Along with some minor cleanup and simplifications. Reviewers: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D903
		
			
				
	
	
		
			352 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			352 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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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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 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file blender/collada/SkinInfo.cpp
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 *  \ingroup collada
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 */
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#include <algorithm>
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#if !defined(WIN32) || defined(FREE_WINDOWS)
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#include <stdint.h>
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#endif
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_compiler_attrs.h"
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#include "DNA_armature_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_action.h"
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#include "BKE_object.h"
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#include "BKE_object_deform.h"
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#include "ED_mesh.h"
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#include "ED_object.h"
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#include "SkinInfo.h"
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#include "collada_utils.h"
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// use name, or fall back to original id if name 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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// 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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SkinInfo::SkinInfo()
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{
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	/* pass */
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}
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SkinInfo::SkinInfo(const SkinInfo& skin) : weights(skin.weights),
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	joint_data(skin.joint_data),
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	unit_converter(skin.unit_converter),
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	ob_arm(skin.ob_arm),
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	controller_uid(skin.controller_uid),
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	parent(skin.parent)
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{
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	copy_m4_m4(bind_shape_matrix, (float (*)[4])skin.bind_shape_matrix);
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	transfer_uint_array_data_const(skin.joints_per_vertex, joints_per_vertex);
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	transfer_uint_array_data_const(skin.weight_indices, weight_indices);
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	transfer_int_array_data_const(skin.joint_indices, joint_indices);
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}
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SkinInfo::SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL), parent(NULL) {
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}
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// nobody owns the data after this, so it should be freed manually with releaseMemory
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template <class T>
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void SkinInfo::transfer_array_data(T& src, T& dest)
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{
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	dest.setData(src.getData(), src.getCount());
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	src.yieldOwnerShip();
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	dest.yieldOwnerShip();
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}
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// when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
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void SkinInfo::transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest)
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{
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	dest.setData((int *)src.getData(), src.getCount());
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	dest.yieldOwnerShip();
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}
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void SkinInfo::transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest)
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{
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	dest.setData((unsigned int *)src.getData(), src.getCount());
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	dest.yieldOwnerShip();
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}
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void SkinInfo::borrow_skin_controller_data(const COLLADAFW::SkinControllerData *skin)
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{
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	transfer_array_data((COLLADAFW::UIntValuesArray &)skin->getJointsPerVertex(), joints_per_vertex);
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	transfer_array_data((COLLADAFW::UIntValuesArray &)skin->getWeightIndices(), weight_indices);
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	transfer_array_data((COLLADAFW::IntValuesArray &)skin->getJointIndices(), joint_indices);
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	// transfer_array_data(skin->getWeights(), weights);
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	// cannot transfer data for FloatOrDoubleArray, copy values manually
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	const COLLADAFW::FloatOrDoubleArray& weight = skin->getWeights();
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	for (unsigned int i = 0; i < weight.getValuesCount(); i++)
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		weights.push_back(bc_get_float_value(weight, i));
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	unit_converter->dae_matrix_to_mat4_(bind_shape_matrix, skin->getBindShapeMatrix());
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}
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void SkinInfo::free()
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{
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	joints_per_vertex.releaseMemory();
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	weight_indices.releaseMemory();
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	joint_indices.releaseMemory();
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	// weights.releaseMemory();
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}
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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 SkinInfo::add_joint(const COLLADABU::Math::Matrix4& matrix)
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{
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	JointData jd;
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	unit_converter->dae_matrix_to_mat4_(jd.inv_bind_mat, matrix);
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	joint_data.push_back(jd);
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}
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void SkinInfo::set_controller(const COLLADAFW::SkinController *co)
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{
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	controller_uid = co->getUniqueId();
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	// fill in joint UIDs
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	const COLLADAFW::UniqueIdArray& joint_uids = co->getJoints();
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	for (unsigned int i = 0; i < joint_uids.getCount(); i++) {
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		joint_data[i].joint_uid = joint_uids[i];
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		// // store armature pointer
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		// JointData& jd = joint_index_to_joint_info_map[i];
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		// jd.ob_arm = ob_arm;
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		// now we'll be able to get inv bind matrix from joint id
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		// joint_id_to_joint_index_map[joint_ids[i]] = i;
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	}
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}
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// called from write_controller
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Object *SkinInfo::create_armature(Scene *scene)
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{
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	ob_arm = bc_add_object(scene, OB_ARMATURE, NULL);
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	return ob_arm;
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}
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Object *SkinInfo::set_armature(Object *ob_arm)
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{
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	if (this->ob_arm)
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		return this->ob_arm;
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	this->ob_arm = ob_arm;
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	return ob_arm;
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}
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bool SkinInfo::get_joint_inv_bind_matrix(float inv_bind_mat[4][4], COLLADAFW::Node *node)
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{
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	const COLLADAFW::UniqueId& uid = node->getUniqueId();
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	std::vector<JointData>::iterator it;
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	for (it = joint_data.begin(); it != joint_data.end(); it++) {
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		if ((*it).joint_uid == uid) {
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			copy_m4_m4(inv_bind_mat, (*it).inv_bind_mat);
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			return true;
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		}
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	}
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	return false;
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}
