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blender-archive/source/blender/io/collada/ArmatureImporter.h
Campbell Barton 3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00

195 lines
6.4 KiB
C++

/*
* 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 "COLLADAFWMorphController.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
#include "BKE_context.h"
#include "BKE_key.h"
#include "DNA_armature_types.h"
#include "DNA_key_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ED_armature.h"
#include "AnimationImporter.h"
#include "ExtraTags.h"
#include "MeshImporter.h"
#include "SkinInfo.h"
#include "TransformReader.h"
#include <map>
#include <vector>
#include "ImportSettings.h"
#include "collada_internal.h"
#include "collada_utils.h"
#define UNLIMITED_CHAIN_MAX INT_MAX
#define MINIMUM_BONE_LENGTH 0.000001f
class ArmatureImporter : private TransformReader {
private:
Main *m_bmain;
Scene *scene;
ViewLayer *view_layer;
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;
BoneExtensionManager bone_extension_manager;
// 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,
std::vector<std::string> &layer_labels);
BoneExtended &add_bone_extended(EditBone *bone,
COLLADAFW::Node *node,
int sibcount,
std::vector<std::string> &layer_labels,
BoneExtensionMap &extended_bones);
/**
* 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 fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation);
void fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be, bool fix_orientation);
void fix_parent_connect(bArmature *armature, Bone *bone);
void connect_bone_chains(bArmature *armature, Bone *bone, int max_chain_length);
void set_pose(Object *ob_arm,
COLLADAFW::Node *root_node,
const char *parentname,
float parent_mat[4][4]);
void set_bone_transformation_type(const COLLADAFW::Node *node, Object *ob_arm);
bool node_is_decomposed(const COLLADAFW::Node *node);
#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
Object *create_armature_bones(Main *bmain, SkinInfo &skin);
void create_armature_bones(Main *bmain, std::vector<Object *> &arm_objs);
/** TagsMap typedef for uid_tags_map. */
typedef std::map<std::string, ExtraTags *> TagsMap;
TagsMap uid_tags_map;
public:
ArmatureImporter(UnitConverter *conv,
MeshImporterBase *mesh,
Main *bmain,
Scene *sce,
ViewLayer *view_layer,
const ImportSettings *import_settings);
~ArmatureImporter();
/**
* 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 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, std::vector<Object *> &objects_to_scale);
void make_shape_keys(bContext *C);
#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);
};