blender/source/blender/collada/SkinInfo.cpp

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/*
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* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/collada/SkinInfo.cpp
* \ingroup collada
*/
#include <algorithm>
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#if !defined(WIN32) || defined(FREE_WINDOWS)
#include <stdint.h>
#endif
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "BKE_object.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "ED_mesh.h"
#include "ED_object.h"
#include "BKE_action.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "SkinInfo.h"
#include "collada_utils.h"
// use this for retrieving bone names, since these must be unique
template<class T>
static const char *bc_get_joint_name(T *node)
{
const std::string& id = node->getOriginalId();
return id.size() ? id.c_str() : node->getName().c_str();
}
// This is used to store data passed in write_controller_data.
// Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
// so that arrays don't get freed until we free them explicitly.
SkinInfo::SkinInfo() {}
SkinInfo::SkinInfo(const SkinInfo& skin) : weights(skin.weights),
joint_data(skin.joint_data),
unit_converter(skin.unit_converter),
ob_arm(skin.ob_arm),
controller_uid(skin.controller_uid),
parent(skin.parent)
{
copy_m4_m4(bind_shape_matrix, (float (*)[4])skin.bind_shape_matrix);
transfer_uint_array_data_const(skin.joints_per_vertex, joints_per_vertex);
transfer_uint_array_data_const(skin.weight_indices, weight_indices);
transfer_int_array_data_const(skin.joint_indices, joint_indices);
}
SkinInfo::SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL), parent(NULL) {}
// nobody owns the data after this, so it should be freed manually with releaseMemory
template <class T>
void SkinInfo::transfer_array_data(T& src, T& dest)
{
dest.setData(src.getData(), src.getCount());
src.yieldOwnerShip();
dest.yieldOwnerShip();
}
// when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
void SkinInfo::transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest)
{
dest.setData((int*)src.getData(), src.getCount());
dest.yieldOwnerShip();
}
void SkinInfo::transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest)
{
dest.setData((unsigned int*)src.getData(), src.getCount());
dest.yieldOwnerShip();
}
void SkinInfo::borrow_skin_controller_data(const COLLADAFW::SkinControllerData* skin)
{
transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getJointsPerVertex(), joints_per_vertex);
transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getWeightIndices(), weight_indices);
transfer_array_data((COLLADAFW::IntValuesArray&)skin->getJointIndices(), joint_indices);
// transfer_array_data(skin->getWeights(), weights);
// cannot transfer data for FloatOrDoubleArray, copy values manually
const COLLADAFW::FloatOrDoubleArray& weight = skin->getWeights();
for (unsigned int i = 0; i < weight.getValuesCount(); i++)
weights.push_back(bc_get_float_value(weight, i));
unit_converter->dae_matrix_to_mat4_(bind_shape_matrix, skin->getBindShapeMatrix());
}
void SkinInfo::free()
{
joints_per_vertex.releaseMemory();
weight_indices.releaseMemory();
joint_indices.releaseMemory();
// weights.releaseMemory();
}
// using inverse bind matrices to construct armature
// it is safe to invert them to get the original matrices
// because if they are inverse matrices, they can be inverted
void SkinInfo::add_joint(const COLLADABU::Math::Matrix4& matrix)
{
JointData jd;
unit_converter->dae_matrix_to_mat4_(jd.inv_bind_mat, matrix);
joint_data.push_back(jd);
}
void SkinInfo::set_controller(const COLLADAFW::SkinController* co)
{
controller_uid = co->getUniqueId();
// fill in joint UIDs
const COLLADAFW::UniqueIdArray& joint_uids = co->getJoints();
for (unsigned int i = 0; i < joint_uids.getCount(); i++) {
joint_data[i].joint_uid = joint_uids[i];
// // store armature pointer
// JointData& jd = joint_index_to_joint_info_map[i];
// jd.ob_arm = ob_arm;
// now we'll be able to get inv bind matrix from joint id
// joint_id_to_joint_index_map[joint_ids[i]] = i;
}
}
// called from write_controller
Object *SkinInfo::create_armature(Scene *scene)
{
ob_arm = add_object(scene, OB_ARMATURE);
return ob_arm;
}
Object* SkinInfo::set_armature(Object *ob_arm)
{
if (this->ob_arm)
return this->ob_arm;
this->ob_arm = ob_arm;
return ob_arm;
}
bool SkinInfo::get_joint_inv_bind_matrix(float inv_bind_mat[][4], COLLADAFW::Node *node)
{
