Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory, Sukhitha jayathilake. 00019 * 00020 * ***** END GPL LICENSE BLOCK ***** 00021 */ 00022 00028 /* COLLADABU_ASSERT, may be able to remove later */ 00029 #include "COLLADABUPlatform.h" 00030 00031 #include <algorithm> 00032 00033 #include "COLLADAFWUniqueId.h" 00034 00035 #include "BKE_action.h" 00036 #include "BKE_depsgraph.h" 00037 #include "BKE_object.h" 00038 #include "BKE_armature.h" 00039 #include "BLI_string.h" 00040 #include "ED_armature.h" 00041 00042 #include "ArmatureImporter.h" 00043 00044 // use node name, or fall back to original id if not present (name is optional) 00045 template<class T> 00046 static const char *bc_get_joint_name(T *node) 00047 { 00048 const std::string& id = node->getName(); 00049 return id.size() ? id.c_str() : node->getOriginalId().c_str(); 00050 } 00051 00052 ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) : 00053 TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) {} 00054 00055 ArmatureImporter::~ArmatureImporter() 00056 { 00057 // free skin controller data if we forget to do this earlier 00058 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it; 00059 for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { 00060 it->second.free(); 00061 } 00062 } 00063 00064 #if 0 00065 JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node); 00066 { 00067 const COLLADAFW::UniqueId& joint_id = node->getUniqueId(); 00068 00069 if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) { 00070 fprintf(stderr, "Cannot find a joint index by joint id for %s.\n", 00071 node->getOriginalId().c_str()); 00072 return NULL; 00073 } 00074 00075 int joint_index = joint_id_to_joint_index_map[joint_id]; 00076 00077 return &joint_index_to_joint_info_map[joint_index]; 00078 } 00079 #endif 00080 void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *parent, int totchild, 00081 float parent_mat[][4], Object * ob_arm) 00082 { 00083 std::vector<COLLADAFW::Node*>::iterator it; 00084 it = std::find(finished_joints.begin(),finished_joints.end(),node); 00085 if ( it != finished_joints.end()) return; 00086 00087 float mat[4][4]; 00088 float obmat[4][4]; 00089 00090 // object-space 00091 get_node_mat(obmat, node, NULL, NULL); 00092 00093 EditBone *bone = ED_armature_edit_bone_add((bArmature*)ob_arm->data, (char*)bc_get_joint_name(node)); 00094 totbone++; 00095 00096 if (parent) bone->parent = parent; 00097 00098 float angle = 0; 00099 00100 // get world-space 00101 if (parent){ 00102 mult_m4_m4m4(mat, parent_mat, obmat); 00103 00104 } 00105 else { 00106 copy_m4_m4(mat, obmat); 00107 00108 } 00109 float loc[3], size[3], rot[3][3]; 00110 mat4_to_loc_rot_size( loc, rot, size, obmat); 00111 mat3_to_vec_roll(rot, NULL, &angle ); 00112 bone->roll=angle; 00113 // set head 00114 copy_v3_v3(bone->head, mat[3]); 00115 00116 // set tail, don't set it to head because 0-length bones are not allowed 00117 float vec[3] = {0.0f, 0.5f, 0.0f}; 00118 add_v3_v3v3(bone->tail, bone->head, vec); 00119 00120 // set parent tail 00121 if (parent && totchild == 1) { 00122 copy_v3_v3(parent->tail, bone->head); 00123 00124 // not setting BONE_CONNECTED because this would lock child bone location with respect to parent 00125 // bone->flag |= BONE_CONNECTED; 00126 00127 // XXX increase this to prevent "very" small bones? 00128 const float epsilon = 0.000001f; 00129 00130 // derive leaf bone length 00131 float length = len_v3v3(parent->head, parent->tail); 00132 if ((length < leaf_bone_length || totbone == 0) && length > epsilon) { 00133 leaf_bone_length = length; 00134 } 00135 00136 // treat zero-sized bone like a leaf bone 00137 if (length <= epsilon) { 00138 add_leaf_bone(parent_mat, parent, node); 00139 } 00140 00141 } 00142 00143 COLLADAFW::NodePointerArray& children = node->getChildNodes(); 00144 for (unsigned int i = 0; i < children.getCount(); i++) { 00145 create_unskinned_bone( children[i], bone, children.getCount(), mat, ob_arm); 