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blender-archive/source/blender/collada/ArmatureImporter.cpp

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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
*/
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include <algorithm>
#include "COLLADAFWUniqueId.h"
extern "C" {
#include "BKE_action.h"
#include "BKE_object.h"
#include "BKE_armature.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "ED_armature.h"
}
#include "DEG_depsgraph.h"
#include "collada_utils.h"
#include "ArmatureImporter.h"
// use node name, or fall back to original id if 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.size() ? id.c_str() : node->getOriginalId().c_str();
}
ArmatureImporter::ArmatureImporter(
UnitConverter *conv, MeshImporterBase *mesh, Main *bmain, Scene *sce, ViewLayer *view_layer, const ImportSettings *import_settings) :
TransformReader(conv),
m_bmain(bmain),
scene(sce),
view_layer(view_layer),
unit_converter(conv),
import_settings(import_settings),
empty(NULL),
mesh_importer(mesh) {
}
ArmatureImporter::~ArmatureImporter()
{
// free skin controller data if we forget to do this earlier
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
it->second.free();
}
}
#if 0
JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
{
const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
node->getOriginalId().c_str());
return NULL;
}
int joint_index = joint_id_to_joint_index_map[joint_id];
return &joint_index_to_joint_info_map[joint_index];
}
#endif
int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[4][4], bArmature *arm, std::vector<std::string> &layer_labels)
{
float mat[4][4];
float joint_inv_bind_mat[4][4];
float joint_bind_mat[4][4];
int chain_length = 0;
//Checking if bone is already made.
std::vector<COLLADAFW::Node *>::iterator it;
it = std::find(finished_joints.begin(), finished_joints.end(), node);
if (it != finished_joints.end()) return chain_length;
EditBone *bone = ED_armature_ebone_add(arm, bc_get_joint_name(node));
totbone++;
/*
* We use the inv_bind_shape matrix to apply the armature bind pose as its rest pose.
*/
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator skin_it;
bool bone_is_skinned = false;
for (skin_it = skin_by_data_uid.begin(); skin_it != skin_by_data_uid.end(); skin_it++) {
SkinInfo *b = &skin_it->second;
if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
copy_m4_m4(joint_bind_mat, mat);
// And make local to armature
Object *ob_arm = skin->BKE_armature_from_object();
if (ob_arm) {
float invmat[4][4];
invert_m4_m4(invmat, ob_arm->obmat);
mul_m4_m4m4(mat, invmat, mat);
}
bone_is_skinned = true;
break;
}
}
// create a bone even if there's no joint data for it (i.e. it has no influence)
if (!bone_is_skinned) {
get_node_mat(mat, node, NULL, NULL, parent_mat);
}
if (parent) bone->parent = parent;
float loc[3], size[3], rot[3][3];
BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(arm);
BoneExtended &be = add_bone_extended(bone, node, totchild, layer_labels, extended_bones);
int layer = be.get_bone_layers();
if (layer) bone->layer = layer;
arm->layer |= layer; // ensure that all populated bone layers are visible after import
float *tail = be.get_tail();
int use_connect = be.get_use_connect();
switch (use_connect) {
case 1: bone->flag |= BONE_CONNECTED;
break;
case -1:/* Connect type not specified */
case 0: bone->flag &= ~BONE_CONNECTED;
break;
}
if (be.has_roll()) {
bone->roll = be.get_roll();
}
else {
float angle;
mat4_to_loc_rot_size(loc, rot, size, mat);
mat3_to_vec_roll(rot, NULL, &angle);
bone->roll = angle;
}
copy_v3_v3(bone->head, mat[3]);
if (bone_is_skinned && this->import_settings->keep_bind_info)
{
float rest_mat[4][4];
get_node_mat(rest_mat, node, NULL, NULL, NULL);
bc_set_IDPropertyMatrix(bone, "bind_mat", joint_bind_mat);
bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat);
}
add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero
/* find smallest bone length in armature (used later for leaf bone length) */
if (parent) {
if (use_connect == 1) {
copy_v3_v3(parent->tail, bone->head);
}
/* guess reasonable leaf bone length */
float length = len_v3v3(parent->head, bone->head);
if ((length < leaf_bone_length || totbone == 0) && length > MINIMUM_BONE_LENGTH) {
leaf_bone_length = length;
}
}
COLLADAFW::NodePointerArray& children = node->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels);
if (cl > chain_length)
chain_length = cl;
}
bone->length = len_v3v3(bone->head, bone->tail);
joint_by_uid[node->getUniqueId()] = node;
finished_joints.push_back(node);
be.set_chain_length(chain_length + 1);
return chain_length + 1;
}
/**
* Collada only knows Joints, hence bones at the end of a bone chain
* don't have a defined length. This function guesses reasonable
* tail locations for the affected bones (nodes which don't have any connected child)
* Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
*/
void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
{
if (bone == NULL)
return;
if (bc_is_leaf_bone(bone)) {
BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
BoneExtended *be = extended_bones[bone->name];
EditBone *ebone = bc_get_edit_bone(armature, bone->name);
fix_leaf_bone(armature, ebone, be, fix_orientation);
}
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
fix_leaf_bone_hierarchy(armature, child, fix_orientation);
}
}
void ArmatureImporter::fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be , bool fix_orientation)
{
if (be == NULL || !be->has_tail()) {
/* Collada only knows Joints, Here we guess a reasonable leaf bone length */
float leaf_length = (leaf_bone_length == FLT_MAX) ? 1.0 : leaf_bone_length;
float vec[3];
if (fix_orientation && ebone->parent != NULL) {
EditBone *parent = ebone->parent;
sub_v3_v3v3(vec, ebone->head, parent->head);
if (len_squared_v3(vec) < MINIMUM_BONE_LENGTH)
{
sub_v3_v3v3(vec, parent->tail, parent->head);
}
}
else {
vec[2] = 0.1f;
sub_v3_v3v3(vec, ebone->tail, ebone->head);
}
normalize_v3_v3(vec, vec);
mul_v3_fl(vec, leaf_length);
add_v3_v3v3(ebone->tail, ebone->head, vec);
}
}
void ArmatureImporter::fix_parent_connect(bArmature *armature, Bone *bone)
{
/* armature has no bones */
if (bone == NULL)
return;
if (bone->parent && bone->flag & BONE_CONNECTED) {
copy_v3_v3(bone->parent->tail, bone->head);
}
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
fix_parent_connect(armature, child);
}
}
void ArmatureImporter::connect_bone_chains(bArmature *armature, Bone *parentbone, int clip)
{
BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
BoneExtended *dominant_child = NULL;
int maxlen = 0;
if (parentbone == NULL)
return;
Bone *child = (Bone *)parentbone->childbase.first;
if (child && (import_settings->find_chains || child->next==NULL)) {
for (; child; child = child->next) {
BoneExtended *be = extended_bones[child->name];
if (be != NULL) {
int chain_len = be->get_chain_length();
if (chain_len <= clip) {
if (chain_len > maxlen) {
dominant_child = be;
maxlen = chain_len;
}
else if (chain_len == maxlen) {
dominant_child = NULL;
}
}
}
}
}
BoneExtended *pbe = extended_bones[parentbone->name];
if (dominant_child != NULL) {
/* Found a valid chain. Now connect current bone with that chain.*/
EditBone *pebone = bc_get_edit_bone(armature, parentbone->name);
EditBone *cebone = bc_get_edit_bone(armature, dominant_child->get_name());
if (pebone && !(cebone->flag & BONE_CONNECTED)) {
float vec[3];
sub_v3_v3v3(vec, cebone->head, pebone->head);
/*
* It is possible that the child's head is located on the parents head.
* When this happens, then moving the parent's tail to the child's head
* would result in a zero sized bone and Blender would silently remove the bone.
