From eb522af4fec58876ac1b0a73ad9bcdae2d82d33f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Sybren=20A=2E=20St=C3=BCvel?= Date: Fri, 6 Mar 2020 16:19:35 +0100 Subject: Cleanup: move Alembic, AVI, Collada, and USD to `source/blender/io` This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common `io` directory. This also cleans up some `#include "../../{somedir}/{somefile}.h"` by adding `../../io/{somedir}` to `CMakeLists.txt` and then just using `#include "{somefile}.h"`. No functional changes. --- source/blender/io/collada/SkinInfo.cpp | 357 +++++++++++++++++++++++++++++++++ 1 file changed, 357 insertions(+) create mode 100644 source/blender/io/collada/SkinInfo.cpp (limited to 'source/blender/io/collada/SkinInfo.cpp') diff --git a/source/blender/io/collada/SkinInfo.cpp b/source/blender/io/collada/SkinInfo.cpp new file mode 100644 index 00000000000..d8804a1e831 --- /dev/null +++ b/source/blender/io/collada/SkinInfo.cpp @@ -0,0 +1,357 @@ +/* + * 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 + */ + +#include + +#if !defined(WIN32) +# include +#endif + +/* COLLADABU_ASSERT, may be able to remove later */ +#include "COLLADABUPlatform.h" + +#include "BLI_listbase.h" +#include "BLI_math.h" +#include "BLI_compiler_attrs.h" + +#include "DNA_armature_types.h" +#include "DNA_modifier_types.h" +#include "DNA_scene_types.h" + +#include "BKE_action.h" +#include "BKE_object.h" +#include "BKE_object_deform.h" + +#include "ED_mesh.h" +#include "ED_object.h" + +#include "SkinInfo.h" +#include "collada_utils.h" + +/* use name, or fall back to original id if name not present (name is optional) */ +template 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(); +} + +/* 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. */ +SkinInfo::SkinInfo() +{ + /* pass */ +} + +SkinInfo::SkinInfo(const SkinInfo &skin) + : weights(skin.weights), + joint_data(skin.joint_data), + unit_converter(skin.unit_converter), + ob_arm(skin.ob_arm), + controller_uid(skin.controller_uid), + parent(skin.parent) +{ + copy_m4_m4(bind_shape_matrix, (float(*)[4])skin.bind_shape_matrix); + + transfer_uint_array_data_const(skin.joints_per_vertex, joints_per_vertex); + transfer_uint_array_data_const(skin.weight_indices, weight_indices); + transfer_int_array_data_const(skin.joint_indices, joint_indices); +} + +SkinInfo::SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL), parent(NULL) +{ +} + +/* nobody owns the data after this, so it should be freed manually with releaseMemory */ +template void SkinInfo::transfer_array_data(T &src, T &dest) +{ + dest.setData(src.getData(), src.getCount()); + src.yieldOwnerShip(); + dest.yieldOwnerShip(); +} + +/* when src is const we cannot src.yieldOwnerShip, this is used by copy constructor */ +void SkinInfo::transfer_int_array_data_const(const COLLADAFW::IntValuesArray &src, + COLLADAFW::IntValuesArray &dest) +{ + dest.setData((int *)src.getData(), src.getCount()); + dest.yieldOwnerShip(); +} + +void SkinInfo::transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray &src, + COLLADAFW::UIntValuesArray &dest) +{ + dest.setData((unsigned int *)src.getData(), src.getCount()); + dest.yieldOwnerShip(); +} + +void SkinInfo::borrow_skin_controller_data(const COLLADAFW::SkinControllerData *skin) +{ + transfer_array_data((COLLADAFW::UIntValuesArray &)skin->getJointsPerVertex(), joints_per_vertex); + transfer_array_data((COLLADAFW::UIntValuesArray &)skin->getWeightIndices(), weight_indices); + transfer_array_data((COLLADAFW::IntValuesArray &)skin->getJointIndices(), joint_indices); + // transfer_array_data(skin->getWeights(), weights); + + /* cannot transfer data for FloatOrDoubleArray, copy values manually */ + const COLLADAFW::FloatOrDoubleArray &weight = skin->getWeights(); + for (unsigned int i = 0; i < weight.getValuesCount(); i++) { + weights.push_back(bc_get_float_value(weight, i)); + } + + unit_converter->dae_matrix_to_mat4_(bind_shape_matrix, skin->getBindShapeMatrix()); +} + +void SkinInfo::free() +{ + joints_per_vertex.releaseMemory(); + weight_indices.releaseMemory(); + joint_indices.releaseMemory(); + // weights.releaseMemory(); +} + +/* 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 SkinInfo::add_joint(const COLLADABU::Math::Matrix4 &matrix) +{ + JointData jd; + unit_converter->dae_matrix_to_mat4_(jd.inv_bind_mat, matrix); + joint_data.push_back(jd); +} + +void SkinInfo::set_controller(const COLLADAFW::SkinController *co) +{ + controller_uid = co->getUniqueId(); + + /* fill in joint UIDs */ + const COLLADAFW::UniqueIdArray &joint_uids = co->getJoints(); + for (unsigned int i = 0; i < joint_uids.getCount(); i++) { + joint_data[i].joint_uid = joint_uids[i]; + + /* store armature pointer */ + // JointData& jd = joint_index_to_joint_info_map[i]; + // jd.ob_arm = ob_arm; + + /* now we'll be able to get inv bind matrix from joint id */ + // joint_id_to_joint_index_map[joint_ids[i]] = i; + } +} + +/* called from write_controller */ +Object *SkinInfo::create_armature(Main *bmain, Scene *scene, ViewLayer *view_layer) +{ + ob_arm = bc_add_object(bmain, scene, view_layer, OB_ARMATURE, NULL); + return