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SkinInfo.cpp « collada « io « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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 <algorithm>

#if !defined(WIN32)
#  include <cstdint>
#endif

/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"

#include "BLI_compiler_attrs.h"
#include "BLI_listbase.h"
#include "BLI_math.h"

#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_scene_types.h"

#include "BKE_action.h"
#include "BKE_deform.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<class T> static const char *bc_get_joint_name(T *node)
{
  const std::string &id = node->getName();
  return id.empty() ? node->getOriginalId().c_str() : id.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() = default;

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(nullptr), parent(nullptr)
{
}

/* nobody owns the data after this, so it should be freed manually with releaseMemory */
template<class T> 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));
  }

  UnitConverter::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;
  UnitConverter::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, nullptr);
  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<JointData>::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<JointData>::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<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
                             TransformReader *tm)
{
  Main *bmain = CTX_data_main(C);
  Scene *scene = CTX_data_scene(C);

  ModifierData *md = ED_object_modifier_add(
      nullptr, bmain, scene, ob, nullptr, 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, false, false);

  amd->deformflag = ARM_DEF_VGROUP;

  /* create all vertex groups */
  std::vector<JointData>::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);
  }

  /* <vcount> - number of joints per vertex - joints_per_vertex
   * <v> - [[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) {
        const ListBase *defbase = BKE_object_defgroup_list(ob);
        bDeformGroup *def = (bDeformGroup *)BLI_findlink(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<COLLADAFW::Node *> &root_joints,
                                std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
                                std::vector<COLLADAFW::Node *> &result)
{
  std::vector<COLLADAFW::Node *>::const_iterator it;
  /* for each root_joint */
  for (it = root_joints.begin(); it != root_joints.end(); it++) {
    COLLADAFW::Node *root = *it;
    std::vector<JointData>::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;
}