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Object *SkinInfo::BKE_armature_from_object()
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{
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	return ob_arm;
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}
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const COLLADAFW::UniqueId& SkinInfo::get_controller_uid()
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{
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	return controller_uid;
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}
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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 SkinInfo::uses_joint_or_descendant(COLLADAFW::Node *node)
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{
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	const COLLADAFW::UniqueId& uid = node->getUniqueId();
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	std::vector<JointData>::iterator it;
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	for (it = joint_data.begin(); it != joint_data.end(); it++) {
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		if ((*it).joint_uid == uid)
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			return true;
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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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		if (uses_joint_or_descendant(children[i]))
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			return true;
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	}
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	return false;
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}
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void SkinInfo::link_armature(bContext *C, Object *ob, std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>& joint_by_uid,
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                             TransformReader *tm)
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{
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	Main *bmain = CTX_data_main(C);
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	Scene *scene = CTX_data_scene(C);
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	ModifierData *md = ED_object_modifier_add(NULL, bmain, scene, ob, NULL, eModifierType_Armature);
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	ArmatureModifierData *amd = (ArmatureModifierData *)md;
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	amd->object = ob_arm;
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#if 1
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	bc_set_parent(ob, ob_arm, C);
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#else
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	Object workob;
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	ob->parent = ob_arm;
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	ob->partype = PAROBJECT;
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	BKE_object_workob_calc_parent(scene, ob, &workob);
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	invert_m4_m4(ob->parentinv, workob.obmat);
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	DAG_id_tag_update(&obn->id, OB_RECALC_OB | OB_RECALC_DATA);
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	DAG_relations_tag_update(bmain);
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	WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
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#endif
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	copy_m4_m4(ob->obmat, bind_shape_matrix);
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	BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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	amd->deformflag = ARM_DEF_VGROUP;
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	// create all vertex groups
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	std::vector<JointData>::iterator it;
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	int joint_index;
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	for (it = joint_data.begin(), joint_index = 0; it != joint_data.end(); it++, joint_index++) {
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		const char *name = "Group";
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		// skip joints that have invalid UID
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		if ((*it).joint_uid == COLLADAFW::UniqueId::INVALID) continue;
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		// name group by joint node name
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		if (joint_by_uid.find((*it).joint_uid) != joint_by_uid.end()) {
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			name = bc_get_joint_name(joint_by_uid[(*it).joint_uid]);
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		}
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		BKE_object_defgroup_add_name(ob, name);
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	}
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	// <vcount> - number of joints per vertex - joints_per_vertex
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	// <v> - [[bone index, weight index] * joints per vertex] * vertices - weight indices
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	// ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender?
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	// for each vertex in weight indices
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	//	for each bone index in vertex
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	//		add vertex to group at group index
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	//		treat group index -1 specially
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	// get def group by index with BLI_findlink
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	for (unsigned int vertex = 0, weight = 0; vertex < joints_per_vertex.getCount(); vertex++) {
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		unsigned int limit = weight + joints_per_vertex[vertex];
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		for (; weight < limit; weight++) {
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			int joint = joint_indices[weight], joint_weight = weight_indices[weight];
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			// -1 means "weight towards the bind shape", we just don't assign it to any group
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			if (joint != -1) {
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				bDeformGroup *def = (bDeformGroup *)BLI_findlink(&ob->defbase, joint);
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				ED_vgroup_vert_add(ob, def, vertex, weights[joint_weight], WEIGHT_REPLACE);
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			}
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		}
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	}
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}
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bPoseChannel *SkinInfo::get_pose_channel_from_node(COLLADAFW::Node *node)
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{
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	return BKE_pose_channel_find_name(ob_arm->pose, bc_get_joint_name(node));
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}
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void SkinInfo::set_parent(Object *_parent)
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{
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	parent = _parent;
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}
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Object *SkinInfo::get_parent()
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{
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	return parent;
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}
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void SkinInfo::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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{
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	std::vector<COLLADAFW::Node *>::const_iterator it;
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	// for each root_joint
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	for (it = root_joints.begin(); it != root_joints.end(); it++) {
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		COLLADAFW::Node *root = *it;
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		std::vector<JointData>::iterator ji;
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		//for each joint_data in this skin
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		for (ji = joint_data.begin(); ji != joint_data.end(); ji++) {
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			if (joint_by_uid.find((*ji).joint_uid) != joint_by_uid.end()) {
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				//get joint node from joint map
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				COLLADAFW::Node *joint = joint_by_uid[(*ji).joint_uid];
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				//find if joint node is in the tree belonging to the root_joint
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				if (find_node_in_tree(joint, root)) {
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					if (std::find(result.begin(), result.end(), root) == result.end())
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						result.push_back(root);
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				}
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			}
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		}
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	}
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}
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bool SkinInfo::find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root)
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{
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	if (node == tree_root)
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		return true;
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	COLLADAFW::NodePointerArray& children = tree_root->getChildNodes();
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	for (unsigned int i = 0; i < children.getCount(); i++) {
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		if (find_node_in_tree(node, children[i]))
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			return true;
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	}
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	return false;
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}
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