Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/io/collada/SkinInfo.h')
-rw-r--r--source/blender/io/collada/SkinInfo.h130
1 files changed, 130 insertions, 0 deletions
diff --git a/source/blender/io/collada/SkinInfo.h b/source/blender/io/collada/SkinInfo.h
new file mode 100644
index 00000000000..255d6d9b1f3
--- /dev/null
+++ b/source/blender/io/collada/SkinInfo.h
@@ -0,0 +1,130 @@
+/*
+ * 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
+ */
+
+#ifndef __SKININFO_H__
+#define __SKININFO_H__
+
+#include <map>
+#include <vector>
+
+#include "COLLADAFWUniqueId.h"
+#include "COLLADAFWTypes.h"
+#include "COLLADAFWNode.h"
+#include "COLLADAFWSkinController.h"
+#include "COLLADAFWSkinControllerData.h"
+
+#include "DNA_object_types.h"
+#include "BKE_context.h"
+
+#include "TransformReader.h"
+#include "collada_internal.h"
+
+// 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.
+class SkinInfo {
+ private:
+ // to build armature bones from inverse bind matrices
+ struct JointData {
+ float inv_bind_mat[4][4]; // joint inverse bind matrix
+ COLLADAFW::UniqueId joint_uid; // joint node UID
+ // Object *ob_arm; // armature object
+ };
+
+ float bind_shape_matrix[4][4];
+
+ // data from COLLADAFW::SkinControllerData, each array should be freed
+ COLLADAFW::UIntValuesArray joints_per_vertex;
+ COLLADAFW::UIntValuesArray weight_indices;
+ COLLADAFW::IntValuesArray joint_indices;
+ // COLLADAFW::FloatOrDoubleArray weights;
+ std::vector<float> weights;
+
+ std::vector<JointData> joint_data; // index to this vector is joint index
+
+ UnitConverter *unit_converter;
+
+ Object *ob_arm;
+ COLLADAFW::UniqueId controller_uid;
+ Object *parent;
+
+ public:
+ SkinInfo();
+ SkinInfo(const SkinInfo &skin);
+ SkinInfo(UnitConverter *conv);
+
+ // nobody owns the data after this, so it should be freed manually with releaseMemory
+ template<typename T> void transfer_array_data(T &src, T &dest);
+
+ // when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
+ void transfer_int_array_data_const(const COLLADAFW::IntValuesArray &src,
+ COLLADAFW::IntValuesArray &dest);
+
+ void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray &src,
+ COLLADAFW::UIntValuesArray &dest);
+
+ void borrow_skin_controller_data(const COLLADAFW::SkinControllerData *skin);
+
+ void free();
+
+ // using inverse bind matrices to construct armature
+ // it is safe to invert them to get the original matrices
+ // because if they are inverse matrices, they can be inverted
+ void add_joint(const COLLADABU::Math::Matrix4 &matrix);
+
+ void set_controller(const COLLADAFW::SkinController *co);
+
+ // called from write_controller
+ Object *create_armature(Main *bmain, Scene *scene, ViewLayer *view_layer);
+
+ Object *set_armature(Object *ob_arm);
+
+ bool get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node);
+
+ Object *BKE_armature_from_object();
+
+ const COLLADAFW::UniqueId &get_controller_uid();
+
+ // check if this skin controller references a joint or any descendant of it
+ //
+ // some nodes may not be referenced by SkinController,
+ // in this case to determine if the node belongs to this armature,
+ // we need to search down the tree
+ bool uses_joint_or_descendant(COLLADAFW::Node *node);
+
+ void link_armature(bContext *C,
+ Object *ob,
+ std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
+ TransformReader *tm);
+
+ bPoseChannel *get_pose_channel_from_node(COLLADAFW::Node *node);
+
+ void set_parent(Object *_parent);
+
+ Object *get_parent();
+
+ void find_root_joints(const std::vector<COLLADAFW::Node *> &root_joints,
+ std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
+ std::vector<COLLADAFW::Node *> &result);
+
+ bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root);
+};
+
+#endif