00146 } 00147 00148 // in second case it's not a leaf bone, but we handle it the same way 00149 if (!children.getCount() || children.getCount() > 1) { 00150 add_leaf_bone(mat, bone, node); 00151 } 00152 00153 finished_joints.push_back(node); 00154 00155 } 00156 00157 void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild, 00158 float parent_mat[][4], bArmature *arm) 00159 { 00160 //Checking if bone is already made. 00161 std::vector<COLLADAFW::Node*>::iterator it; 00162 it = std::find(finished_joints.begin(),finished_joints.end(),node); 00163 if ( it != finished_joints.end()) return; 00164 00165 float joint_inv_bind_mat[4][4]; 00166 00167 // JointData* jd = get_joint_data(node); 00168 00169 float mat[4][4]; 00170 00171 // TODO rename from Node "name" attrs later 00172 EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node)); 00173 totbone++; 00174 00175 if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) { 00176 // get original world-space matrix 00177 invert_m4_m4(mat, joint_inv_bind_mat); 00178 } 00179 // create a bone even if there's no joint data for it (i.e. it has no influence) 00180 else { 00181 float obmat[4][4]; 00182 00183 // object-space 00184 get_node_mat(obmat, node, NULL, NULL); 00185 00186 // get world-space 00187 if (parent) 00188 mult_m4_m4m4(mat, parent_mat, obmat); 00189 else 00190 copy_m4_m4(mat, obmat); 00191 00192 float loc[3], size[3], rot[3][3] , angle; 00193 mat4_to_loc_rot_size( loc, rot, size, obmat); 00194 mat3_to_vec_roll(rot, NULL, &angle ); 00195 bone->roll=angle; 00196 } 00197 00198 00199 if (parent) bone->parent = parent; 00200 00201 // set head 00202 copy_v3_v3(bone->head, mat[3]); 00203 00204 // set tail, don't set it to head because 0-length bones are not allowed 00205 float vec[3] = {0.0f, 0.5f, 0.0f}; 00206 add_v3_v3v3(bone->tail, bone->head, vec); 00207 00208 // set parent tail 00209 if (parent && totchild == 1) { 00210 copy_v3_v3(parent->tail, bone->head); 00211 00212 // not setting BONE_CONNECTED because this would lock child bone location with respect to parent 00213 // bone->flag |= BONE_CONNECTED; 00214 00215 // XXX increase this to prevent "very" small bones? 00216 const float epsilon = 0.000001f; 00217 00218 // derive leaf bone length 00219 float length = len_v3v3(parent->head, parent->tail); 00220 if ((length < leaf_bone_length || totbone == 0) && length > epsilon) { 00221 leaf_bone_length = length; 00222 } 00223 00224 // treat zero-sized bone like a leaf bone 00225 if (length <= epsilon) { 00226 add_leaf_bone(parent_mat, parent, node); 00227 } 00228 00229 /* 00230 #if 0 00231 // and which row in mat is bone direction 00232 float vec[3]; 00233 sub_v3_v3v3(vec, parent->tail, parent->head); 00234 #ifdef COLLADA_DEBUG 00235 print_v3("tail - head", vec); 00236 print_m4("matrix", parent_mat); 00237 #endif 00238 for (int i = 0; i < 3; i++) { 00239 #ifdef COLLADA_DEBUG 00240 char *axis_names[] = {"X", "Y", "Z"}; 00241 printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i])); 00242 #endif 00243 float angle = angle_v2v2(vec, parent_mat[i]); 00244 if (angle < min_angle) { 00245 #ifdef COLLADA_DEBUG 00246 print_v3("picking", parent_mat[i]); 00247 printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node)); 00248 #endif 00249 bone_direction_row = i; 00250 min_angle = angle; 00251 } 00252 } 00253 #endif 00254 */ 00255 } 00256 00257 COLLADAFW::NodePointerArray& children = node->getChildNodes(); 00258 for (unsigned int i = 0; i < children.getCount(); i++) { 00259 create_bone(skin, children[i], bone, children.getCount(), mat, arm); 00260 } 00261 00262 // in second case it's not a leaf bone, but we handle it the same way 00263 if (!children.getCount() || children.getCount() > 1) { 00264 add_leaf_bone(mat, bone , node); 00265 } 00266 00267 finished_joints.push_back(node); 00268 } 00269 00270 void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone, COLLADAFW::Node * node) 00271 { 00272 LeafBone leaf; 00273 