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blender-archive/source/blender/collada/ArmatureImporter.cpp
Brecht Van Lommel b110c7c8f2 Dependency graph: changed DAG_id_flush_update to DAG_id_tag_update. Now it
only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.

This should help performance in python and animation editors, by making 
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
2010-12-05 18:59:23 +00:00

586 lines
16 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <algorithm>
#include "COLLADAFWUniqueId.h"
#include "BKE_action.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
#include "BLI_string.h"
#include "ED_armature.h"
#include "ArmatureImporter.h"
// use this for retrieving bone names, since these must be unique
template<class T>
static const char *bc_get_joint_name(T *node)
{
const std::string& id = node->getOriginalId();
return id.size() ? id.c_str() : node->getName().c_str();
}
ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :
TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) {}
ArmatureImporter::~ArmatureImporter()
{
// free skin controller data if we forget to do this earlier
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
it->second.free();
}
}
#if 0
JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
{
const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
node->getOriginalId().c_str());
return NULL;
}
int joint_index = joint_id_to_joint_index_map[joint_id];
return &joint_index_to_joint_info_map[joint_index];
}
#endif
void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], bArmature *arm)
{
float joint_inv_bind_mat[4][4];
// JointData* jd = get_joint_data(node);
float mat[4][4];
if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
}
// create a bone even if there's no joint data for it (i.e. it has no influence)
else {
float obmat[4][4];
// object-space
get_node_mat(obmat, node, NULL, NULL);
// get world-space
if (parent)
mul_m4_m4m4(mat, obmat, parent_mat);
else
copy_m4_m4(mat, obmat);
}
// TODO rename from Node "name" attrs later
EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
totbone++;
if (parent) bone->parent = parent;
// set head
copy_v3_v3(bone->head, mat[3]);
// set tail, don't set it to head because 0-length bones are not allowed
float vec[3] = {0.0f, 0.5f, 0.0f};
add_v3_v3v3(bone->tail, bone->head, vec);
// set parent tail
if (parent && totchild == 1) {
copy_v3_v3(parent->tail, bone->head);
// not setting BONE_CONNECTED because this would lock child bone location with respect to parent
// bone->flag |= BONE_CONNECTED;
// XXX increase this to prevent "very" small bones?
const float epsilon = 0.000001f;
// derive leaf bone length
float length = len_v3v3(parent->head, parent->tail);
if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
leaf_bone_length = length;
}
// treat zero-sized bone like a leaf bone
if (length <= epsilon) {
add_leaf_bone(parent_mat, parent);
}
/*
#if 0
// and which row in mat is bone direction
float vec[3];
sub_v3_v3v3(vec, parent->tail, parent->head);
#ifdef COLLADA_DEBUG
print_v3("tail - head", vec);
print_m4("matrix", parent_mat);
#endif
for (int i = 0; i < 3; i++) {
#ifdef COLLADA_DEBUG
char *axis_names[] = {"X", "Y", "Z"};
printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i]));
#endif
float angle = angle_v2v2(vec, parent_mat[i]);
if (angle < min_angle) {
#ifdef COLLADA_DEBUG
print_v3("picking", parent_mat[i]);
printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node));
#endif
bone_direction_row = i;
min_angle = angle;
}
}
#endif
*/
}
COLLADAFW::NodePointerArray& children = node->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
create_bone(skin, children[i], bone, children.getCount(), mat, arm);
}
// in second case it's not a leaf bone, but we handle it the same way
if (!children.getCount() || children.getCount() > 1) {
add_leaf_bone(mat, bone);
}
}
void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone)
{
LeafBone leaf;
leaf.bone = bone;
copy_m4_m4(leaf.mat, mat);
BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
leaf_bones.push_back(leaf);
}
void ArmatureImporter::fix_leaf_bones()
{
// just setting tail for leaf bones here
std::vector<LeafBone>::iterator it;
for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
LeafBone& leaf = *it;
// pointing up
float vec[3] = {0.0f, 0.0f, 1.0f};
mul_v3_fl(vec, leaf_bone_length);
copy_v3_v3(leaf.bone->tail, leaf.bone->head);
add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
}
}
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 = get_pose_channel(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);
}
}
}
#if 0
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 = add_object(scene, OB_EMPTY);
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(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::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->get_armature() == 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->get_armature();
break;
}
}
if (shared != NULL)
break;
}
if (shared)
ob_arm = skin.set_armature(shared);
else
ob_arm = skin.create_armature(scene);
// enter armature edit mode
ED_armature_to_edit(ob_arm);
leaf_bones.clear();
totbone = 0;
// bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
leaf_bone_length = 0.1f;
// min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix
// 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, (bArmature*)ob_arm->data);
if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
}
}
fix_leaf_bones();
// exit armature edit mode
ED_armature_from_edit(ob_arm);
ED_armature_edit_free(ob_arm);
DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
set_leaf_bone_shapes(ob_arm);
// set_euler_rotmode();
}
// 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_joint(COLLADAFW::Node *node, bool root, Object *parent)
{
joint_by_uid[node->getUniqueId()] = node;
if (root) {
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::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
SkinInfo& skin = it->second;
create_armature_bones(skin);
// link armature with a mesh object
Object *ob = mesh_importer->get_object_by_geom_uid(*get_geometry_uid(skin.get_controller_uid()));
if (ob)
skin.link_armature(C, ob, joint_by_uid, this);
else
fprintf(stderr, "Cannot find object to link armature with.\n");
// set armature parent if any
Object *par = skin.get_parent();
if (par)
bc_set_parent(skin.get_armature(), par, C, false);
// free memory stolen from SkinControllerData
skin.free();
}
}
#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& skin_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[skin_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 {
// shape keys? :)
fprintf(stderr, "Morph controller is not supported yet.\n");
}
return true;
}
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.get_armature();
}
return NULL;
}
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], 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;
}