Blender  V2.59
ArmatureImporter.cpp
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00001 /*
00002  * $Id: ArmatureImporter.cpp 37664 2011-06-20 12:43:10Z jesterking $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
00021  *
00022  * ***** END GPL LICENSE BLOCK *****
00023  */
00024 
00030 /* COLLADABU_ASSERT, may be able to remove later */
00031 #include "COLLADABUPlatform.h"
00032 
00033 #include <algorithm>
00034 
00035 #include "COLLADAFWUniqueId.h"
00036 
00037 #include "BKE_action.h"
00038 #include "BKE_depsgraph.h"
00039 #include "BKE_object.h"
00040 #include "BLI_string.h"
00041 #include "ED_armature.h"
00042 
00043 #include "ArmatureImporter.h"
00044 
00045 // use node name, or fall back to original id if not present (name is optional)
00046 template<class T>
00047 static const char *bc_get_joint_name(T *node)
00048 {
00049         const std::string& id = node->getName();
00050         return id.size() ? id.c_str() : node->getOriginalId().c_str();
00051 }
00052 
00053 ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :
00054         TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) {}
00055 
00056 ArmatureImporter::~ArmatureImporter()
00057 {
00058         // free skin controller data if we forget to do this earlier
00059         std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
00060         for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
00061                 it->second.free();
00062         }
00063 }
00064 
00065 #if 0
00066 JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
00067 {
00068         const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
00069 
00070         if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
00071                 fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
00072                                 node->getOriginalId().c_str());
00073                 return NULL;
00074         }
00075 
00076         int joint_index = joint_id_to_joint_index_map[joint_id];
00077 
00078         return &joint_index_to_joint_info_map[joint_index];
00079 }
00080 #endif
00081 
00082 void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
00083                                  float parent_mat[][4], bArmature *arm)
00084 {
00085         float joint_inv_bind_mat[4][4];
00086 
00087         // JointData* jd = get_joint_data(node);
00088 
00089         float mat[4][4];
00090 
00091         if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
00092                 // get original world-space matrix
00093                 invert_m4_m4(mat, joint_inv_bind_mat);
00094         }
00095         // create a bone even if there's no joint data for it (i.e. it has no influence)
00096         else {
00097                 float obmat[4][4];
00098 
00099                 // object-space
00100                 get_node_mat(obmat, node, NULL, NULL);
00101 
00102                 // get world-space
00103                 if (parent)
00104                         mul_m4_m4m4(mat, obmat, parent_mat);
00105                 else
00106                         copy_m4_m4(mat, obmat);
00107         }
00108 
00109         // TODO rename from Node "name" attrs later
00110         EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
00111         totbone++;
00112 
00113         if (parent) bone->parent = parent;
00114 
00115         // set head
00116         copy_v3_v3(bone->head, mat[3]);
00117 
00118         // set tail, don't set it to head because 0-length bones are not allowed
00119         float vec[3] = {0.0f, 0.5f, 0.0f};
00120         add_v3_v3v3(bone->tail, bone->head, vec);
00121 
00122         // set parent tail
00123         if (parent && totchild == 1) {
00124                 copy_v3_v3(parent->tail, bone->head);
00125 
00126                 // not setting BONE_CONNECTED because this would lock child bone location with respect to parent
00127                 // bone->flag |= BONE_CONNECTED;
00128 
00129                 // XXX increase this to prevent "very" small bones?