00274 leaf.bone = bone; 00275 copy_m4_m4(leaf.mat, mat); 00276 BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name)); 00277 00278 TagsMap::iterator etit; 00279 ExtraTags *et = 0; 00280 etit = uid_tags_map.find(node->getUniqueId().toAscii()); 00281 if(etit != uid_tags_map.end()) 00282 { 00283 et = etit->second; 00284 //else return; 00285 00286 float x,y,z; 00287 et->setData("tip_x",&x); 00288 et->setData("tip_y",&y); 00289 et->setData("tip_z",&z); 00290 float vec[3] = {x,y,z}; 00291 copy_v3_v3(leaf.bone->tail, leaf.bone->head); 00292 add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec); 00293 }else 00294 leaf_bones.push_back(leaf); 00295 } 00296 00297 void ArmatureImporter::fix_leaf_bones( ) 00298 { 00299 // just setting tail for leaf bones here 00300 00301 std::vector<LeafBone>::iterator it; 00302 for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) { 00303 LeafBone& leaf = *it; 00304 00305 // pointing up 00306 float vec[3] = {0.0f, 0.0f, 0.1f}; 00307 00308 // if parent: take parent length and direction 00309 if(leaf.bone->parent) sub_v3_v3v3(vec, leaf.bone->parent->tail, leaf.bone->parent->head); 00310 00311 copy_v3_v3(leaf.bone->tail, leaf.bone->head); 00312 add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec); 00313 } 00314 } 00315 00316 #if 0 00317 void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm) 00318 { 00319 bPose *pose = ob_arm->pose; 00320 00321 std::vector<LeafBone>::iterator it; 00322 for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) { 00323 LeafBone& leaf = *it; 00324 00325 bPoseChannel *pchan = get_pose_channel(pose, leaf.name); 00326 if (pchan) { 00327 pchan->custom = get_empty_for_leaves(); 00328 } 00329 else { 00330 fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name); 00331 } 00332 } 00333 } 00334 00335 void ArmatureImporter::set_euler_rotmode() 00336 { 00337 // just set rotmode = ROT_MODE_EUL on pose channel for each joint 00338 00339 std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>::iterator it; 00340 00341 for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) { 00342 00343 COLLADAFW::Node *joint = it->second; 00344 00345 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit; 00346 00347 for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) { 00348 SkinInfo& skin = sit->second; 00349 00350 if (skin.uses_joint_or_descendant(joint)) { 00351 bPoseChannel *pchan = skin.get_pose_channel_from_node(joint); 00352 00353 if (pchan) { 00354 pchan->rotmode = ROT_MODE_EUL; 00355 } 00356 else { 00357 fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint)); 00358 } 00359 00360 break; 00361 } 00362 } 00363 } 00364 } 00365 #endif 00366 00367 Object *ArmatureImporter::get_empty_for_leaves() 00368 { 00369 if (empty) return empty; 00370 00371 empty = add_object(scene, OB_EMPTY); 00372 empty->empty_drawtype = OB_EMPTY_SPHERE; 00373 00374 return empty; 00375 } 00376 00377 #if 0 00378 Object *ArmatureImporter::find_armature(COLLADAFW::Node *node) 00379 { 00380 JointData* jd = get_joint_data(node); 00381 if (jd) return jd->ob_arm; 00382 00383 COLLADAFW::NodePointerArray& children = node->getChildNodes(); 00384 for (int i = 0; i < children.getCount(); i++) { 00385 Object *ob_arm = find_armature(children[i]); 00386 if (ob_arm) return ob_arm; 00387 } 00388 00389 return NULL; 00390 } 00391 00392 ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm) 00393 { 00394 // try finding it 00395 std::vector<ArmatureJoints>::iterator it; 00396 for (it = armature_joints.begin(); it != armature_joints.end(); it++) { 00397 if ((*it).ob_arm == ob_arm) return *it; 00398 } 00399 00400 // not found, create one 00401 ArmatureJoints aj; 00402 aj.ob_arm = ob_arm; 00403 armature_joints.push_back(aj); 00404 00405 return armature_joints.back(); 00406 } 00407 #endif 00408 void ArmatureImporter::create_armature_bones( ) 00409 { 00410 std::vector<COLLADAFW::Node*>::iterator ri; 00411 //if there is an armature created for root_joint