* So we move the tail only when the resulting bone has a minimum length:
*/
if (len_squared_v3(vec) > MINIMUM_BONE_LENGTH)
{
copy_v3_v3(pebone->tail, cebone->head);
pbe->set_tail(pebone->tail); /* to make fix_leafbone happy ...*/
if (pbe && pbe->get_chain_length() >= this->import_settings->min_chain_length) {
BoneExtended *cbe = extended_bones[cebone->name];
cbe->set_use_connect(true);
cebone->flag |= BONE_CONNECTED;
pbe->set_leaf_bone(false);
printf("Connect Bone chain: parent (%s --> %s) child)\n", pebone->name, cebone->name);
}
}
}
for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
}
}
else if (maxlen>1 && maxlen > this->import_settings->min_chain_length) {
/* Try again with smaller chain length */
ArmatureImporter::connect_bone_chains(armature, parentbone, maxlen - 1);
}
else {
/* can't connect this Bone. Proceed with children ... */
if (pbe) pbe->set_leaf_bone(true);
for (Bone *ch = (Bone *)parentbone->childbase.first; ch; ch = ch->next) {
ArmatureImporter::connect_bone_chains(armature, ch, UNLIMITED_CHAIN_MAX);
}
}
}
#if 0
void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm)
{
bPose *pose = ob_arm->pose;
std::vector<LeafBone>::iterator it;
for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
LeafBone& leaf = *it;
bPoseChannel *pchan = BKE_pose_channel_find_name(pose, leaf.name);
if (pchan) {
pchan->custom = get_empty_for_leaves();
}
else {
fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
}
}
}
void ArmatureImporter::set_euler_rotmode()
{
// just set rotmode = ROT_MODE_EUL on pose channel for each joint
std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>::iterator it;
for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
COLLADAFW::Node *joint = it->second;
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
SkinInfo& skin = sit->second;
if (skin.uses_joint_or_descendant(joint)) {
bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
if (pchan) {
pchan->rotmode = ROT_MODE_EUL;
}
else {
fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
}
break;
}
}
}
}
#endif
Object *ArmatureImporter::get_empty_for_leaves()
{
if (empty) return empty;
empty = bc_add_object(m_bmain, scene, view_layer, OB_EMPTY, NULL);
empty->empty_drawtype = OB_EMPTY_SPHERE;
return empty;
}
#if 0
Object *ArmatureImporter::find_armature(COLLADAFW::Node *node)
{
JointData *jd = get_joint_data(node);
if (jd) return jd->ob_arm;
COLLADAFW::NodePointerArray& children = node->getChildNodes();
for (int i = 0; i < children.getCount(); i++) {
Object *ob_arm = find_armature(children[i]);
if (ob_arm) return ob_arm;
}
return NULL;
}
ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
{
// try finding it
std::vector<ArmatureJoints>::iterator it;
for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
if ((*it).ob_arm == ob_arm) return *it;
}
// not found, create one
ArmatureJoints aj;
aj.ob_arm = ob_arm;
armature_joints.push_back(aj);
return armature_joints.back();
}
#endif
void ArmatureImporter::create_armature_bones(Main *bmain, std::vector<Object *> &ob_arms)
{
std::vector<COLLADAFW::Node *>::iterator ri;
std::vector<std::string> layer_labels;
//if there is an armature created for root_joint next root_joint
for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
if (get_armature_for_joint(*ri) != NULL) continue;
Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
if (!ob_arm)
continue;
bArmature *armature = (bArmature *)ob_arm->data;
if (!armature)
continue;
char *bone_name = (char *)bc_get_joint_name(*ri);
Bone *bone = BKE_armature_find_bone_name(armature, bone_name);
if (bone) {
fprintf(stderr, "Reuse of child bone [%s] as root bone in same Armature is not supported.\n", bone_name);
continue;
}
ED_armature_to_edit(armature);
armature->layer = 0; // layer is set according to imported bone set in create_bone()
create_bone(NULL, *ri , NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
if (this->import_settings->find_chains) {
connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
}
/* exit armature edit mode to populate the Armature object */
ED_armature_from_edit(bmain, armature);
ED_armature_edit_free(armature);
ED_armature_to_edit(armature);
fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
ED_armature_from_edit(bmain, armature);
ED_armature_edit_free(armature);
int index = std::find(ob_arms.begin(), ob_arms.end(), ob_arm) - ob_arms.begin();
if (index == 0) {
ob_arms.push_back(ob_arm);
}
DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
}
}
Object *ArmatureImporter::create_armature_bones(Main *bmain, SkinInfo& skin)
{
// just do like so:
// - get armature
// - enter editmode
// - add edit bones and head/tail properties using matrices and parent-child info
// - exit edit mode
// - set a sphere shape to leaf bones
Object *ob_arm = NULL;
/*
* find if there's another skin sharing at least one bone with this skin
* if so, use that skin's armature
*/
/**
* Pseudocode:
*
* find_node_in_tree(node, root_joint)
*
* skin::find_root_joints(root_joints):
* std::vector root_joints;
* for each root in root_joints:
* for each joint in joints:
* if find_node_in_tree(joint, root):
* if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end())
* root_joints.push_back(root);
*
* for (each skin B with armature) {
* find all root joints for skin B
*
* for each joint X in skin A:
* for each root joint R in skin B:
* if (find_node_in_tree(X, R)) {
* shared = 1;
* goto endloop;
* }
* }
*
* endloop:
*/
SkinInfo *a = &skin;
Object *shared = NULL;
std::vector<COLLADAFW::Node *> skin_root_joints;
std::vector<std::string> layer_labels;
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
SkinInfo *b = &it->second;
if (b == a || b->BKE_armature_from_object() == NULL)
continue;
skin_root_joints.clear();
b->find_root_joints(root_joints, joint_by_uid, skin_root_joints);
std::vector<COLLADAFW::Node *>::iterator ri;
for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) {
if (a->uses_joint_or_descendant(*ri)) {
shared = b->BKE_armature_from_object();
break;
}
}
if (shared != NULL)
break;
}
if (!shared && this->joint_parent_map.size() > 0) {
// All armatures have been created while creating the Node tree.
