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ArmatureImporter.h « collada « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** 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.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file ArmatureImporter.h
 *  \ingroup collada
 */

#ifndef __ARMATUREIMPORTER_H__
#define __ARMATUREIMPORTER_H__

#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
#include "COLLADAFWMorphController.h"

extern "C" {
#include "BKE_context.h"
#include "BKE_key.h"

#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_key_types.h"

#include "ED_armature.h"
}

#include "AnimationImporter.h"
#include "MeshImporter.h"
#include "SkinInfo.h"
#include "TransformReader.h"
#include "ExtraTags.h"

#include <map>
#include <vector>

#include "collada_internal.h"
#include "collada_utils.h"
#include "ImportSettings.h"

#define UNLIMITED_CHAIN_MAX INT_MAX
#define MINIMUM_BONE_LENGTH 0.000001f

class BoneExtended {

private:
	char  name[MAXBONENAME];
	int   chain_length;
	bool  is_leaf;

public:

	BoneExtended(EditBone *aBone);
	char *get_name();
	int  get_chain_length();

	void set_name(char *aName);
	void set_chain_length(const int aLength);
	void set_leaf_bone(bool state);
	bool is_leaf_bone();
};

class ArmatureImporter : private TransformReader
{
private:
	Scene *scene;
	UnitConverter *unit_converter;
	const ImportSettings *import_settings;

	// std::map<int, JointData> joint_index_to_joint_info_map;
	// std::map<COLLADAFW::UniqueId, int> joint_id_to_joint_index_map;

	std::map<std::string, BoneExtended *> extended_bones;
	// int bone_direction_row; // XXX not used
	float leaf_bone_length;
	int totbone;
	// XXX not used
	// float min_angle; // minimum angle between bone head-tail and a row of bone matrix

#if 0
	struct ArmatureJoints {
		Object *ob_arm;
		std::vector<COLLADAFW::Node*> root_joints;
	};
	std::vector<ArmatureJoints> armature_joints;
#endif

	Object *empty; // empty for leaf bones

	std::map<COLLADAFW::UniqueId, COLLADAFW::UniqueId> geom_uid_by_controller_uid;
	std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
	std::vector<COLLADAFW::Node*> root_joints;
	std::vector<COLLADAFW::Node*> finished_joints;
	std::vector<COLLADAFW::MorphController*> morph_controllers;
	std::map<COLLADAFW::UniqueId, Object*> joint_parent_map;
	std::map<COLLADAFW::UniqueId, Object*> unskinned_armature_map;

	MeshImporterBase *mesh_importer;

	// 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.

	std::map<COLLADAFW::UniqueId, SkinInfo> skin_by_data_uid; // data UID = skin controller data UID
#if 0
	JointData *get_joint_data(COLLADAFW::Node *node);
#endif

	int create_bone(SkinInfo* skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
	                 float parent_mat[4][4], bArmature *arm);

	BoneExtended &add_bone_extended(EditBone *bone, COLLADAFW::Node * node);
	void clear_extended_boneset();

	void fix_leaf_bones(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();
#endif

	Object *get_empty_for_leaves();

#if 0
	Object *find_armature(COLLADAFW::Node *node);

	ArmatureJoints& get_armature_joints(Object *ob_arm);
#endif

	void create_armature_bones(SkinInfo& skin);
	void create_armature_bones( );

	/** TagsMap typedef for uid_tags_map. */
	typedef std::map<std::string, ExtraTags*> TagsMap;
	TagsMap uid_tags_map;
public:

	ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, Scene *sce, const ImportSettings *import_settings);
	~ArmatureImporter();

	void add_root_joint(COLLADAFW::Node *node, Object *parent);

	// here we add bones to armatures, having armatures previously created in write_controller
	void make_armatures(bContext *C);

	void make_shape_keys();

#if 0
	// link with meshes, create vertex groups, assign weights
	void link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id);
#endif

	bool write_skin_controller_data(const COLLADAFW::SkinControllerData* data);

	bool write_controller(const COLLADAFW::Controller* controller);

	COLLADAFW::UniqueId *get_geometry_uid(const COLLADAFW::UniqueId& controller_uid);
	
	Object *get_armature_for_joint(COLLADAFW::Node *node);

	void get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count);
	
	// gives a world-space mat
	bool get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint);

	void set_tags_map( TagsMap& tags_map);
	
};

#endif