ob_arm; +} + +Object *SkinInfo::set_armature(Object *ob_arm) +{ + if (this->ob_arm) { + return this->ob_arm; + } + + this->ob_arm = ob_arm; + return ob_arm; +} + +bool SkinInfo::get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node) +{ + const COLLADAFW::UniqueId &uid = node->getUniqueId(); + std::vector::iterator it; + for (it = joint_data.begin(); it != joint_data.end(); it++) { + if ((*it).joint_uid == uid) { + copy_m4_m4(inv_bind_mat, (*it).inv_bind_mat); + return true; + } + } + + return false; +} + +Object *SkinInfo::BKE_armature_from_object() +{ + return ob_arm; +} + +const COLLADAFW::UniqueId &SkinInfo::get_controller_uid() +{ + return 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 SkinInfo::uses_joint_or_descendant(COLLADAFW::Node *node) +{ + const COLLADAFW::UniqueId &uid = node->getUniqueId(); + std::vector::iterator it; + for (it = joint_data.begin(); it != joint_data.end(); it++) { + if ((*it).joint_uid == uid) { + return true; + } + } + + COLLADAFW::NodePointerArray &children = node->getChildNodes(); + for (unsigned int i = 0; i < children.getCount(); i++) { + if (uses_joint_or_descendant(children[i])) { + return true; + } + } + + return false; +} + +void SkinInfo::link_armature(bContext *C, + Object *ob, + std::map &joint_by_uid, + TransformReader *tm) +{ + Main *bmain = CTX_data_main(C); + Scene *scene = CTX_data_scene(C); + + ModifierData *md = ED_object_modifier_add(NULL, bmain, scene, ob, NULL, eModifierType_Armature); + ArmatureModifierData *amd = (ArmatureModifierData *)md; + amd->object = ob_arm; + +#if 1 + /* XXX Why do we enforce objects to be children of Armatures if they weren't so before ?*/ + if (!BKE_object_is_child_recursive(ob_arm, ob)) { + bc_set_parent(ob, ob_arm, C); + } +#else + Object workob; + ob->parent = ob_arm; + ob->partype = PAROBJECT; + + BKE_object_workob_calc_parent(scene, ob, &workob); + invert_m4_m4(ob->parentinv, workob.obmat); + + DEG_id_tag_update(&obn->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY); +#endif + copy_m4_m4(ob->obmat, bind_shape_matrix); + BKE_object_apply_mat4(ob, ob->obmat, 0, 0); + + amd->deformflag = ARM_DEF_VGROUP; + + /* create all vertex groups */ + std::vector::iterator it; + int joint_index; + for (it = joint_data.begin(), joint_index = 0; it != joint_data.end(); it++, joint_index++) { + const char *name = "Group"; + + /* skip joints that have invalid UID */ + if ((*it).joint_uid == COLLADAFW::UniqueId::INVALID) { + continue; + } + + /* name group by joint node name */ + + if (joint_by_uid.find((*it).joint_uid) != joint_by_uid.end()) { + name = bc_get_joint_name(joint_by_uid[(*it).joint_uid]); + } + + BKE_object_defgroup_add_name(ob, name); + } + + /* - number of joints per vertex - joints_per_vertex + * - [[bone index, weight index] * joints per vertex] * vertices - weight indices + * ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender? + * + * for each vertex in weight indices + * for each bone index in vertex + * add vertex to group at group index + * treat group index -1 specially + * + * get def group by index with BLI_findlink */ + + for (unsigned int vertex = 0, weight = 0; vertex < joints_per_vertex.getCount(); vertex++) { + + unsigned int limit = weight + joints_per_vertex[vertex]; + for (; weight < limit; weight++) { + int joint = joint_indices[weight], joint_weight = weight_indices[weight]; + + /* -1 means "weight towards the bind shape", we just don't assign it to any group */ + if (joint != -1) { + bDeformGroup *def = (bDeformGroup *)BLI_findlink(&ob->defbase, joint); + + ED_vgroup_vert_add(ob, def, vertex, weights[joint_weight], WEIGHT_REPLACE); + } + } + } +} + +bPoseChannel *SkinInfo::get_pose_channel_from_node(COLLADAFW::Node *node) +{ + return BKE_pose_channel_find_name(ob_arm->pose, bc_get_joint_name(node)); +} + +void SkinInfo::set_parent(Object *_parent) +{ + parent = _parent; +} + +Object *SkinInfo::get_parent() +{ + return parent; +} + +void SkinInfo::find_root_joints(const std::vector &root_joints, + std::map &joint_by_uid, + std::vector &result) +{ + std::vector::const_iterator it; + /* for each root_joint */ + for (it = root_joints.begin(); it != root_joints.end(); it++) { + COLLADAFW::Node *root = *it; + std::vector::iterator ji; + /* for each joint_data in this skin */ + for (ji = joint_data.begin(); ji != joint_data.end(); ji++) { + if (joint_by_uid.find((*ji).joint_uid) != joint_by_uid.end()) { + /* get joint node from joint map */ + COLLADAFW::Node *joint = joint_by_uid[(*ji).joint_uid]; + + /* find if joint node is in the tree belonging to the root_joint */ + if (find_node_in_tree(joint, root)) { + if (std::find(result.begin(), result.end(), root) == result.end()) { + result.push_back(root); + } + } + } + } + } +} + +bool SkinInfo::find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root) +{ + if (node == tree_root) { + return true; + } + + COLLADAFW::NodePointerArray &children = tree_root->getChildNodes(); + for (unsigned int i = 0; i < children.getCount(); i++) { + if (find_node_in_tree(node, children[i])) { + return true; + } + } + + return false; +} -- cgit v1.2.3