128 lines
4.3 KiB
C++
128 lines
4.3 KiB
C++
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/** \file
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* \ingroup collada
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*/
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#pragma once
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#include <map>
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#include <vector>
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#include "COLLADAFWNode.h"
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#include "COLLADAFWSkinController.h"
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#include "COLLADAFWSkinControllerData.h"
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#include "COLLADAFWTypes.h"
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#include "COLLADAFWUniqueId.h"
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#include "BKE_context.h"
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#include "DNA_object_types.h"
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#include "TransformReader.h"
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#include "collada_internal.h"
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/* This is used to store data passed in write_controller_data.
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* Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
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* so that arrays don't get freed until we free them explicitly. */
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class SkinInfo {
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private:
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/* to build armature bones from inverse bind matrices */
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struct JointData {
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float inv_bind_mat[4][4]; /* joint inverse bind matrix */
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COLLADAFW::UniqueId joint_uid; /* joint node UID */
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// Object *ob_arm; /* armature object */
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};
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float bind_shape_matrix[4][4];
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/* data from COLLADAFW::SkinControllerData, each array should be freed */
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COLLADAFW::UIntValuesArray joints_per_vertex;
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COLLADAFW::UIntValuesArray weight_indices;
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COLLADAFW::IntValuesArray joint_indices;
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/* COLLADAFW::FloatOrDoubleArray weights; */
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std::vector<float> weights;
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std::vector<JointData> joint_data; /* index to this vector is joint index */
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UnitConverter *unit_converter;
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Object *ob_arm;
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COLLADAFW::UniqueId controller_uid;
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Object *parent;
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public:
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SkinInfo();
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SkinInfo(const SkinInfo &skin);
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SkinInfo(UnitConverter *conv);
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/* nobody owns the data after this, so it should be freed manually with releaseMemory */
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template<typename T> void transfer_array_data(T &src, T &dest);
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/* when src is const we cannot src.yieldOwnerShip, this is used by copy constructor */
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void transfer_int_array_data_const(const COLLADAFW::IntValuesArray &src,
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COLLADAFW::IntValuesArray &dest);
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void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray &src,
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COLLADAFW::UIntValuesArray &dest);
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void borrow_skin_controller_data(const COLLADAFW::SkinControllerData *skin);
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void free();
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/* using inverse bind matrices to construct armature
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* it is safe to invert them to get the original matrices
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* because if they are inverse matrices, they can be inverted */
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void add_joint(const COLLADABU::Math::Matrix4 &matrix);
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void set_controller(const COLLADAFW::SkinController *co);
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/* called from write_controller */
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Object *create_armature(Main *bmain, Scene *scene, ViewLayer *view_layer);
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Object *set_armature(Object *ob_arm);
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bool get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node);
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Object *BKE_armature_from_object();
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const COLLADAFW::UniqueId &get_controller_uid();
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/* check if this skin controller references a joint or any descendant of it
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*
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* some nodes may not be referenced by SkinController,
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* in this case to determine if the node belongs to this armature,
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* we need to search down the tree */
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bool uses_joint_or_descendant(COLLADAFW::Node *node);
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void link_armature(bContext *C,
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Object *ob,
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std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
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TransformReader *tm);
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bPoseChannel *get_pose_channel_from_node(COLLADAFW::Node *node);
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void set_parent(Object *_parent);
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Object *get_parent();
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void find_root_joints(const std::vector<COLLADAFW::Node *> &root_joints,
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std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> &joint_by_uid,
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std::vector<COLLADAFW::Node *> &result);
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bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root);
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};
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