next root_joint 00412 for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { 00413 if ( get_armature_for_joint(*ri) != NULL ) continue; 00414 00415 //add armature object for current joint 00416 //Object *ob_arm = add_object(scene, OB_ARMATURE); 00417 00418 Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()]; 00419 //ob_arm->type = OB_ARMATURE; 00420 ED_armature_to_edit(ob_arm); 00421 00422 // min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix 00423 00424 // create unskinned bones 00425 /* 00426 TODO: 00427 check if bones have already been created for a given joint 00428 */ 00429 leaf_bone_length = FLT_MAX; 00430 create_unskinned_bone(*ri, NULL, (*ri)->getChildNodes().getCount(), NULL, ob_arm); 00431 00432 fix_leaf_bones(); 00433 00434 // exit armature edit mode 00435 00436 unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm; 00437 00438 ED_armature_from_edit(ob_arm); 00439 00440 set_pose(ob_arm , *ri, NULL, NULL ); 00441 00442 ED_armature_edit_free(ob_arm); 00443 DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA); 00444 } 00445 00446 00447 } 00448 00449 void ArmatureImporter::create_armature_bones(SkinInfo& skin) 00450 { 00451 // just do like so: 00452 // - get armature 00453 // - enter editmode 00454 // - add edit bones and head/tail properties using matrices and parent-child info 00455 // - exit edit mode 00456 // - set a sphere shape to leaf bones 00457 00458 Object *ob_arm = NULL; 00459 00460 /* 00461 * find if there's another skin sharing at least one bone with this skin 00462 * if so, use that skin's armature 00463 */ 00464 00465 /* 00466 Pseudocode: 00467 00468 find_node_in_tree(node, root_joint) 00469 00470 skin::find_root_joints(root_joints): 00471 std::vector root_joints; 00472 for each root in root_joints: 00473 for each joint in joints: 00474 if find_node_in_tree(joint, root): 00475 if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end()) 00476 root_joints.push_back(root); 00477 00478 for (each skin B with armature) { 00479 find all root joints for skin B 00480 00481 for each joint X in skin A: 00482 for each root joint R in skin B: 00483 if (find_node_in_tree(X, R)) { 00484 shared = 1; 00485 goto endloop; 00486 } 00487 } 00488 00489 endloop: 00490 */ 00491 00492 SkinInfo *a = &skin; 00493 Object *shared = NULL; 00494 std::vector<COLLADAFW::Node*> skin_root_joints; 00495 00496 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it; 00497 for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { 00498 SkinInfo *b = &it->second; 00499 if (b == a || b->get_armature() == NULL) 00500 continue; 00501 00502 skin_root_joints.clear(); 00503 00504 b->find_root_joints(root_joints, joint_by_uid, skin_root_joints); 00505 00506 std::vector<COLLADAFW::Node*>::iterator ri; 00507 for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) { 00508 if (a->uses_joint_or_descendant(*ri)) { 00509 shared = b->get_armature(); 00510 break; 00511 } 00512 } 00513 00514 if (shared != NULL) 00515 break; 00516 } 00517 00518 if (shared) 00519 ob_arm = skin.set_armature(shared); 00520 else 00521 ob_arm = skin.create_armature(scene); //once for every armature 00522 00523 // enter armature edit mode 00524 ED_armature_to_edit(ob_arm); 00525 00526 leaf_bones.clear(); 00527 totbone = 0; 00528 // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row 00529 leaf_bone_length = FLT_MAX; 00530 // min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix 00531 00532 // create bones 00533 /* 00534 TODO: 00535 check if bones have already been created for a given joint 00536 */ 00537 00538 std::vector<COLLADAFW::Node*>::iterator ri; 00539 for (ri = root_joints.begin(); ri != root_joints.end(); ri++) { 00540 // for shared armature check if bone tree is already created 00541 if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end()) 00542 continue; 00543 00544 // since root_joints may contain joints for multiple controllers, we need to filter 00545 if (skin.uses_joint_or_descendant(*ri)) { 