inconsistent with similar functions & math notation: mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B) mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B) For branch maintainers, it should be relatively simple to fix things manually, it's also possible run this script after merging to do automatic replacement: http://www.pasteall.org/27459/python
		
			
				
	
	
		
			800 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			800 lines
		
	
	
		
			21 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, Sukhitha jayathilake.
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|  *
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|  * ***** END GPL LICENSE BLOCK *****
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|  */
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| 
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| /** \file blender/collada/ArmatureImporter.cpp
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|  *  \ingroup collada
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|  */
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| 
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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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| 
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| #include <algorithm>
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| 
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| #include "COLLADAFWUniqueId.h"
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| 
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| #include "BKE_action.h"
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| #include "BKE_depsgraph.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 "ED_armature.h"
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| 
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| #include "ArmatureImporter.h"
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| 
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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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| 
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| ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :
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| 	TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) {}
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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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| 
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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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| 
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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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| 
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| 	int joint_index = joint_id_to_joint_index_map[joint_id];
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| 
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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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| void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *parent, int totchild,
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| 				 float parent_mat[][4], Object * ob_arm)
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| {
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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; 
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| 
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| 	float mat[4][4];
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| 	float obmat[4][4];
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| 
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| 	// object-space
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| 	get_node_mat(obmat, node, NULL, NULL);
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| 
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| 	EditBone *bone = ED_armature_edit_bone_add((bArmature*)ob_arm->data, (char*)bc_get_joint_name(node));
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| 	totbone++;
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| 	
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| 	if (parent) bone->parent = parent;
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| 
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| 	float angle = 0;
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| 
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| 	// get world-space
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| 	if (parent){
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| 		mult_m4_m4m4(mat, parent_mat, obmat);
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| 
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| 	}
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| 	else {
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| 		copy_m4_m4(mat, obmat);
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| 
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| 	}
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| 	float loc[3], size[3], rot[3][3];
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| 	mat4_to_loc_rot_size( loc, rot, size, obmat);
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| 	mat3_to_vec_roll(rot, NULL, &angle );
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| 	bone->roll=angle;
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| 	// set head
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| 	copy_v3_v3(bone->head, mat[3]);
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| 
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| 	// set tail, don't set it to head because 0-length bones are not allowed
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| 	float vec[3] = {0.0f, 0.5f, 0.0f};
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| 	add_v3_v3v3(bone->tail, bone->head, vec);
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| 
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| 	// set parent tail
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| 	if (parent && totchild == 1) {
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| 		copy_v3_v3(parent->tail, bone->head);
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| 		
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| 		// not setting BONE_CONNECTED because this would lock child bone location with respect to parent
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| 		// bone->flag |= BONE_CONNECTED;
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| 	
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| 		// XXX increase this to prevent "very" small bones?
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| 		const float epsilon = 0.000001f;
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| 
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| 		// derive leaf bone length
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| 		float length = len_v3v3(parent->head, parent->tail);
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| 		if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
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| 			leaf_bone_length = length;
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| 		}
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| 
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| 		// treat zero-sized bone like a leaf bone
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| 		if (length <= epsilon) {
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| 			add_leaf_bone(parent_mat, parent, node);
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| 		}
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| 
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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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| 		create_unskinned_bone( children[i], bone, children.getCount(), mat, ob_arm);
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| 	}
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| 
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| 	// in second case it's not a leaf bone, but we handle it the same way
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| 	if (!children.getCount() || children.getCount() > 1) {
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| 		add_leaf_bone(mat, bone, node);
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| 	}
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| 
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| 	finished_joints.push_back(node);
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| 
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| }
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| 
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| void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
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| 				 float parent_mat[][4], bArmature *arm)
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| {
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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; 
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| 
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| 	float joint_inv_bind_mat[4][4];
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| 
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| 	// JointData* jd = get_joint_data(node);
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| 
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| 	float mat[4][4];
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| 
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| 	// TODO rename from Node "name" attrs later
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| 	EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
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| 	totbone++;
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| 
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| 	if (skin.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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| 	}
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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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| 	else {
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| 		float obmat[4][4];
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| 
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| 		// object-space
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| 		get_node_mat(obmat, node, NULL, NULL);
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| 
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| 		// get world-space
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| 		if (parent)
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| 			mult_m4_m4m4(mat, parent_mat, obmat);
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| 		else
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| 			copy_m4_m4(mat, obmat);
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| 
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| 		float loc[3], size[3], rot[3][3] , angle;
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| 		mat4_to_loc_rot_size( loc, rot, size, obmat);