// The Collada exporter currently does not create a
// strict relationship between geometries and armatures
// So when we reimport a Blender collada file, then we have
// to guess what is meant.
// XXX This is not safe when we have more than one armatures
// in the import.
shared = this->joint_parent_map.begin()->second;
}
if (shared) {
ob_arm = skin.set_armature(shared);
}
else {
ob_arm = skin.create_armature(m_bmain, scene, view_layer); //once for every armature
}
// enter armature edit mode
bArmature *armature = (bArmature *)ob_arm->data;
ED_armature_to_edit(armature);
totbone = 0;
// bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
// create bones
/*
TODO:
check if bones have already been created for a given joint
*/
std::vector<COLLADAFW::Node *>::iterator ri;
for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
// for shared armature check if bone tree is already created
if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end())
continue;
// since root_joints may contain joints for multiple controllers, we need to filter
if (skin.uses_joint_or_descendant(*ri)) {
create_bone(&skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
}
}
/* exit armature edit mode to populate the Armature object */
ED_armature_from_edit(bmain, armature);
ED_armature_edit_free(armature);
ED_armature_to_edit(armature);
if (this->import_settings->find_chains) {
connect_bone_chains(armature, (Bone *)armature->bonebase.first, UNLIMITED_CHAIN_MAX);
}
fix_leaf_bone_hierarchy(armature, (Bone *)armature->bonebase.first, this->import_settings->fix_orientation);
ED_armature_from_edit(bmain, armature);
ED_armature_edit_free(armature);
DEG_id_tag_update(&ob_arm->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
return ob_arm;
}
void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, const char *parentname, float parent_mat[4][4])
{
const char *bone_name = bc_get_joint_name(root_node);
float mat[4][4];
float obmat[4][4];
// object-space
get_node_mat(obmat, root_node, NULL, NULL);
//if (*edbone)
bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone_name);
//else fprintf ( "",
// get world-space
if (parentname) {
mul_m4_m4m4(mat, parent_mat, obmat);
bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, parentname);
mul_m4_m4m4(pchan->pose_mat, parchan->pose_mat, mat);
}
else {
copy_m4_m4(mat, obmat);
float invObmat[4][4];
invert_m4_m4(invObmat, ob_arm->obmat);
mul_m4_m4m4(pchan->pose_mat, invObmat, mat);
}
//float angle = 0.0f;
///*mat4_to_axis_angle(ax, &angle, mat);
//pchan->bone->roll = angle;*/
COLLADAFW::NodePointerArray& children = root_node->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
set_pose(ob_arm, children[i], bone_name, mat);
}
}
/**
* root - if this joint is the top joint in hierarchy, if a joint
* is a child of a node (not joint), root should be true since
* this is where we build armature bones from
*/
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node, Object *parent)
{
root_joints.push_back(node);
if (parent) {
joint_parent_map[node->getUniqueId()] = parent;
}
}
#if 0
void ArmatureImporter::add_root_joint(COLLADAFW::Node *node)
{
// root_joints.push_back(node);
Object *ob_arm = find_armature(node);
if (ob_arm) {
get_armature_joints(ob_arm).root_joints.push_back(node);
}
#ifdef COLLADA_DEBUG
else {
fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node));
}
#endif
}
#endif
// here we add bones to armatures, having armatures previously created in write_controller
void ArmatureImporter::make_armatures(bContext *C, std::vector<Object *> &objects_to_scale)
{
Main *bmain = CTX_data_main(C);
std::vector<Object *> ob_arms;
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
leaf_bone_length = FLT_MAX; /*TODO: Make this work for more than one armature in the import file*/
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
SkinInfo& skin = it->second;
Object *ob_arm = create_armature_bones(bmain, skin);
// link armature with a mesh object
