/* * 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 #include #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 weights; std::vector 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 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 &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 &root_joints, std::map &joint_by_uid, std::vector &result); bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root); }; #endif