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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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| 
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| 	
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| 	if (parent) bone->parent = parent;
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| 
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| 	// set head
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| 	copy_v3_v3(bone->head, mat[3]);
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| 
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| 	// set tail, don't set it to head because 0-length bones are not allowed
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| 	float vec[3] = {0.0f, 0.5f, 0.0f};
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| 	add_v3_v3v3(bone->tail, bone->head, vec);
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| 
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| 	// set parent tail
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| 	if (parent && totchild == 1) {
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| 		copy_v3_v3(parent->tail, bone->head);
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| 
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| 		// not setting BONE_CONNECTED because this would lock child bone location with respect to parent
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| 		// bone->flag |= BONE_CONNECTED;
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| 
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| 		// XXX increase this to prevent "very" small bones?
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| 		const float epsilon = 0.000001f;
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| 
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| 		// derive leaf bone length
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| 		float length = len_v3v3(parent->head, parent->tail);
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| 		if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
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| 			leaf_bone_length = length;
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| 		}
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| 
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| 		// treat zero-sized bone like a leaf bone
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| 		if (length <= epsilon) {
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| 			add_leaf_bone(parent_mat, parent, node);
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| 		}
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| 
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| 		/*
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| #if 0
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| 		// and which row in mat is bone direction
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| 		float vec[3];
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| 		sub_v3_v3v3(vec, parent->tail, parent->head);
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| #ifdef COLLADA_DEBUG
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| 		print_v3("tail - head", vec);
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| 		print_m4("matrix", parent_mat);
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| #endif
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| 		for (int i = 0; i < 3; i++) {
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| #ifdef COLLADA_DEBUG
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| 			char *axis_names[] = {"X", "Y", "Z"};
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| 			printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i]));
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| #endif
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| 			float angle = angle_v2v2(vec, parent_mat[i]);
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| 			if (angle < min_angle) {
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| #ifdef COLLADA_DEBUG
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| 				print_v3("picking", parent_mat[i]);
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| 				printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node));
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| #endif
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| 				bone_direction_row = i;
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| 				min_angle = angle;
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| 			}
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| 		}
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| #endif
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| 		*/
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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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| 		create_bone(skin, children[i], bone, children.getCount(), mat, arm);
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| 	}
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| 
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| 	// in second case it's not a leaf bone, but we handle it the same way
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| 	if (!children.getCount() || children.getCount() > 1) {
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| 		add_leaf_bone(mat, bone , node);
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| 	}
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| 
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| 	finished_joints.push_back(node);
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| }
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| 
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| void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone,  COLLADAFW::Node * node)
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| {
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| 	LeafBone leaf;
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| 
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| 	leaf.bone = bone;
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| 	copy_m4_m4(leaf.mat, mat);
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| 	BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
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| 	
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| 	TagsMap::iterator etit;
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| 	ExtraTags *et = 0;
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| 	etit = uid_tags_map.find(node->getUniqueId().toAscii());
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| 	if(etit !=  uid_tags_map.end())
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| 	{
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| 		et = etit->second;
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| 		//else return;
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| 
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| 		float x,y,z;
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| 		et->setData("tip_x",&x);
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| 		et->setData("tip_y",&y);
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| 		et->setData("tip_z",&z);
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| 		float vec[3] = {x,y,z};
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| 		copy_v3_v3(leaf.bone->tail, leaf.bone->head);
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| 		add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
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| 	}else
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| 		leaf_bones.push_back(leaf);
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| }
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| 
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| void ArmatureImporter::fix_leaf_bones( )
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| {
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| 	// just setting tail for leaf bones here
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| 
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| 	std::vector<LeafBone>::iterator it;
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| 	for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
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| 		LeafBone& leaf = *it;
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| 
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| 		// pointing up
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| 		float vec[3] = {0.0f, 0.0f, 0.1f};
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| 		
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| 		// if parent: take parent length and direction
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| 		if(leaf.bone->parent) sub_v3_v3v3(vec, leaf.bone->parent->tail, leaf.bone->parent->head);
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| 
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| 		copy_v3_v3(leaf.bone->tail, leaf.bone->head);
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| 		add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
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| 	}
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| }
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| 
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| #if 0
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| void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm)
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| {
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| 	bPose *pose = ob_arm->pose;
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| 
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| 	std::vector<LeafBone>::iterator it;
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| 	for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
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| 		LeafBone& leaf = *it;
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| 
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| 		bPoseChannel *pchan = get_pose_channel(pose, leaf.name);
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| 		if (pchan) {
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| 			pchan->custom = get_empty_for_leaves();
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| 		}
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| 		else {
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| 			fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
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| 		}
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| 	}
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| }
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| 
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| void ArmatureImporter::set_euler_rotmode()
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| {
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| 	// just set rotmode = ROT_MODE_EUL on pose channel for each joint
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| 
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| 	std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>::iterator it;
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| 
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| 	for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