const COLLADAFW::UniqueId &uid = skin.get_controller_uid();
const COLLADAFW::UniqueId *guid = get_geometry_uid(uid);
if (guid != NULL) {
Object *ob = mesh_importer->get_object_by_geom_uid(*guid);
if (ob) {
skin.link_armature(C, ob, joint_by_uid, this);
std::vector<Object *>::iterator ob_it = std::find(objects_to_scale.begin(), objects_to_scale.end(), ob);
if (ob_it != objects_to_scale.end()) {
int index = ob_it - objects_to_scale.begin();
objects_to_scale.erase(objects_to_scale.begin() + index);
}
if (std::find(objects_to_scale.begin(), objects_to_scale.end(), ob_arm) == objects_to_scale.end()) {
objects_to_scale.push_back(ob_arm);
}
if (std::find(ob_arms.begin(), ob_arms.end(), ob_arm) == ob_arms.end()) {
ob_arms.push_back(ob_arm);
}
}
else
fprintf(stderr, "Cannot find object to link armature with.\n");
}
else
fprintf(stderr, "Cannot find geometry to link armature with.\n");
// set armature parent if any
Object *par = skin.get_parent();
if (par)
bc_set_parent(skin.BKE_armature_from_object(), par, C, false);
// free memory stolen from SkinControllerData
skin.free();
}
//for bones without skins
create_armature_bones(bmain, ob_arms);
// Fix bone relations
std::vector<Object *>::iterator ob_arm_it;
for (ob_arm_it = ob_arms.begin(); ob_arm_it != ob_arms.end(); ob_arm_it++) {
Object *ob_arm = *ob_arm_it;
bArmature *armature = (bArmature *)ob_arm->data;
/* and step back to edit mode to fix the leaf nodes */
ED_armature_to_edit(armature);
fix_parent_connect(armature, (Bone *)armature->bonebase.first);
ED_armature_from_edit(bmain, armature);
ED_armature_edit_free(armature);
}
}
#if 0
// link with meshes, create vertex groups, assign weights
void ArmatureImporter::link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id)
{
Object *ob = mesh_importer->get_object_by_geom_uid(geom_id);
if (!ob) {
fprintf(stderr, "Cannot find object by geometry UID.\n");
return;
}
if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) {
fprintf(stderr, "Cannot find skin info by controller data UID.\n");
return;
}
SkinInfo& skin = skin_by_data_uid[conroller_data_id];
// create vertex groups
}
#endif
bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControllerData *data)
{
// at this stage we get vertex influence info that should go into me->verts and ob->defbase
// there's no info to which object this should be long so we associate it with skin controller data UID
// don't forget to call defgroup_unique_name before we copy
// controller data uid -> [armature] -> joint data,
// [mesh object]
//
SkinInfo skin(unit_converter);
skin.borrow_skin_controller_data(data);
// store join inv bind matrix to use it later in armature construction
const COLLADAFW::Matrix4Array& inv_bind_mats = data->getInverseBindMatrices();
for (unsigned int i = 0; i < data->getJointsCount(); i++) {
skin.add_joint(inv_bind_mats[i]);
}
skin_by_data_uid[data->getUniqueId()] = skin;
return true;
}
bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller)
{
// - create and store armature object
const COLLADAFW::UniqueId& con_id = controller->getUniqueId();
if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
COLLADAFW::SkinController *co = (COLLADAFW::SkinController *)controller;
// to be able to find geom id by controller id
geom_uid_by_controller_uid[con_id] = co->getSource();
const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData();
if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
fprintf(stderr, "Cannot find skin by controller data UID.\n");
return true;
}
skin_by_data_uid[data_uid].set_controller(co);
}
// morph controller
else if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) {
COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller;
// to be able to find geom id by controller id
geom_uid_by_controller_uid[con_id] = co->getSource();
//Shape keys are applied in DocumentImporter->finish()
morph_controllers.push_back(co);
}
return true;
}
void ArmatureImporter::make_shape_keys(bContext *C)
{
Main *bmain = CTX_data_main(C);
