+ invert_m4_m4(invObmat, ob_arm->obmat);
+ mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
+
+ }
+
+ 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);
+ }
+
+}
+
+void ArmatureImporter::add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce)
{
joint_by_uid[node->getUniqueId()] = node;
if (root) {
root_joints.push_back(node);
- if (parent)
+ if (parent) {
+
joint_parent_map[node->getUniqueId()] = parent;
+ }
}
}
@@ -472,6 +666,9 @@ void ArmatureImporter::make_armatures(bContext *C)
// free memory stolen from SkinControllerData
skin.free();
}
+
+ //for bones without skins
+ create_armature_bones();
}
#if 0
@@ -549,6 +746,7 @@ bool ArmatureImporter::write_controller(const COLLADAFW::Controller* controller)
return true;
}
+
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())
@@ -566,10 +764,20 @@ Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node)
if (skin.uses_joint_or_descendant(node))
return skin.get_armature();
}
-
+
+ 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));
@@ -590,3 +798,6 @@ bool ArmatureImporter::get_joint_bind_mat(float m[][4], COLLADAFW::Node *joint)
return found;
}
+
+
+