While \file doesn't need an argument, it can't have another doxy command after it.
		
			
				
	
	
		
			1015 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1015 lines
		
	
	
		
			29 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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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include <algorithm>
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#include "COLLADAFWUniqueId.h"
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extern "C" {
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#include "BKE_action.h"
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#include "BKE_object.h"
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#include "BKE_armature.h"
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#include "BLI_string.h"
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#include "BLI_listbase.h"
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#include "ED_armature.h"
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}
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#include "DEG_depsgraph.h"
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#include "collada_utils.h"
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#include "ArmatureImporter.h"
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// use node name, or fall back to original id if not present (name is optional)
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template<class T>
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static const char *bc_get_joint_name(T *node)
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{
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	const std::string& id = node->getName();
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	return id.size() ? id.c_str() : node->getOriginalId().c_str();
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}
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ArmatureImporter::ArmatureImporter(
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        UnitConverter *conv, MeshImporterBase *mesh, Main *bmain, Scene *sce, ViewLayer *view_layer, const ImportSettings *import_settings) :
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	TransformReader(conv),
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	m_bmain(bmain),
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	scene(sce),
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	view_layer(view_layer),
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	unit_converter(conv),
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	import_settings(import_settings),
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	empty(NULL),
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	mesh_importer(mesh) {
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}
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ArmatureImporter::~ArmatureImporter()
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{
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	// free skin controller data if we forget to do this earlier
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	std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
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	for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
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		it->second.free();
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	}
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}
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#if 0
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JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
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{
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	const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
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	if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
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		fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
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		        node->getOriginalId().c_str());
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		return NULL;
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	}
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	int joint_index = joint_id_to_joint_index_map[joint_id];
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	return &joint_index_to_joint_info_map[joint_index];
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}
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#endif
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int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
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	float parent_mat[4][4], bArmature *arm, std::vector<std::string> &layer_labels)
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{
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	float mat[4][4];
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	float joint_inv_bind_mat[4][4];
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	float joint_bind_mat[4][4];
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	int chain_length = 0;
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	//Checking if bone is already made.
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	std::vector<COLLADAFW::Node *>::iterator it;
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	it = std::find(finished_joints.begin(), finished_joints.end(), node);
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	if (it != finished_joints.end()) return chain_length;
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	EditBone *bone = ED_armature_ebone_add(arm, bc_get_joint_name(node));
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	totbone++;
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	/*
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	 * We use the inv_bind_shape matrix to apply the armature bind pose as its rest pose.
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	 */
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	std::map<COLLADAFW::UniqueId, SkinInfo>::iterator skin_it;
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	bool bone_is_skinned = false;
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	for (skin_it = skin_by_data_uid.begin(); skin_it != skin_by_data_uid.end(); skin_it++) {
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		SkinInfo *b = &skin_it->second;
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		if (b->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
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			// get original world-space matrix
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			invert_m4_m4(mat, joint_inv_bind_mat);
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			copy_m4_m4(joint_bind_mat, mat);
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			// And make local to armature
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			Object *ob_arm = skin->BKE_armature_from_object();
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			if (ob_arm) {
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				float invmat[4][4];
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				invert_m4_m4(invmat, ob_arm->obmat);
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				mul_m4_m4m4(mat, invmat, mat);
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			}
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			bone_is_skinned = true;
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			break;
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		}
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	}
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	// create a bone even if there's no joint data for it (i.e. it has no influence)
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	if (!bone_is_skinned) {
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		get_node_mat(mat, node, NULL, NULL, parent_mat);
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	}
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	if (parent) bone->parent = parent;
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	float loc[3], size[3], rot[3][3];
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	BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(arm);
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	BoneExtended &be = add_bone_extended(bone, node, totchild, layer_labels, extended_bones);
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	int layer = be.get_bone_layers();
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	if (layer) bone->layer = layer;
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	arm->layer |= layer; // ensure that all populated bone layers are visible after import
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	float *tail = be.get_tail();
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	int use_connect = be.get_use_connect();
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	switch (use_connect) {
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		case 1: bone->flag |= BONE_CONNECTED;
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			break;
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		case -1:/* Connect type not specified */
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		case 0: bone->flag &= ~BONE_CONNECTED;
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			break;
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	}
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	if (be.has_roll()) {
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		bone->roll = be.get_roll();
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	}
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	else {
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		float angle;
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		mat4_to_loc_rot_size(loc, rot, size, mat);
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		mat3_to_vec_roll(rot, NULL, &angle);
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		bone->roll = angle;
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	}
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	copy_v3_v3(bone->head, mat[3]);
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	if (bone_is_skinned && this->import_settings->keep_bind_info)
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	{
