/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory, Sukhitha jayathilake. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/collada/ArmatureImporter.cpp * \ingroup collada */ /* COLLADABU_ASSERT, may be able to remove later */ #include "COLLADABUPlatform.h" #include #include "COLLADAFWUniqueId.h" #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 node name, or fall back to original id if 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(); } ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) : TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) { } ArmatureImporter::~ArmatureImporter() { // free skin controller data if we forget to do this earlier std::map::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 void ArmatureImporter::create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild, float parent_mat[][4], Object *ob_arm) { std::vector::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) { mult_m4_m4m4(mat, parent_mat, obmat); } 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::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); } // create a bone even if there's no joint data for it (i.e. it has no influence) else { float obmat[4][4]; // object-space get_node_mat(obmat, node, NULL, NULL); // get world-space if (parent) mult_m4_m4m4(mat, parent_mat, obmat); else copy_m4_m4(mat, obmat); 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 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); } /* #if 0 // and which row in mat is bone direction float vec[3]; sub_v3_v3v3(vec, parent->tail, parent->head); #ifdef COLLADA_DEBUG print_v3("tail - head", vec); print_m4("matrix", parent_mat); #endif for (int i = 0; i < 3; i++) { #ifdef COLLADA_DEBUG char *axis_names[] = {"X", "Y", "Z"}; printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i])); #endif float angle = angle_v2v2(vec, parent_mat[i]); if (angle < min_angle) { #ifdef COLLADA_DEBUG print_v3("picking", parent_mat[i]); printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node)); #endif bone_direction_row = i; min_angle = angle; } } #endif */ } COLLADAFW::NodePointerArray& children = node->getChildNodes(); for (unsigned int i = 0; i < children.getCount(); i++) { create_bone(skin, children[i], bone, children.getCount(), mat, 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::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)); 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( ) { // just setting tail for leaf bones here std::vector::iterator it; for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) { LeafBone& leaf = *it; // pointing up 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); } } #if 0 void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm) { bPose *pose = ob_arm->pose; std::vector::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::iterator it; for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) { COLLADAFW::Node *joint = it->second; std::map::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(scene, 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::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( ) { std::vector::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 = bc_add_object(scene, OB_ARMATURE, NULL); Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()]; if (!ob_arm) continue; //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) { // 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 */ /* Pseudocode: 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: */ SkinInfo *a = &skin; Object *shared = NULL; std::vector skin_root_joints; std::map::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::iterator ri; for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) { if (a->uses_joint_or_descendant(*ri)) { shared = b->BKE_armature_from_object(); break; } } if (shared != NULL) break; } if (shared) ob_arm = skin.set_armature(shared); else ob_arm = skin.create_armature(scene); //once for every armature // enter armature edit mode ED_armature_to_edit(ob_arm); leaf_bones.clear(); totbone = 0; // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row leaf_bone_length = FLT_MAX; // min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix // create bones /* TODO: check if bones have already been created for a given joint */ std::vector::iterator ri; for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { // for shared armature check if bone tree is already created if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end()) continue; // since root_joints may contain joints for multiple controllers, we need to filter if (skin.uses_joint_or_descendant(*ri)) { create_bone(skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, (bArmature *)ob_arm->data); if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent()) skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]); } } fix_leaf_bones(); // exit armature edit mode ED_armature_from_edit(ob_arm); ED_armature_edit_free(ob_arm); DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA); // set_leaf_bone_shapes(ob_arm); // set_euler_rotmode(); } // 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::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, const 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 = 0.0f; // object-space get_node_mat(obmat, root_node, NULL, NULL); //if (*edbone) bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name); //else fprintf ( "", // get world-space if (parentname) { mult_m4_m4m4(mat, parent_mat, obmat); bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname); mult_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); mult_m4_m4m4(pchan->pose_mat, invObmat, mat); } 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) { 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::map::iterator it; for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { SkinInfo& skin = it->second; create_armature_bones(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); 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(); } #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 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& skin_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[skin_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 { // shape keys? :) fprintf(stderr, "Morph controller is not supported yet.\n"); } 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()) return NULL; return &geom_uid_by_controller_uid[controller_uid]; } Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node) { std::map::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::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], COLLADAFW::Node *joint) { std::map::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; }