/* * 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 */ /* COLLADABU_ASSERT, may be able to remove later */ #include "COLLADABUPlatform.h" #include #include "COLLADAFWUniqueId.h" extern "C" { #include "BKE_action.h" #include "BKE_object.h" #include "BKE_armature.h" #include "BLI_string.h" #include "BLI_listbase.h" #include "ED_armature.h" } #include "DEG_depsgraph.h" #include "collada_utils.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, Main *bmain, Scene *sce, ViewLayer *view_layer, const ImportSettings *import_settings) : TransformReader(conv), m_bmain(bmain), scene(sce), view_layer(view_layer), unit_converter(conv), import_settings(import_settings), empty(NULL), mesh_importer(mesh) { } 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 int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBone *parent, int totchild, float parent_mat[4][4], bArmature *arm, std::vector &layer_labels) { float mat[4][4]; float joint_inv_bind_mat[4][4]; float joint_bind_mat[4][4]; int chain_length = 0; //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 chain_length; EditBone *bone = ED_armature_ebone_add(arm, bc_get_joint_name(node)); totbone++; /* * We use the inv_bind_shape matrix to apply the armature bind pose as its rest pose. */ std::map::iterator skin_it; bool bone_is_skinned = false; for (skin_it = skin_by_data_uid.begin(); skin_it != skin_by_data_uid.end(); skin_it++) { SkinInfo *b = &skin_it->second; if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) { // get original world-space matrix invert_m4_m4(mat, joint_inv_bind_mat); copy_m4_m4(joint_bind_mat, mat); // And make local to armature Object *ob_arm = skin->BKE_armature_from_object(); if (ob_arm) { float invmat[4][4]; invert_m4_m4(invmat, ob_arm->obmat); mul_m4_m4m4(mat, invmat, mat); } bone_is_skinned = true; break; } } // create a bone even if there's no joint data for it (i.e. it has no influence) if (!bone_is_skinned) { get_node_mat(mat, node, NULL, NULL, parent_mat); } if (parent) bone->parent = parent; float loc[3], size[3], rot[3][3]; 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 float *tail = be.get_tail(); int use_connect = be.get_use_connect(); switch (use_connect) { case 1: bone->flag |= BONE_CONNECTED; break; case -1:/* Connect type not specified */ case 0: bone->flag &= ~BONE_CONNECTED; break; } if (be.has_roll()) { bone->roll = be.get_roll(); } else { float angle; mat4_to_loc_rot_size(loc, rot, size, mat); mat3_to_vec_roll(rot, NULL, &angle); bone->roll = angle; } copy_v3_v3(bone->head, mat[3]); if (bone_is_skinned && this->import_settings->keep_bind_info) { float rest_mat[4][4]; get_node_mat(rest_mat, node, NULL, NULL, NULL); bc_set_IDPropertyMatrix(bone, "bind_mat", joint_bind_mat); bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat); } add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero /* find smallest bone length in armature (used later for leaf bone length) */ if (parent) { if (use_connect == 1) { copy_v3_v3(parent->tail, bone->head); } /* guess reasonable leaf bone length */ float length = len_v3v3(parent->head, bone->head); if ((length < leaf_bone_length || totbone == 0) && length > MINIMUM_BONE_LENGTH) { leaf_bone_length = length; } } COLLADAFW::NodePointerArray& children = node->getChildNodes(); for (unsigned int i = 0; i < children.getCount(); i++) { int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels); if (cl > chain_length) chain_length = cl; } bone->length = len_v3v3(bone->head, bone->tail); joint_by_uid[node->getUniqueId()] = node; finished_joints.push_back(node); be.set_chain_length(chain_length + 1); return chain_length + 1; } /** * Collada only knows Joints, hence bones at the end of a bone chain * don't have a defined length. This function guesses reasonable * 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_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]; 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); } } void ArmatureImporter::fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be , bool fix_orientation) { if (be == NULL || !be->has_tail()) { /* 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; 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); } normalize_v3_v3(vec, vec); mul_v3_fl(vec, leaf_length); add_v3_v3v3(ebone->tail, ebone->head, vec); } } void ArmatureImporter::fix_parent_connect(bArmature *armature, Bone *bone) { /* armature has no bones */ if (bone == NULL) return; if (bone->parent && bone->flag & BONE_CONNECTED) { copy_v3_v3(bone->parent->tail, bone->head); } for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) { fix_parent_connect(armature, child); } } 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; if (parentbone == NULL) return; Bone *child = (Bone *)parentbone->childbase.first; if (child && (import_settings->find_chains || child->next==NULL)) { for (; child; child = child->next) { BoneExtended *be = extended_bones[child->name]; if (be != NULL) { int chain_len = be->get_chain_length(); if (chain_len <= clip) { if (chain_len > maxlen) { dominant_child = be; maxlen = chain_len; } else if (chain_len == maxlen) { dominant_child = NULL; } } } } } BoneExtended *pbe = extended_bones[parentbone->name]; if (dominant_child != NULL) { /* Found a valid chain. Now connect current bone with that chain.