From 4b891b40c218ef5f45706cbc4636a5333469dd1c Mon Sep 17 00:00:00 2001 From: Gaia Clary Date: Fri, 23 Sep 2016 12:56:04 +0200 Subject: Fix: Collada Importer did not import the Blender Profile information correctly when multiple objects are bound to same armature. This caused Bone tails to be placed wrong. --- source/blender/collada/ArmatureImporter.cpp | 105 ++++++++++++++-------------- source/blender/collada/ArmatureImporter.h | 12 ++-- source/blender/collada/collada_utils.cpp | 32 +++++++++ source/blender/collada/collada_utils.h | 19 +++++ 4 files changed, 110 insertions(+), 58 deletions(-) (limited to 'source/blender/collada') diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp index d97fb55af9c..0d5c482aef5 100644 --- a/source/blender/collada/ArmatureImporter.cpp +++ b/source/blender/collada/ArmatureImporter.cpp @@ -60,15 +60,6 @@ ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, mesh_importer(mesh) { } -void ArmatureImporter::clear_extended_boneset() -{ - for (std::map::iterator it = extended_bones.begin(); it != extended_bones.end(); ++it) { - if (it->second != NULL) - delete it->second; - } - extended_bones.clear(); -} - ArmatureImporter::~ArmatureImporter() { // free skin controller data if we forget to do this earlier @@ -76,7 +67,6 @@ ArmatureImporter::~ArmatureImporter() for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { it->second.free(); } - clear_extended_boneset(); } #if 0 @@ -156,8 +146,8 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon if (parent) bone->parent = parent; float loc[3], size[3], rot[3][3]; - - BoneExtended &be = add_bone_extended(bone, node, totchild, layer_labels); + 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 @@ -205,7 +195,6 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon chain_length = cl; } - bone->length = len_v3v3(bone->head, bone->tail); joint_by_uid[node->getUniqueId()] = node; finished_joints.push_back(node); @@ -221,43 +210,49 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon * 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_bones(bArmature *armature, Bone *bone, bool fix_orientation) +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]; - if (be == NULL || !be->has_tail()) { + 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); + } +} - /* 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; +void ArmatureImporter::fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be , bool fix_orientation) +{ + if (be == NULL || !be->has_tail()) { - EditBone *ebone = bc_get_edit_bone(armature, bone->name); - float vec[3]; + /* 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; - if (ebone->parent != NULL && fix_orientation) { - 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); + 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); } - } - for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) { - fix_leaf_bones(armature, child, fix_orientation); + normalize_v3_v3(vec, vec); + mul_v3_fl(vec, leaf_length); + add_v3_v3v3(ebone->tail, ebone->head, vec); } } @@ -280,6 +275,7 @@ void ArmatureImporter::fix_parent_connect(bArmature *armature, Bone *bone) 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; Bone *child; @@ -445,11 +441,10 @@ ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm) return armature_joints.back(); } #endif -Object *ArmatureImporter::create_armature_bones(std::vector &ob_arms) +void ArmatureImporter::create_armature_bones(std::vector &ob_arms) { std::vector::iterator ri; std::vector layer_labels; - Object *ob_arm = NULL; //if there is an armature created for root_joint next root_joint for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { @@ -470,15 +465,23 @@ Object *ArmatureImporter::create_armature_bones(std::vector &ob_arms) continue; } - clear_extended_boneset(); - ED_armature_to_edit(armature); armature->layer = 0; // layer is set according to imported bone set in create_bone() create_bone(NULL, *ri , NULL, (*ri)->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(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[(*ri)->getUniqueId()] = ob_arm; + ED_armature_from_edit(armature); ED_armature_edit_free(armature); @@ -489,7 +492,6 @@ Object *ArmatureImporter::create_armature_bones(std::vector &ob_arms) DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA); } - return ob_arm; } Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) @@ -584,8 +586,6 @@ Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) bArmature * armature = (bArmature *)ob_arm->data; ED_armature_to_edit(armature); - clear_extended_boneset(); - totbone = 0; // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row @@ -615,6 +615,14 @@ Object *ArmatureImporter::create_armature_bones(SkinInfo& skin) ED_armature_from_edit(armature); ED_armature_edit_free(armature); + 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(armature); + ED_armature_edit_free(armature); + DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA); return