std::vector<COLLADAFW::MorphController *>::iterator mc;
float weight;
for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) {
//Controller data
COLLADAFW::UniqueIdArray& morphTargetIds = (*mc)->getMorphTargets();
COLLADAFW::FloatOrDoubleArray& morphWeights = (*mc)->getMorphWeights();
//Prereq: all the geometries must be imported and mesh objects must be made
Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource());
if (source_ob) {
Mesh *source_me = (Mesh *)source_ob->data;
//insert key to source mesh
Key *key = source_me->key = BKE_key_add(bmain, (ID *)source_me);
key->type = KEY_RELATIVE;
KeyBlock *kb;
//insert basis key
kb = BKE_keyblock_add_ctime(key, "Basis", false);
BKE_keyblock_convert_from_mesh(source_me, key, kb);
//insert other shape keys
for (int i = 0 ; i < morphTargetIds.getCount() ; i++ ) {
//better to have a separate map of morph objects,
//This'll do for now since only mesh morphing is imported
Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
if (me) {
me->key = key;
std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name);
kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), false);
BKE_keyblock_convert_from_mesh(me, key, kb);
//apply weights
weight = morphWeights.getFloatValues()->getData()[i];
kb->curval = weight;
}
else {
fprintf(stderr, "Morph target geometry not found.\n");
}
}
}
else {
fprintf(stderr, "Morph target object not found.\n");
}
}
}
COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId& controller_uid)
{
if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end())
return NULL;
return &geom_uid_by_controller_uid[controller_uid];
}
Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node)
{
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
SkinInfo& skin = it->second;
if (skin.uses_joint_or_descendant(node))
return skin.BKE_armature_from_object();
}
std::map<COLLADAFW::UniqueId, Object *>::iterator arm;
for (arm = unskinned_armature_map.begin(); arm != unskinned_armature_map.end(); arm++) {
if (arm->first == node->getUniqueId() )
return arm->second;
}
return NULL;
}
void ArmatureImporter::set_tags_map(TagsMap & tagsMap)
{
this->uid_tags_map = tagsMap;
}
void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count)
{
BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node));
}
// gives a world-space mat
bool ArmatureImporter::get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint)
{
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
bool found = false;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
SkinInfo& skin = it->second;
if ((found = skin.get_joint_inv_bind_matrix(m, joint))) {
invert_m4(m);
break;
}
}
return found;
}
BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node, int sibcount, std::vector<std::string> &layer_labels, BoneExtensionMap &extended_bones)
{
BoneExtended *be = new BoneExtended(bone);
extended_bones[bone->name] = be;
TagsMap::iterator etit;
ExtraTags *et = 0;
etit = uid_tags_map.find(node->getUniqueId().toAscii());
bool has_connect = false;
int connect_type = -1;
if (etit != uid_tags_map.end()) {
float tail[3] = { FLT_MAX, FLT_MAX, FLT_MAX };
float roll = 0;
std::string layers;
et = etit->second;
bool has_tail = false;
has_tail |= et->setData("tip_x", &tail[0]);
has_tail |= et->setData("tip_y", &tail[1]);
has_tail |= et->setData("tip_z", &tail[2]);
has_connect = et->setData("connect", &connect_type);
bool has_roll = et->setData("roll", &roll);
layers = et->setData("layer", layers);
if (has_tail && !has_connect)
{
/* got a bone tail definition but no connect info -> bone is not connected */
has_connect = true;
connect_type = 0;
}
be->set_bone_layers(layers, layer_labels);
if (has_tail) be->set_tail(tail);
if (has_roll) be->set_roll(roll);
}
if (!has_connect && this->import_settings->auto_connect) {
/* auto connect only whyen parent has exactly one child*/
connect_type = sibcount == 1;
}
be->set_use_connect(connect_type);
be->set_leaf_bone(true);
return *be;
}