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SkinInfo.h « 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
 */

#pragma once

#include <map>
#include <vector>

#include "COLLADAFWNode.h"
#include "COLLADAFWSkinController.h"
#include "COLLADAFWSkinControllerData.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"

#include "BKE_context.h"
#include "DNA_object_types.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<float> weights;

  std::vector<JointData> 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<typename T> 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<COLLADAFW::UniqueId, COLLADAFW::Node *> &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<COLLADAFW::Node *> &root_joints,
                        std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
                        std::vector<COLLADAFW::Node *> &result);

  bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root);
};