00546 create_bone(skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, (bArmature*)ob_arm->data); 00547 00548 if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent()) 00549 skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]); 00550 } 00551 } 00552 00553 fix_leaf_bones(); 00554 00555 // exit armature edit mode 00556 ED_armature_from_edit(ob_arm); 00557 ED_armature_edit_free(ob_arm); 00558 DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA); 00559 00560 // set_leaf_bone_shapes(ob_arm); 00561 // set_euler_rotmode(); 00562 } 00563 00564 00565 // root - if this joint is the top joint in hierarchy, if a joint 00566 // is a child of a node (not joint), root should be true since 00567 // this is where we build armature bones from 00568 00569 void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node , const char *parentname, float parent_mat[][4]) 00570 { 00571 char * bone_name = (char *) bc_get_joint_name ( root_node); 00572 float mat[4][4]; 00573 float obmat[4][4]; 00574 00575 float ax[3]; 00576 float angle = 0.0f; 00577 00578 // object-space 00579 get_node_mat(obmat, root_node, NULL, NULL); 00580 00581 //if(*edbone) 00582 bPoseChannel * pchan = get_pose_channel(ob_arm -> pose , bone_name); 00583 //else fprintf ( "", 00584 00585 // get world-space 00586 if (parentname){ 00587 mult_m4_m4m4(mat, parent_mat, obmat); 00588 bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname); 00589 00590 mult_m4_m4m4(pchan->pose_mat, parchan->pose_mat, mat ); 00591 00592 } 00593 else { 00594 copy_m4_m4(mat, obmat); 00595 float invObmat[4][4]; 00596 invert_m4_m4(invObmat, ob_arm->obmat); 00597 mult_m4_m4m4(pchan->pose_mat, invObmat, mat); 00598 } 00599 00600 mat4_to_axis_angle(ax,&angle,mat); 00601 pchan->bone->roll = angle; 00602 00603 00604 COLLADAFW::NodePointerArray& children = root_node->getChildNodes(); 00605 for (unsigned int i = 0; i < children.getCount(); i++) { 00606 set_pose(ob_arm, children[i], bone_name, mat); 00607 } 00608 00609 } 00610 00611 void ArmatureImporter::add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce) 00612 { 00613 joint_by_uid[node->getUniqueId()] = node; 00614 if (root) { 00615 root_joints.push_back(node); 00616 00617 if (parent) { 00618 00619 joint_parent_map[node->getUniqueId()] = parent; 00620 } 00621 } 00622 } 00623 00624 #if 0 00625 void ArmatureImporter::add_root_joint(COLLADAFW::Node *node) 00626 { 00627 // root_joints.push_back(node); 00628 Object *ob_arm = find_armature(node); 00629 if (ob_arm) { 00630 get_armature_joints(ob_arm).root_joints.push_back(node); 00631 } 00632 #ifdef COLLADA_DEBUG 00633 else { 00634 fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node)); 00635 } 00636 #endif 00637 } 00638 #endif 00639 00640 // here we add bones to armatures, having armatures previously created in write_controller 00641 void ArmatureImporter::make_armatures(bContext *C) 00642 { 00643 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it; 00644 for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { 00645 00646 SkinInfo& skin = it->second; 00647 00648 create_armature_bones(skin); 00649 00650 // link armature with a mesh object 00651 Object *ob = mesh_importer->get_object_by_geom_uid(*get_geometry_uid(skin.get_controller_uid())); 00652 if (ob) 00653 skin.link_armature(C, ob, joint_by_uid, this); 00654 else 00655 fprintf(stderr, "Cannot find object to link armature with.\n"); 00656 00657 // set armature parent if any 00658 Object *par = skin.get_parent(); 00659 if (par) 00660 bc_set_parent(skin.get_armature(), par, C, false); 00661 00662 // free memory stolen from SkinControllerData 00663 skin.free(); 00664 } 00665 00666 //for bones without skins 00667 create_armature_bones(); 00668 } 00669 00670 #if 0 00671 // link with meshes, create vertex groups, assign weights 00672 void ArmatureImporter::link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id) 00673 { 00674 Object *ob = mesh_importer->get_object_by_geom_uid(geom_id); 00675 00676 if (!ob) { 00677 fprintf(stderr, "Cannot find object by geometry UID.