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blender-archive/source/blender/collada/SkinInfo.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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2019-04-17 06:21:24 +02:00

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