fix #34284 Collada: update problem for vertex weights directly after import.
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@ -415,10 +415,23 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
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break;
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}
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if (shared)
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if (!shared && this->joint_parent_map.size() > 0) {
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// All armatures have been created while creating the Node tree.
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// The Collada exporter currently does not create a
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// strict relationship between geometries and armatures
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// So when we reimport a Blender collada file, then we have
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// to guess what is meant.
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// XXX This is not safe when we have more than one armatures
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// in the import.
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shared = this->joint_parent_map.begin()->second;
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}
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if (shared) {
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ob_arm = skin.set_armature(shared);
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else
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}
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else {
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ob_arm = skin.create_armature(scene); //once for every armature
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}
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// enter armature edit mode
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ED_armature_to_edit(ob_arm);
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@ -659,38 +672,44 @@ void ArmatureImporter::make_shape_keys()
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//Prereq: all the geometries must be imported and mesh objects must be made
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Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource());
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Mesh *source_me = (Mesh*) source_ob->data;
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//insert key to source mesh
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Key *key = source_me->key = BKE_key_add((ID *)source_me);
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key->type = KEY_RELATIVE;
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KeyBlock *kb;
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//insert basis key
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kb = BKE_keyblock_add_ctime(key, "Basis", FALSE);
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BKE_key_convert_from_mesh(source_me, kb);
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if (source_ob) {
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//insert other shape keys
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for (int i = 0 ; i < morphTargetIds.getCount() ; i++ ) {
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//better to have a seperate map of morph objects,
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//This'll do for now since only mesh morphing is imported
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Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
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Mesh *source_me = (Mesh*) source_ob->data;
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//insert key to source mesh
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Key *key = source_me->key = BKE_key_add((ID *)source_me);
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key->type = KEY_RELATIVE;
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KeyBlock *kb;
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if (me) {
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me->key = key;
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std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name);
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//insert basis key
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kb = BKE_keyblock_add_ctime(key, "Basis", FALSE);
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BKE_key_convert_from_mesh(source_me, kb);
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kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), FALSE);
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BKE_key_convert_from_mesh(me, kb);
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//insert other shape keys
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for (int i = 0 ; i < morphTargetIds.getCount() ; i++ ) {
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//better to have a seperate map of morph objects,
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//This'll do for now since only mesh morphing is imported
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Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
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//apply weights
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weight = morphWeights.getFloatValues()->getData()[i];
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kb->curval = weight;
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}
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else {
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fprintf(stderr, "Morph target geometry not found.\n");
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if (me) {
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me->key = key;
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std::string morph_name = *this->mesh_importer->get_geometry_name(me->id.name);
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kb = BKE_keyblock_add_ctime(key, morph_name.c_str(), FALSE);
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BKE_key_convert_from_mesh(me, kb);
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//apply weights
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weight = morphWeights.getFloatValues()->getData()[i];
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kb->curval = weight;
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}
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else {
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fprintf(stderr, "Morph target geometry not found.\n");
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}
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}
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}
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else {
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fprintf(stderr, "Morph target object not found.\n");
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}
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}
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}
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@ -180,14 +180,16 @@ void DocumentImporter::finish()
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{
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if (mImportStage != General)
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return;
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Main *bmain = CTX_data_main(mContext);
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// TODO: create a new scene except the selected <visual_scene> - use current blender scene for it
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Scene *sce = CTX_data_scene(mContext);
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/** TODO Break up and put into 2-pass parsing of DAE */
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std::vector<const COLLADAFW::VisualScene *>::iterator it;
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for (it = vscenes.begin(); it != vscenes.end(); it++) {
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PointerRNA sceneptr, unit_settings;
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PropertyRNA *system, *scale;
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// TODO: create a new scene except the selected <visual_scene> - use current blender scene for it
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Scene *sce = CTX_data_scene(mContext);
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// for scene unit settings: system, scale_length
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@ -228,7 +230,6 @@ void DocumentImporter::finish()
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}
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// update scene
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Main *bmain = CTX_data_main(mContext);
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DAG_scene_sort(bmain, sce);
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DAG_ids_flush_update(bmain, 0);
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WM_event_add_notifier(mContext, NC_OBJECT | ND_TRANSFORM, NULL);
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@ -241,6 +242,8 @@ void DocumentImporter::finish()
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armature_importer.set_tags_map(this->uid_tags_map);
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armature_importer.make_armatures(mContext);
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armature_importer.make_shape_keys();
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DAG_scene_sort(bmain, sce);
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DAG_ids_flush_update(bmain, 0);
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#if 0
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armature_importer.fix_animation();
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@ -273,8 +276,8 @@ void DocumentImporter::finish()
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}
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libnode_ob.clear();
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DAG_scene_sort(CTX_data_main(mContext), sce);
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DAG_ids_flush_update(CTX_data_main(mContext), 0);
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DAG_scene_sort(bmain, sce);
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DAG_ids_flush_update(bmain, 0);
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}
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}
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@ -541,13 +544,13 @@ std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, COLLA
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if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
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//Check if Object is armature, by checking if immediate child is a JOINT node.
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if (is_armature(node)) {
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ob = bc_add_object(sce, OB_ARMATURE, NULL);
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ob = bc_add_object(sce, OB_ARMATURE, name.c_str());
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}
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else {
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ob = bc_add_object(sce, OB_EMPTY, NULL);
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}
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objects_done->push_back(ob);
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}
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// XXX: if there're multiple instances, only one is stored
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