ob_arm; @@ -756,11 +764,6 @@ void ArmatureImporter::make_armatures(bContext *C, std::vector &object /* and step back to edit mode to fix the leaf nodes */ ED_armature_to_edit(armature); - if (this->import_settings->find_chains) - connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX); - - fix_leaf_bones(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation); - fix_parent_connect(armature, (Bone *)armature->bonebase.first); ED_armature_from_edit(armature); @@ -952,7 +955,7 @@ bool ArmatureImporter::get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint) return found; } -BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node, int sibcount, std::vector &layer_labels) +BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node, int sibcount, std::vector &layer_labels, BoneExtensionMap &extended_bones) { BoneExtended *be = new BoneExtended(bone); extended_bones[bone->name] = be; diff --git a/source/blender/collada/ArmatureImporter.h b/source/blender/collada/ArmatureImporter.h index 524c524c9c9..17173f157e5 100644 --- a/source/blender/collada/ArmatureImporter.h +++ b/source/blender/collada/ArmatureImporter.h @@ -68,8 +68,7 @@ private: // std::map joint_index_to_joint_info_map; // std::map joint_id_to_joint_index_map; - - std::map extended_bones; + BoneExtensionManager bone_extension_manager; // int bone_direction_row; // XXX not used float leaf_bone_length; int totbone; @@ -108,16 +107,15 @@ private: int create_bone(SkinInfo* skin, COLLADAFW::Node *node, EditBone *parent, int totchild, float parent_mat[4][4], bArmature *arm, std::vector &layer_labels); - BoneExtended &add_bone_extended(EditBone *bone, COLLADAFW::Node * node, int sibcount, std::vector &layer_labels); - void clear_extended_boneset(); + BoneExtended &add_bone_extended(EditBone *bone, COLLADAFW::Node * node, int sibcount, std::vector &layer_labels, BoneExtensionMap &extended_bones); - void fix_leaf_bones(bArmature *armature, Bone *bone, bool fix_orientation); + void fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation); + void fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be, bool fix_orientation); void fix_parent_connect(bArmature *armature, Bone *bone); void connect_bone_chains(bArmature *armature, Bone *bone, const int max_chain_length); void set_pose( Object *ob_arm, COLLADAFW::Node *root_node, const char *parentname, float parent_mat[4][4]); - #if 0 void set_leaf_bone_shapes(Object *ob_arm); void set_euler_rotmode(); @@ -132,7 +130,7 @@ private: #endif Object *create_armature_bones(SkinInfo& skin); - Object *create_armature_bones(std::vector &arm_objs); + void create_armature_bones(std::vector &arm_objs); /** TagsMap typedef for uid_tags_map. */ typedef std::map TagsMap; diff --git a/source/blender/collada/collada_utils.cpp b/source/blender/collada/collada_utils.cpp index abe5130b9c1..2efa8b21d81 100644 --- a/source/blender/collada/collada_utils.cpp +++ b/source/blender/collada/collada_utils.cpp @@ -412,6 +412,38 @@ int bc_set_layer(int bitfield, int layer, bool enable) return bitfield; } +/* + | This method creates a new extension map when needed. + | Note: The ~BoneExtensionManager destructor takes care + | to delete the created maps when the manager is removed. +*/ +BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature) +{ + std::string key = armature->id.name; + BoneExtensionMap *result = extended_bone_maps[key]; + if (result == NULL) + { + result = new BoneExtensionMap(); + extended_bone_maps[key] = result; + } + return *result; +} + +BoneExtensionManager::~BoneExtensionManager() +{ + std::map::iterator map_it; + for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it) + { + BoneExtensionMap *extended_bones = map_it->second; + for (BoneExtensionMap::iterator ext_it = extended_bones->begin(); ext_it != extended_bones->end(); ++ext_it) { + if (ext_it->second != NULL) + delete ext_it->second; + } + extended_bones->clear(); + delete extended_bones; + } +} + /** * BoneExtended is a helper class needed for the Bone chain finder * See ArmatureImporter::fix_leaf_bones() diff --git a/source/blender/collada/collada_utils.h b/source/blender/collada/collada_utils.h index ee371f7959e..7fdbef3b6cb 100644 --- a/source/blender/collada/collada_utils.h +++ b/source/blender/collada/collada_utils.h @@ -153,5 +153,24 @@ public: int get_use_connect(); }; +/* a map to store bone extension maps +| std:string : an armature name +| BoneExtended * : a map that contains extra data for bones +*/ +typedef std::map BoneExtensionMap; + +/* +| A class to organise bone extendion data for multiple Armatures. +| this is needed for the case where a Collada file contains 2 or more +| separate armatures. +*/ +class BoneExtensionManager { +private: + std::map extended_bone_maps; + +public: + BoneExtensionMap &getExtensionMap(bArmature *armature); + ~BoneExtensionManager(); +}; #endif -- cgit v1.2.3