*/ EditBone *pebone = bc_get_edit_bone(armature, parentbone->name); EditBone *cebone = bc_get_edit_bone(armature, dominant_child->get_name()); if (pebone && !(cebone->flag & BONE_CONNECTED)) { float vec[3]; sub_v3_v3v3(vec, cebone->head, pebone->head); /* * It is possible that the child's head is located on the parents head. * When this happens, then moving the parent's tail to the child's head * would result in a zero sized bone and Blender would silently remove the bone. * So we move the tail only when the resulting bone has a minimum length: */ if (len_squared_v3(vec) > MINIMUM_BONE_LENGTH) { copy_v3_v3(pebone->tail, cebone->head); pbe->set_tail(pebone->tail); /* to make fix_leafbone happy ...*/ if (pbe && pbe->get_chain_length() >= this->import_settings->min_chain_length) { BoneExtended *cbe = extended_bones[cebone->name]; cbe->set_use_connect(true); cebone->flag |= BONE_CONNECTED; pbe->set_leaf_bone(false); printf("Connect Bone chain: parent (%s --> %s) child)\n", pebone->name, cebone->name); } } } for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) { ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX); } } else if (maxlen>1 && maxlen > this->import_settings->min_chain_length) { /* Try again with smaller chain length */ ArmatureImporter::connect_bone_chains(armature, parentbone, maxlen - 1); } else { /* can't connect this Bone. Proceed with children ... */ if (pbe) pbe->set_leaf_bone(true); for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) { ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX); } } } #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(m_bmain, scene, view_layer, 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(Main *bmain, std::vector &ob_arms) { std::vector::iterator ri; std::vector layer_labels; //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; Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()]; if (!ob_arm) continue; bArmature *armature = (bArmature *)ob_arm->data; if (!armature) continue; char *bone_name = (char *)bc_get_joint_name(*ri); Bone *bone = BKE_armature_find_bone_name(armature, bone_name); if (bone) { fprintf(stderr, "Reuse of child bone [%s] as root bone in same Armature is not supported.\n", bone_name); continue; } 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(bmain, 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(bmain, armature); ED_armature_edit_free(armature); int index = std::find(ob_arms.begin(), ob_arms.end(), ob_arm) - ob_arms.begin(); if (index == 0) { ob_arms.push_back(ob_arm); } DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY); } } Object *ArmatureImporter::create_armature_bones(Main *bmain, 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::vector layer_labels; 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 && this->joint_parent_map.size() > 0) { // All armatures have been created while creating the Node tree. // The Collada exporter currently does not create a // strict relationship between geometries and armatures // So when we reimport a Blender collada file, then we have // to guess what is meant. // XXX This is not safe when we have more than one armatures // in the import. shared = this->joint_parent_map.begin()->second; } if (shared) { ob_arm = skin.set_armature(shared); } else { ob_arm = skin.create_armature(m_bmain, scene, view_layer); //once for every armature } // enter armature edit mode bArmature *armature = (bArmature *)ob_arm->data; ED_armature_to_edit(armature); totbone = 0; // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row // 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, armature, layer_labels); if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent()) skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]); } } /* exit armature edit mode to populate the Armature object */ ED_armature_from_edit(bmain, 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(bmain, armature); ED_armature_edit_free(armature); DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY); return ob_arm; } void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, const char *parentname, float parent_mat[4][4]) { const char *bone_name = bc_get_joint_name(root_node); float mat[4][4]; float obmat[4][4]; // 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) { mul_m4_m4m4(mat, parent_mat, obmat); bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname); mul_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); mul_m4_m4m4(pchan->pose_mat, invObmat, mat); } //float