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		float rest_mat[4][4];
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		get_node_mat(rest_mat, node, NULL, NULL, NULL);
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		bc_set_IDPropertyMatrix(bone, "bind_mat", joint_bind_mat);
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		bc_set_IDPropertyMatrix(bone, "rest_mat", rest_mat);
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	}
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	add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero
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	/* find smallest bone length in armature (used later for leaf bone length) */
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	if (parent) {
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		if (use_connect == 1) {
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			copy_v3_v3(parent->tail, bone->head);
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		}
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		/* guess reasonable leaf bone length */
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		float length = len_v3v3(parent->head, bone->head);
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		if ((length < leaf_bone_length || totbone == 0) && length > MINIMUM_BONE_LENGTH) {
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			leaf_bone_length = length;
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		}
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	}
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	COLLADAFW::NodePointerArray& children = node->getChildNodes();
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	for (unsigned int i = 0; i < children.getCount(); i++) {
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		int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels);
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		if (cl > chain_length)
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			chain_length = cl;
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	}
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	bone->length = len_v3v3(bone->head, bone->tail);
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	joint_by_uid[node->getUniqueId()] = node;
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	finished_joints.push_back(node);
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	be.set_chain_length(chain_length + 1);
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	return chain_length + 1;
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}
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/**
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  * Collada only knows Joints, hence bones at the end of a bone chain
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  * don't have a defined length. This function guesses reasonable
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  * tail locations for the affected bones (nodes which don't have any connected child)
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  * Hint: The extended_bones set gets populated in ArmatureImporter::create_bone
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**/
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void ArmatureImporter::fix_leaf_bone_hierarchy(bArmature *armature, Bone *bone, bool fix_orientation)
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{
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	if (bone == NULL)
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		return;
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	if (bc_is_leaf_bone(bone)) {
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		BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
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		BoneExtended *be = extended_bones[bone->name];
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		EditBone *ebone = bc_get_edit_bone(armature, bone->name);
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		fix_leaf_bone(armature, ebone, be, fix_orientation);
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	}
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	for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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		fix_leaf_bone_hierarchy(armature, child, fix_orientation);
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	}
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}
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void ArmatureImporter::fix_leaf_bone(bArmature *armature, EditBone *ebone, BoneExtended *be , bool fix_orientation)
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{
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	if (be == NULL || !be->has_tail()) {
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		/* Collada only knows Joints, Here we guess a reasonable leaf bone length */
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		float leaf_length = (leaf_bone_length == FLT_MAX) ? 1.0 : leaf_bone_length;
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		float vec[3];
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		if (fix_orientation && ebone->parent != NULL) {
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			EditBone *parent = ebone->parent;
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			sub_v3_v3v3(vec, ebone->head, parent->head);
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			if (len_squared_v3(vec) < MINIMUM_BONE_LENGTH)
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			{
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				sub_v3_v3v3(vec, parent->tail, parent->head);
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			}
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		}
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		else {
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			vec[2] = 0.1f;
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			sub_v3_v3v3(vec, ebone->tail, ebone->head);
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		}
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		normalize_v3_v3(vec, vec);
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		mul_v3_fl(vec, leaf_length);
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		add_v3_v3v3(ebone->tail, ebone->head, vec);
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	}
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}
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void ArmatureImporter::fix_parent_connect(bArmature *armature, Bone *bone)
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{
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	/* armature has no bones */
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	if (bone == NULL)
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		return;
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	if (bone->parent && bone->flag & BONE_CONNECTED) {
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		copy_v3_v3(bone->parent->tail, bone->head);
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	}
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	for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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		fix_parent_connect(armature, child);
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	}
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}
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void ArmatureImporter::connect_bone_chains(bArmature *armature, Bone *parentbone, int clip)
 | 
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{
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	BoneExtensionMap &extended_bones = bone_extension_manager.getExtensionMap(armature);
 | 
						|
	BoneExtended *dominant_child = NULL;
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	int maxlen = 0;
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 | 
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	if (parentbone == NULL)
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		return;
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	Bone *child = (Bone *)parentbone->childbase.first;
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	if (child && (import_settings->find_chains || child->next==NULL)) {
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		for (; child; child = child->next) {
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			BoneExtended *be = extended_bones[child->name];
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			if (be != NULL) {
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				int chain_len = be->get_chain_length();
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				if (chain_len <= clip) {
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						|
					if (chain_len > maxlen) {
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						dominant_child = be;
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						maxlen = chain_len;
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					}
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					else if (chain_len == maxlen) {
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						dominant_child = NULL;
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					}
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				}
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			}
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		}
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	}
 | 
						|
 | 
						|
	BoneExtended *pbe = extended_bones[parentbone->name];
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						|
	if (dominant_child != NULL) {
 | 
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		/* Found a valid chain. Now connect current bone with that chain.*/
 | 
						|
		EditBone *pebone = bc_get_edit_bone(armature, parentbone->name);
 | 
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		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.
 | 
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			 * When this happens, then moving the parent's tail to the child's head
 | 
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			 * 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) {
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 | 
						|
					BoneExtended *cbe = extended_bones[cebone->name];
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						|
					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;
 | 
						|
}
 |