tornavis/source/blender/collada/ArmatureImporter.h

178 lines
5.2 KiB
C++

/*
* ***** 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 *****
*/
/** \file ArmatureImporter.h
* \ingroup collada
*/
#ifndef __BC_ARMATUREIMPORTER_H__
#define __BC_ARMATUREIMPORTER_H__
#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
extern "C" {
#include "BKE_context.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ED_armature.h"
}
#include "AnimationImporter.h"
#include "MeshImporter.h"
#include "SkinInfo.h"
#include "TransformReader.h"
#include "ExtraTags.h"
#include <map>
#include <vector>
#include "collada_internal.h"
#include "collada_utils.h"
class ArmatureImporter : private TransformReader
{
private:
Scene *scene;
UnitConverter *unit_converter;
// std::map<int, JointData> joint_index_to_joint_info_map;
// std::map<COLLADAFW::UniqueId, int> joint_id_to_joint_index_map;
struct LeafBone {
// COLLADAFW::Node *node;
EditBone *bone;
char name[32];
float mat[4][4]; // bone matrix, derived from inv_bind_mat
};
std::vector<LeafBone> leaf_bones;
// int bone_direction_row; // XXX not used
float leaf_bone_length;
int totbone;
// XXX not used
// float min_angle; // minimum angle between bone head-tail and a row of bone matrix
#if 0
struct ArmatureJoints {
Object *ob_arm;
std::vector<COLLADAFW::Node*> root_joints;
};
std::vector<ArmatureJoints> armature_joints;
#endif
Object *empty; // empty for leaf bones
std::map<COLLADAFW::UniqueId, COLLADAFW::UniqueId> geom_uid_by_controller_uid;
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
std::vector<COLLADAFW::Node*> root_joints;
std::vector<COLLADAFW::Node*> finished_joints;
std::map<COLLADAFW::UniqueId, Object*> joint_parent_map;
std::map<COLLADAFW::UniqueId, Object*> unskinned_armature_map;
MeshImporterBase *mesh_importer;
AnimationImporterBase *anim_importer;
// 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.
std::map<COLLADAFW::UniqueId, SkinInfo> skin_by_data_uid; // data UID = skin controller data UID
#if 0
JointData *get_joint_data(COLLADAFW::Node *node);
#endif
void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], bArmature *arm);
void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[][4], Object * ob_arm);
void add_leaf_bone(float mat[][4], EditBone *bone, COLLADAFW::Node * node);
void fix_leaf_bones();
void set_pose ( Object * ob_arm , COLLADAFW::Node * root_node , const char *parentname, float parent_mat[][4]);
#if 0
void set_leaf_bone_shapes(Object *ob_arm);
void set_euler_rotmode();
#endif
Object *get_empty_for_leaves();
#if 0
Object *find_armature(COLLADAFW::Node *node);
ArmatureJoints& get_armature_joints(Object *ob_arm);
#endif
void create_armature_bones(SkinInfo& skin);
void create_armature_bones( );
/** TagsMap typedef for uid_tags_map. */
typedef std::map<std::string, ExtraTags*> TagsMap;
TagsMap uid_tags_map;
public:
ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce);
~ArmatureImporter();
// 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 add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce);
#if 0
void add_root_joint(COLLADAFW::Node *node);
#endif
// here we add bones to armatures, having armatures previously created in write_controller
void make_armatures(bContext *C);
#if 0
// link with meshes, create vertex groups, assign weights
void link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id);
#endif
bool write_skin_controller_data(const COLLADAFW::SkinControllerData* data);
bool write_controller(const COLLADAFW::Controller* controller);
COLLADAFW::UniqueId *get_geometry_uid(const COLLADAFW::UniqueId& controller_uid);
Object *get_armature_for_joint(COLLADAFW::Node *node);
void get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count);
// gives a world-space mat
bool get_joint_bind_mat(float m[][4], COLLADAFW::Node *joint);
void set_tags_map( TagsMap& tags_map);
};
#endif