angle = 0.0f; ///*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); } } /** * 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_root_joint(COLLADAFW::Node *node, Object *parent) { 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::vector &objects_to_scale) { Main *bmain = CTX_data_main(C); std::vector ob_arms; std::map::iterator it; leaf_bone_length = FLT_MAX; /*TODO: Make this work for more than one armature in the import file*/ for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { SkinInfo& skin = it->second; Object *ob_arm = create_armature_bones(bmain, 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); std::vector::iterator ob_it = std::find(objects_to_scale.begin(), objects_to_scale.end(), ob); if (ob_it != objects_to_scale.end()) { int index = ob_it - objects_to_scale.begin(); objects_to_scale.erase(objects_to_scale.begin() + index); } if (std::find(objects_to_scale.begin(), objects_to_scale.end(), ob_arm) == objects_to_scale.end()) { objects_to_scale.push_back(ob_arm); } if (std::find(ob_arms.begin(), ob_arms.end(), ob_arm) == ob_arms.end()) { ob_arms.push_back(ob_arm); } } 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(bmain, ob_arms); // Fix bone relations std::vector::iterator ob_arm_it; for (ob_arm_it = ob_arms.begin(); ob_arm_it != ob_arms.end(); ob_arm_it++) { Object *ob_arm = *ob_arm_it; bArmature *armature = (bArmature *)ob_arm->data; /* and step back to edit mode to fix the leaf nodes */ ED_armature_to_edit(armature); fix_parent_connect(armature, (Bone *)armature->bonebase.first); ED_armature_from_edit(bmain, armature); ED_armature_edit_free(armature); } } #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& con_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[con_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 if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) { COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller; // to be able to find geom id by controller id geom_uid_by_controller_uid[con_id] = co->getSource(); //Shape keys are applied in DocumentImporter->finish() morph_controllers.push_back(co); } return true; } void ArmatureImporter::make_shape_keys(bContext *C) { Main *bmain = CTX_data_main(C); std::vector::iterator mc; float weight; for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) { //Controller data COLLADAFW::UniqueIdArray& morphTargetIds = (*mc)->getMorphTargets(); COLLADAFW::FloatOrDoubleArray& morphWeights = (*mc)->getMorphWeights(); //Prereq: all the geometries must be imported and mesh objects must be made Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource()); if (source_ob) { Mesh *source_me = (Mesh *)source_ob->data; //insert key to source mesh Key *key = source_me->key = BKE_key_add(bmain, (ID *)source_me); key->type = KEY_RELATIVE; KeyBlock *kb; //insert basis key kb = BKE_keyblock_add_ctime(key, "Basis", false); BKE_keyblock_convert_from_mesh(source_me, key, kb); //insert other shape keys for (int i = 0 ; i < morphTargetIds.getCount() ; i++ ) { //better to have a separate map of morph objects, //This'll do for now since only mesh morphing is imported Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]); if (me) { me->key = key; std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name); kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), false); BKE_keyblock_convert_from_mesh(me, key, kb); //apply weights weight = morphWeights.getFloatValues()->getData()[i]; kb->curval = weight; } else { fprintf(stderr, "Morph target geometry not found.\n"); } } } else { fprintf(stderr, "Morph target object not found.\n"); } } } 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][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; } 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; TagsMap::iterator etit; ExtraTags *et = 0; etit = uid_tags_map.find(node->getUniqueId().toAscii()); bool has_connect = false; int connect_type = -1; if (etit != uid_tags_map.end()) { float tail[3] = { FLT_MAX, FLT_MAX, FLT_MAX }; float roll = 0; std::string layers; et = etit->second; bool has_tail = false; has_tail |= et->setData("tip_x", &tail[0]); has_tail |= et->setData("tip_y", &tail[1]); has_tail |= et->setData("tip_z", &tail[2]); has_connect = et->setData("connect", &connect_type); bool has_roll = et->setData("roll", &roll); layers = et->setData("layer", layers); if (has_tail && !has_connect) { /* got a bone tail definition but no connect info -> bone is not connected */ has_connect = true; connect_type = 0; } be->set_bone_layers(layers, layer_labels); if (has_tail) be->set_tail(tail); if (has_roll) be->set_roll(roll); } if (!has_connect && this->import_settings->auto_connect) { /* auto connect only whyen parent has exactly one child*/ connect_type = sibcount == 1; } be->set_use_connect(connect_type); be->set_leaf_bone(true); return *be; }