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| 
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| 		COLLADAFW::Node *joint = it->second;
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| 
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| 		std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
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| 		
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| 		for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
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| 			SkinInfo& skin = sit->second;
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| 
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| 			if (skin.uses_joint_or_descendant(joint)) {
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| 				bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
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| 
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| 				if (pchan) {
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| 					pchan->rotmode = ROT_MODE_EUL;
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| 				}
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| 				else {
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| 					fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
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| 				}
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| 
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| 				break;
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| 			}
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| 		}
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| 	}
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| }
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| #endif
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| 
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| Object *ArmatureImporter::get_empty_for_leaves()
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| {
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| 	if (empty) return empty;
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| 	
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| 	empty = add_object(scene, OB_EMPTY);
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| 	empty->empty_drawtype = OB_EMPTY_SPHERE;
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| 
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| 	return empty;
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| }
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| 
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| #if 0
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| Object *ArmatureImporter::find_armature(COLLADAFW::Node *node)
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| {
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| 	JointData* jd = get_joint_data(node);
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| 	if (jd) return jd->ob_arm;
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| 
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| 	COLLADAFW::NodePointerArray& children = node->getChildNodes();
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| 	for (int i = 0; i < children.getCount(); i++) {
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| 		Object *ob_arm = find_armature(children[i]);
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| 		if (ob_arm) return ob_arm;
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| 	}
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| 
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| 	return NULL;
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| }
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| 
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| ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
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| {
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| 	// try finding it
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| 	std::vector<ArmatureJoints>::iterator it;
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| 	for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
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| 		if ((*it).ob_arm == ob_arm) return *it;
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| 	}
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| 
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| 	// not found, create one
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| 	ArmatureJoints aj;
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| 	aj.ob_arm = ob_arm;
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| 	armature_joints.push_back(aj);
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| 
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| 	return armature_joints.back();
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| }
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| #endif
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| void ArmatureImporter::create_armature_bones( )
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| {
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| 	std::vector<COLLADAFW::Node*>::iterator ri;
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| 	//if there is an armature created for root_joint next root_joint
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| 	for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
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| 			if ( get_armature_for_joint(*ri) != NULL ) continue;
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| 		
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| 		//add armature object for current joint
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| 		//Object *ob_arm = add_object(scene, OB_ARMATURE);
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| 
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| 		Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
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| 		//ob_arm->type = OB_ARMATURE;
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| 		ED_armature_to_edit(ob_arm);
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| 
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| 		// min_angle = 360.0f;		// minimum angle between bone head-tail and a row of bone matrix
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| 
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| 		// create unskinned bones
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| 		/*
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| 		   TODO:
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| 		   check if bones have already been created for a given joint
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| 		*/
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| 		leaf_bone_length = FLT_MAX;
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| 		create_unskinned_bone(*ri, NULL, (*ri)->getChildNodes().getCount(), NULL, ob_arm);
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| 
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| 		fix_leaf_bones();
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| 
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| 	// exit armature edit mode
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| 	
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| 	unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
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| 
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| 	ED_armature_from_edit(ob_arm);
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| 
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| 	set_pose(ob_arm , *ri, NULL, NULL ); 
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| 
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| 	ED_armature_edit_free(ob_arm);
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| 	DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
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| 	}
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| 
 | |
| 	
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| }
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| 
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| void ArmatureImporter::create_armature_bones(SkinInfo& skin)
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| {
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| 	// just do like so:
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| 	// - get armature
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| 	// - enter editmode
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| 	// - add edit bones and head/tail properties using matrices and parent-child info
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| 	// - exit edit mode
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| 	// - set a sphere shape to leaf bones
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| 
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| 	Object *ob_arm = NULL;
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| 
 | |
| 	/*
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| 	 * find if there's another skin sharing at least one bone with this skin
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| 	 * if so, use that skin's armature
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| 	 */
 | |
| 
 | |
| 	/*
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| 	  Pseudocode:
 | |
| 
 | |
| 	  find_node_in_tree(node, root_joint)
 | |
| 
 | |
| 	  skin::find_root_joints(root_joints):
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| 		std::vector root_joints;
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| 		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); //once for every armature
 | |
| 
 | |
| 	// 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 = FLT_MAX;
 | |
| 	// 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::set_pose ( Object * ob_arm ,  COLLADAFW::Node * root_node , const char *parentname, float parent_mat[][4])
 | |
| { 
 | |
| 	char * bone_name = (char *) bc_get_joint_name ( root_node);
 | |
| 	float mat[4][4];
 | |
|    float obmat[4][4];
 | |
| 
 | |
| 	float ax[3];
 | |
| 	float angle = 0.0f;
 | |
| 	
 | |
| 	// object-space
 | |
| 	get_node_mat(obmat, root_node, NULL, NULL);
 | |
| 
 | |
| 	//if(*edbone)
 | |
| 	bPoseChannel * pchan  = get_pose_channel(ob_arm -> pose ,  bone_name); 
 | |
| 	//else fprintf ( "",
 | |
| 
 | |
| 	// get world-space
 | |
| 	if (parentname){
 | |
| 		mult_m4_m4m4(mat, parent_mat, obmat);
 | |
| 		bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
 | |
| 
 | |
| 		mult_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);
 | |
| 		mult_m4_m4m4(pchan->pose_mat, invObmat, mat);
 | |
| 	}
 | |
| 
 | |
| 	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);
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void ArmatureImporter::add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce)
 | |
| {
 | |
| 	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();
 | |
| 	}
 | |
| 	
 | |
| 	//for bones without skins
 | |
| 	create_armature_bones();
 | |
| }
 | |
| 
 | |
| #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();
 | |
| 	}
 | |
| 
 | |
| 	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], 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;
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 |