const COLLADAFW::UniqueId& uid = node->getUniqueId();
std::vector<JointData>::iterator it;
for (it = joint_data.begin(); it != joint_data.end(); it++) {
if ((*it).joint_uid == uid) {
copy_m4_m4(inv_bind_mat, (*it).inv_bind_mat);
return true;
}
}
return false;
}
Object *SkinInfo::get_armature()
{
return ob_arm;
}
const COLLADAFW::UniqueId& SkinInfo::get_controller_uid()
{
return controller_uid;
}
// check if this skin controller references a joint or any descendant of it
//
// some nodes may not be referenced by SkinController,
// in this case to determine if the node belongs to this armature,
// we need to search down the tree
bool SkinInfo::uses_joint_or_descendant(COLLADAFW::Node *node)
{
const COLLADAFW::UniqueId& uid = node->getUniqueId();
std::vector<JointData>::iterator it;
for (it = joint_data.begin(); it != joint_data.end(); it++) {
if ((*it).joint_uid == uid)
return true;
}
COLLADAFW::NodePointerArray& children = node->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
if (uses_joint_or_descendant(children[i]))
return true;
}
return false;
}
void SkinInfo::link_armature(bContext *C, Object *ob, std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid,
TransformReader *tm)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ModifierData *md = ED_object_modifier_add(NULL, bmain, scene, ob, NULL, eModifierType_Armature);
((ArmatureModifierData *)md)->object = ob_arm;
copy_m4_m4(ob->obmat, bind_shape_matrix);
object_apply_mat4(ob, ob->obmat, 0, 0);
#if 1
bc_set_parent(ob, ob_arm, C);
#else
Object workob;
ob->parent = ob_arm;
ob->partype = PAROBJECT;
what_does_parent(scene, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA;
DAG_scene_sort(bmain, scene);
DAG_ids_flush_update(bmain, 0);
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
#endif
((bArmature*)ob_arm->data)->deformflag = ARM_DEF_VGROUP;
// create all vertex groups
std::vector<JointData>::iterator it;
int joint_index;
for (it = joint_data.begin(), joint_index = 0; it != joint_data.end(); it++, joint_index++) {
const char *name = "Group";
// skip joints that have invalid UID
if ((*it).joint_uid == COLLADAFW::UniqueId::INVALID) continue;
// name group by joint node name
if (joint_by_uid.find((*it).joint_uid) != joint_by_uid.end()) {
name = bc_get_joint_name(joint_by_uid[(*it).joint_uid]);
}
ED_vgroup_add_name(ob, (char*)name);
}
// <vcount> - number of joints per vertex - joints_per_vertex
// <v> - [[bone index, weight index] * joints per vertex] * vertices - weight indices
// ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender?
// for each vertex in weight indices
// for each bone index in vertex
// add vertex to group at group index
// treat group index -1 specially
// get def group by index with BLI_findlink
for (unsigned int vertex = 0, weight = 0; vertex < joints_per_vertex.getCount(); vertex++) {
unsigned int limit = weight + joints_per_vertex[vertex];
for ( ; weight < limit; weight++) {
int joint = joint_indices[weight], joint_weight = weight_indices[weight];
// -1 means "weight towards the bind shape", we just don't assign it to any group
if (joint != -1) {
bDeformGroup *def = (bDeformGroup*)BLI_findlink(&ob->defbase, joint);
ED_vgroup_vert_add(ob, def, vertex, weights[joint_weight], WEIGHT_REPLACE);
}
}
}
}
bPoseChannel *SkinInfo::get_pose_channel_from_node(COLLADAFW::Node *node)
{
return get_pose_channel(ob_arm->pose, bc_get_joint_name(node));
}
void SkinInfo::set_parent(Object *_parent)
{
parent = _parent;
}
Object* SkinInfo::get_parent()
{
return parent;
}
void SkinInfo::find_root_joints(const std::vector<COLLADAFW::Node*> &root_joints,
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid,
std::vector<COLLADAFW::Node*>& result)
{
std::vector<COLLADAFW::Node*>::const_iterator it;
for (it = root_joints.begin(); it != root_joints.end(); it++) {
COLLADAFW::Node *root = *it;
std::vector<JointData>::iterator ji;
for (ji = joint_data.begin(); ji != joint_data.end(); ji++) {
COLLADAFW::Node *joint = joint_by_uid[(*ji).joint_uid];
if (find_node_in_tree(joint, root)) {
if (std::find(result.begin(), result.end(), root) == result.end())
result.push_back(root);
}
}
}
}
bool SkinInfo::find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root)
{
if (node == tree_root)
return true;
COLLADAFW::NodePointerArray& children = tree_root->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
if (find_node_in_tree(node, children[i]))
return true;
}
return false;
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}