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. 00019 * 00020 * ***** END GPL LICENSE BLOCK ***** 00021 */ 00022 00027 #ifndef __BC_SKININFO_H__ 00028 #define __BC_SKININFO_H__ 00029 00030 #include <map> 00031 #include <vector> 00032 00033 #include "COLLADAFWUniqueId.h" 00034 #include "COLLADAFWTypes.h" 00035 #include "COLLADAFWNode.h" 00036 #include "COLLADAFWSkinController.h" 00037 #include "COLLADAFWSkinControllerData.h" 00038 00039 #include "DNA_object_types.h" 00040 #include "BKE_context.h" 00041 00042 #include "TransformReader.h" 00043 #include "collada_internal.h" 00044 00045 // This is used to store data passed in write_controller_data. 00046 // Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members 00047 // so that arrays don't get freed until we free them explicitly. 00048 class SkinInfo 00049 { 00050 private: 00051 // to build armature bones from inverse bind matrices 00052 struct JointData { 00053 float inv_bind_mat[4][4]; // joint inverse bind matrix 00054 COLLADAFW::UniqueId joint_uid; // joint node UID 00055 // Object *ob_arm; // armature object 00056 }; 00057 00058 float bind_shape_matrix[4][4]; 00059 00060 // data from COLLADAFW::SkinControllerData, each array should be freed 00061 COLLADAFW::UIntValuesArray joints_per_vertex; 00062 COLLADAFW::UIntValuesArray weight_indices; 00063 COLLADAFW::IntValuesArray joint_indices; 00064 // COLLADAFW::FloatOrDoubleArray weights; 00065 std::vector<float> weights; 00066 00067 std::vector<JointData> joint_data; // index to this vector is joint index 00068 00069 UnitConverter *unit_converter; 00070 00071 Object *ob_arm; 00072 COLLADAFW::UniqueId controller_uid; 00073 Object *parent; 00074 00075 public: 00076 00077 SkinInfo(); 00078 SkinInfo(const SkinInfo& skin); 00079 SkinInfo(UnitConverter *conv); 00080 00081 // nobody owns the data after this, so it should be freed manually with releaseMemory 00082 template <typename T> 00083 void transfer_array_data(T& src, T& dest); 00084 00085 // when src is const we cannot src.yieldOwnerShip, this is used by copy constructor 00086 void transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest); 00087 00088 void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest); 00089 00090 void borrow_skin_controller_data(const COLLADAFW::SkinControllerData* skin); 00091 00092 void free(); 00093 00094 // using inverse bind matrices to construct armature 00095 // it is safe to invert them to get the original matrices 00096 // because if they are inverse matrices, they can be inverted 00097 void add_joint(const COLLADABU::Math::Matrix4& matrix); 00098 00099 void set_controller(const COLLADAFW::SkinController* co); 00100 00101 // called from write_controller 00102 Object *create_armature(Scene *scene); 00103 00104 Object* set_armature(Object *ob_arm); 00105 00106 bool get_joint_inv_bind_matrix(float inv_bind_mat[][4], COLLADAFW::Node *node); 00107 00108 Object *get_armature(); 00109 00110 const COLLADAFW::UniqueId& get_controller_uid(); 00111 00112 // check if this skin controller references a joint or any descendant of it 00113 // 00114 // some nodes may not be referenced by SkinController, 00115 // in this case to determine if the node belongs to this armature, 00116 // we need to search down the tree 00117 bool uses_joint_or_descendant(COLLADAFW::Node *node); 00118 00119 void link_armature(bContext *C, Object *ob, std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid, TransformReader *tm); 00120 00121 bPoseChannel *get_pose_channel_from_node(COLLADAFW::Node *node); 00122 00123 void set_parent(Object *_parent); 00124 00125 Object* get_parent(); 00126 00127 void find_root_joints(const std::vector<COLLADAFW::Node*> &root_joints, 00128 std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid, 00129 std::vector<COLLADAFW::Node*>& result); 00130 00131 bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root); 00132 00133 }; 00134 00135 #endif