00130                 const float epsilon = 0.000001f;
00131 
00132                 // derive leaf bone length
00133                 float length = len_v3v3(parent->head, parent->tail);
00134                 if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
00135                         leaf_bone_length = length;
00136                 }
00137 
00138                 // treat zero-sized bone like a leaf bone
00139                 if (length <= epsilon) {
00140                         add_leaf_bone(parent_mat, parent);
00141                 }
00142 
00143                 /*
00144 #if 0
00145                 // and which row in mat is bone direction
00146                 float vec[3];
00147                 sub_v3_v3v3(vec, parent->tail, parent->head);
00148 #ifdef COLLADA_DEBUG
00149                 print_v3("tail - head", vec);
00150                 print_m4("matrix", parent_mat);
00151 #endif
00152                 for (int i = 0; i < 3; i++) {
00153 #ifdef COLLADA_DEBUG
00154                         char *axis_names[] = {"X", "Y", "Z"};
00155                         printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i]));
00156 #endif
00157                         float angle = angle_v2v2(vec, parent_mat[i]);
00158                         if (angle < min_angle) {
00159 #ifdef COLLADA_DEBUG
00160                                 print_v3("picking", parent_mat[i]);
00161                                 printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node));
00162 #endif
00163                                 bone_direction_row = i;
00164                                 min_angle = angle;
00165                         }
00166                 }
00167 #endif
00168                 */
00169         }
00170 
00171         COLLADAFW::NodePointerArray& children = node->getChildNodes();
00172         for (unsigned int i = 0; i < children.getCount(); i++) {
00173                 create_bone(skin, children[i], bone, children.getCount(), mat, arm);
00174         }
00175 
00176         // in second case it's not a leaf bone, but we handle it the same way
00177         if (!children.getCount() || children.getCount() > 1) {
00178                 add_leaf_bone(mat, bone);
00179         }
00180 }
00181 
00182 void ArmatureImporter::add_leaf_bone(float mat[][4], EditBone *bone)
00183 {
00184         LeafBone leaf;
00185 
00186         leaf.bone = bone;
00187         copy_m4_m4(leaf.mat, mat);
00188         BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
00189 
00190         leaf_bones.push_back(leaf);
00191 }
00192 
00193 void ArmatureImporter::fix_leaf_bones()
00194 {
00195         // just setting tail for leaf bones here
00196 
00197         std::vector<LeafBone>::iterator it;
00198         for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
00199                 LeafBone& leaf = *it;
00200 
00201                 // pointing up
00202                 float vec[3] = {0.0f, 0.0f, 1.0f};
00203 
00204                 mul_v3_fl(vec, leaf_bone_length);
00205 
00206                 copy_v3_v3(leaf.bone->tail, leaf.bone->head);
00207                 add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
00208         }
00209 }
00210 
00211 #if 0
00212 void ArmatureImporter::set_leaf_bone_shapes(Object *ob_arm)
00213 {
00214         bPose *pose = ob_arm->pose;
00215 
00216         std::vector<LeafBone>::iterator it;
00217         for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
00218                 LeafBone& leaf = *it;
00219 
00220                 bPoseChannel *pchan = get_pose_channel(pose, leaf.name);
00221                 if (pchan) {
00222                         pchan->custom = get_empty_for_leaves();
00223                 }
00224                 else {
00225                         fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
00226                 }
00227         }
00228 }
00229 
00230 void ArmatureImporter::set_euler_rotmode()
00231 {
00232         // just set rotmode = ROT_MODE_EUL on pose channel for each joint
00233 
00234         std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>::iterator it;
00235 
00236         for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
00237 
00238                 COLLADAFW::Node *joint = it->second;
00239 
00240                 std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
00241                 
00242                 for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
00243                         SkinInfo& skin = sit->second;
00244 
00245                         if (skin.uses_joint_or_descendant(joint)) {
00246                                 bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
00247 
00248                                 if (pchan) {
00249                                         pchan->rotmode = ROT_MODE_EUL;
00250                                 }
00251                                 else {
00252                                         fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
00253                                 }
00254 
00255                                 break;
00256                         }
00257                 }
00258         }
00259 }
00260 #endif
00261 
00262 Object *ArmatureImporter::get_empty_for_leaves()
00263 {
00264         if (empty) return empty;
00265         
00266         empty = add_object(scene, OB_EMPTY);
00267         empty->empty_drawtype = OB_EMPTY_SPHERE;
00268 
00269         return empty;
00270 }
00271 
00272 #if 0
00273 Object *ArmatureImporter::find_armature(COLLADAFW::Node *node)
00274 {
00275         JointData* jd = get_joint_data(node);
00276         if (jd) return jd->ob_arm;
00277 
00278         COLLADAFW::NodePointerArray& children = node->getChildNodes();
00279         for (int i = 0; i < children.getCount(); i++) {
00280                 Object *ob_arm = find_armature(children[i]);
00281                 if (ob_arm) return ob_arm;
00282         }
00283 
00284         return NULL;
00285 }
00286 
00287 ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
00288 {
00289         // try finding it