\n"); 00678 return; 00679 } 00680 00681 if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) { 00682 fprintf(stderr, "Cannot find skin info by controller data UID.\n"); 00683 return; 00684 } 00685 00686 SkinInfo& skin = skin_by_data_uid[conroller_data_id]; 00687 00688 // create vertex groups 00689 } 00690 #endif 00691 00692 bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControllerData* data) 00693 { 00694 // at this stage we get vertex influence info that should go into me->verts and ob->defbase 00695 // there's no info to which object this should be long so we associate it with skin controller data UID 00696 00697 // don't forget to call defgroup_unique_name before we copy 00698 00699 // controller data uid -> [armature] -> joint data, 00700 // [mesh object] 00701 // 00702 00703 SkinInfo skin(unit_converter); 00704 skin.borrow_skin_controller_data(data); 00705 00706 // store join inv bind matrix to use it later in armature construction 00707 const COLLADAFW::Matrix4Array& inv_bind_mats = data->getInverseBindMatrices(); 00708 for (unsigned int i = 0; i < data->getJointsCount(); i++) { 00709 skin.add_joint(inv_bind_mats[i]); 00710 } 00711 00712 skin_by_data_uid[data->getUniqueId()] = skin; 00713 00714 return true; 00715 } 00716 00717 bool ArmatureImporter::write_controller(const COLLADAFW::Controller* controller) 00718 { 00719 // - create and store armature object 00720 00721 const COLLADAFW::UniqueId& skin_id = controller->getUniqueId(); 00722 00723 if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) { 00724 COLLADAFW::SkinController *co = (COLLADAFW::SkinController*)controller; 00725 // to be able to find geom id by controller id 00726 geom_uid_by_controller_uid[skin_id] = co->getSource(); 00727 00728 const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData(); 00729 if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) { 00730 fprintf(stderr, "Cannot find skin by controller data UID.\n"); 00731 return true; 00732 } 00733 00734 skin_by_data_uid[data_uid].set_controller(co); 00735 } 00736 // morph controller 00737 else { 00738 // shape keys? :) 00739 fprintf(stderr, "Morph controller is not supported yet.\n"); 00740 } 00741 00742 return true; 00743 } 00744 00745 00746 COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId& controller_uid) 00747 { 00748 if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end()) 00749 return NULL; 00750 00751 return &geom_uid_by_controller_uid[controller_uid]; 00752 } 00753 00754 Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node) 00755 { 00756 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it; 00757 for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { 00758 SkinInfo& skin = it->second; 00759 00760 if (skin.uses_joint_or_descendant(node)) 00761 return skin.get_armature(); 00762 } 00763 00764 std::map<COLLADAFW::UniqueId, Object*>::iterator arm; 00765 for (arm = unskinned_armature_map.begin(); arm != unskinned_armature_map.end(); arm++) { 00766 if(arm->first == node->getUniqueId() ) 00767 return arm->second; 00768 } 00769 return NULL; 00770 } 00771 00772 void ArmatureImporter::set_tags_map(TagsMap & tagsMap) 00773 { 00774 this->uid_tags_map = tagsMap; 00775 } 00776 00777 void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count) 00778 { 00779 BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node)); 00780 } 00781 00782 // gives a world-space mat 00783 bool ArmatureImporter::get_joint_bind_mat(float m[][4], COLLADAFW::Node *joint) 00784 { 00785 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it; 00786 bool found = false; 00787 for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) { 00788 SkinInfo& skin = it->second; 00789 if ((found = skin.get_joint_inv_bind_matrix(m, joint))) { 00790 invert_m4(m); 00791 break; 00792 } 00793 } 00794 00795 return found; 00796 } 00797 00798 00799