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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \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);
};
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