00290         std::vector<ArmatureJoints>::iterator it;
00291         for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
00292                 if ((*it).ob_arm == ob_arm) return *it;
00293         }
00294 
00295         // not found, create one
00296         ArmatureJoints aj;
00297         aj.ob_arm = ob_arm;
00298         armature_joints.push_back(aj);
00299 
00300         return armature_joints.back();
00301 }
00302 #endif
00303 
00304 void ArmatureImporter::create_armature_bones(SkinInfo& skin)
00305 {
00306         // just do like so:
00307         // - get armature
00308         // - enter editmode
00309         // - add edit bones and head/tail properties using matrices and parent-child info
00310         // - exit edit mode
00311         // - set a sphere shape to leaf bones
00312 
00313         Object *ob_arm = NULL;
00314 
00315         /*
00316          * find if there's another skin sharing at least one bone with this skin
00317          * if so, use that skin's armature
00318          */
00319 
00320         /*
00321           Pseudocode:
00322 
00323           find_node_in_tree(node, root_joint)
00324 
00325           skin::find_root_joints(root_joints):
00326                 std::vector root_joints;
00327                 for each root in root_joints:
00328                         for each joint in joints:
00329                                 if find_node_in_tree(joint, root):
00330                                         if (std::find(root_joints.begin(), root_joints.end(), root) == root_joints.end())
00331                                                 root_joints.push_back(root);
00332 
00333           for (each skin B with armature) {
00334                   find all root joints for skin B
00335 
00336                   for each joint X in skin A:
00337                         for each root joint R in skin B:
00338                                 if (find_node_in_tree(X, R)) {
00339                                         shared = 1;
00340                                         goto endloop;
00341                                 }
00342           }
00343 
00344           endloop:
00345         */
00346 
00347         SkinInfo *a = &skin;
00348         Object *shared = NULL;
00349         std::vector<COLLADAFW::Node*> skin_root_joints;
00350 
00351         std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
00352         for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
00353                 SkinInfo *b = &it->second;
00354                 if (b == a || b->get_armature() == NULL)
00355                         continue;
00356 
00357                 skin_root_joints.clear();
00358 
00359                 b->find_root_joints(root_joints, joint_by_uid, skin_root_joints);
00360 
00361                 std::vector<COLLADAFW::Node*>::iterator ri;
00362                 for (ri = skin_root_joints.begin(); ri != skin_root_joints.end(); ri++) {
00363                         if (a->uses_joint_or_descendant(*ri)) {
00364                                 shared = b->get_armature();
00365                                 break;
00366                         }
00367                 }
00368 
00369                 if (shared != NULL)
00370                         break;
00371         }
00372 
00373         if (shared)
00374                 ob_arm = skin.set_armature(shared);
00375         else
00376                 ob_arm = skin.create_armature(scene);
00377 
00378         // enter armature edit mode
00379         ED_armature_to_edit(ob_arm);
00380 
00381         leaf_bones.clear();
00382         totbone = 0;
00383         // bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
00384         leaf_bone_length = FLT_MAX;
00385         // min_angle = 360.0f;          // minimum angle between bone head-tail and a row of bone matrix
00386 
00387         // create bones
00388         /*
00389            TODO:
00390            check if bones have already been created for a given joint
00391         */
00392 
00393         std::vector<COLLADAFW::Node*>::iterator ri;
00394         for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
00395                 // for shared armature check if bone tree is already created
00396                 if (shared && std::find(skin_root_joints.begin(), skin_root_joints.end(), *ri) != skin_root_joints.end())
00397                         continue;
00398 
00399                 // since root_joints may contain joints for multiple controllers, we need to filter
00400                 if (skin.uses_joint_or_descendant(*ri)) {
00401                         create_bone(skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, (bArmature*)ob_arm->data);
00402 
00403                         if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
00404                                 skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
00405                 }
00406         }
00407 
00408         fix_leaf_bones();
00409 
00410         // exit armature edit mode
00411         ED_armature_from_edit(ob_arm);
00412         ED_armature_edit_free(ob_arm);
00413         DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
00414 
00415         // set_leaf_bone_shapes(ob_arm);
00416         // set_euler_rotmode();
00417 }
00418 
00419 
00420 // root - if this joint is the top joint in hierarchy, if a joint
00421 // is a child of a node (not joint), root should be true since
00422 // this is where we build armature bones from
00423 void ArmatureImporter::add_joint(COLLADAFW::Node *node, bool root, Object *parent)
00424 {
00425         joint_by_uid[node->getUniqueId()] = node;
00426         if (root) {
00427                 root_joints.push_back(node);
00428 
00429                 if (parent)
00430                         joint_parent_map[node->getUniqueId()] = parent;
00431         }
00432 }
00433 
00434 #if 0
00435 void ArmatureImporter::add_root_joint(COLLADAFW::Node *node)
00436 {
00437         // root_joints.push_back(node);
00438         Object *ob_arm = find_armature(node);
00439         if (ob_arm)     {
00440                 get_armature_joints(ob_arm).root_joints.push_back(node);
00441         }
00442 #ifdef COLLADA_DEBUG
00443         else {
00444                 fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node));
00445         }
00446 #endif
00447 }
00448 #endif
00449 
00450 // here we add bones to armatures, having armatures previously created in write_controller
00451 void ArmatureImporter::make_armatures(bContext *C)
00452 {
00453         std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
00454         for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
00455 
00456                 SkinInfo& skin = it->second;
00457 
00458                 create_armature_bones(skin);
00459 
00460                 // link armature with a mesh object
00461                 Object *ob = mesh_importer->get_object_by_geom_uid(*get_geometry_uid(skin.get_controller_uid()));
00462                 if (ob)
00463                         skin.link_armature(C, ob, joint_by_uid, this);
00464                 else
00465                         fprintf(stderr, "Cannot find object to link armature with.\n");
00466 
00467                 // set armature parent if any
00468                 Object *par = skin.get_parent();
00469                 if (par)
00470                         bc_set_parent(skin.get_armature(), par, C, false);
00471 
00472                 // free memory stolen from SkinControllerData
00473                 skin.free();
00474         }
00475 }
00476 
00477 #if 0
00478 // link with meshes, create vertex groups, assign weights
00479 void ArmatureImporter::link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id)
00480 {
00481         Object *ob = mesh_importer->get_object_by_geom_uid(geom_id);
00482 
00483         if (!ob) {
00484                 fprintf(stderr, "Cannot find object by geometry UID.\n");
00485                 return;
00486         }
00487 
00488         if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) {
00489                 fprintf(stderr, "Cannot find skin info by controller data UID.\n");
00490                 return;
00491         }
00492 
00493         SkinInfo& skin = skin_by_data_uid[conroller_data_id];
00494 
00495         // create vertex groups
00496 }
00497 #endif
00498 
00499 bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControllerData* data)
00500 {
00501         // at this stage we get vertex influence info that should go into me->verts and ob->defbase
00502         // there's no info to which object this should be long so we associate it with skin controller data UID
00503 
00504         // don't forget to call defgroup_unique_name before we copy
00505 
00506         // controller data uid -> [armature] -> joint data, 
00507         // [mesh object]
00508         // 
00509 
00510         SkinInfo skin(unit_converter);
00511         skin.borrow_skin_controller_data(data);
00512 
00513         // store join inv bind matrix to use it later in armature construction
00514         const COLLADAFW::Matrix4Array& inv_bind_mats = data->getInverseBindMatrices();
00515         for (unsigned int i = 0; i < data->getJointsCount(); i++) {
00516                 skin.add_joint(inv_bind_mats[i]);
00517         }
00518 
00519         skin_by_data_uid[data->getUniqueId()] = skin;
00520 
00521         return true;
00522 }
00523 
00524 bool ArmatureImporter::write_controller(const COLLADAFW::Controller* controller)
00525 {
00526         // - create and store armature object
00527 
00528         const COLLADAFW::UniqueId& skin_id = controller->getUniqueId();
00529 
00530         if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
00531                 COLLADAFW::SkinController *co = (COLLADAFW::SkinController*)controller;
00532                 // to be able to find geom id by controller id
00533                 geom_uid_by_controller_uid[skin_id] = co->getSource();
00534 
00535                 const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData();
00536                 if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
00537                         fprintf(stderr, "Cannot find skin by controller data UID.\n");
00538                         return true;
00539                 }
00540 
00541                 skin_by_data_uid[data_uid].set_controller(co);
00542         }
00543         // morph controller
00544         else {
00545                 // shape keys? :)
00546                 fprintf(stderr, "Morph controller is not supported yet.\n");
00547         }
00548 
00549         return true;
00550 }
00551 
00552 COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId& controller_uid)
00553 {
00554         if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end())
00555                 return NULL;
00556 
00557         return &geom_uid_by_controller_uid[controller_uid];
00558 }
00559 
00560 Object *ArmatureImporter::get_armature_for_joint(COLLADAFW::Node *node)
00561 {
00562         std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
00563         for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
00564                 SkinInfo& skin = it->second;
00565 
00566                 if (skin.uses_joint_or_descendant(node))
00567                         return skin.get_armature();
00568         }
00569 
00570         return NULL;
00571 }
00572 
00573 void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count)
00574 {
00575         BLI_snprintf(joint_path, count, "pose.bones[\"%s\"]", bc_get_joint_name(node));
00576 }
00577 
00578 // gives a world-space mat
00579 bool ArmatureImporter::get_joint_bind_mat(float m[][4], COLLADAFW::Node *joint)
00580 {
00581         std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
00582         bool found = false;
00583         for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
00584                 SkinInfo& skin = it->second;
00585                 if ((found = skin.get_joint_inv_bind_matrix(m, joint))) {
00586                         invert_m4(m);
00587                         break;
00588                 }
00589         }
00590 
00591         return found;
00592 }