Blender  V2.59
SkinInfo.h
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00001 /*
00002  * $Id: SkinInfo.h 35020 2011-02-21 08:38:53Z 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 
00029 #ifndef __BC_SKININFO_H__
00030 #define __BC_SKININFO_H__
00031 
00032 #include <map>
00033 #include <vector>
00034 
00035 #include "COLLADAFWUniqueId.h"
00036 #include "COLLADAFWTypes.h"
00037 #include "COLLADAFWNode.h"
00038 #include "COLLADAFWSkinController.h"
00039 #include "COLLADAFWSkinControllerData.h"
00040 
00041 #include "DNA_object_types.h"
00042 #include "BKE_context.h"
00043 
00044 #include "TransformReader.h"
00045 #include "collada_internal.h"
00046 
00047 // This is used to store data passed in write_controller_data.
00048 // Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
00049 // so that arrays don't get freed until we free them explicitly.
00050 class SkinInfo
00051 {
00052 private:
00053         // to build armature bones from inverse bind matrices
00054         struct JointData {
00055                 float inv_bind_mat[4][4]; // joint inverse bind matrix
00056                 COLLADAFW::UniqueId joint_uid; // joint node UID
00057                 // Object *ob_arm;                        // armature object
00058         };
00059 
00060         float bind_shape_matrix[4][4];
00061 
00062         // data from COLLADAFW::SkinControllerData, each array should be freed
00063         COLLADAFW::UIntValuesArray joints_per_vertex;
00064         COLLADAFW::UIntValuesArray weight_indices;
00065         COLLADAFW::IntValuesArray joint_indices;
00066         // COLLADAFW::FloatOrDoubleArray weights;
00067         std::vector<float> weights;
00068 
00069         std::vector<JointData> joint_data; // index to this vector is joint index
00070 
00071         UnitConverter *unit_converter;
00072 
00073         Object *ob_arm;
00074         COLLADAFW::UniqueId controller_uid;
00075         Object *parent;
00076 
00077 public:
00078 
00079         SkinInfo();
00080         SkinInfo(const SkinInfo& skin);
00081         SkinInfo(UnitConverter *conv);
00082 
00083         // nobody owns the data after this, so it should be freed manually with releaseMemory
00084         template <typename T>
00085         void transfer_array_data(T& src, T& dest);
00086 
00087         // when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
00088         void transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest);
00089 
00090         void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest);
00091 
00092         void borrow_skin_controller_data(const COLLADAFW::SkinControllerData* skin);
00093                 
00094         void free();
00095 
00096         // using inverse bind matrices to construct armature
00097         // it is safe to invert them to get the original matrices
00098         // because if they are inverse matrices, they can be inverted
00099         void add_joint(const COLLADABU::Math::Matrix4& matrix);
00100 
00101         void set_controller(const COLLADAFW::SkinController* co);
00102 
00103         // called from write_controller
00104         Object *create_armature(Scene *scene);
00105 
00106         Object* set_armature(Object *ob_arm);
00107 
00108         bool get_joint_inv_bind_matrix(float inv_bind_mat[][4], COLLADAFW::Node *node);
00109 
00110         Object *get_armature();
00111 
00112         const COLLADAFW::UniqueId& get_controller_uid();
00113 
00114         // check if this skin controller references a joint or any descendant of it
00115         // 
00116         // some nodes may not be referenced by SkinController,
00117         // in this case to determine if the node belongs to this armature,
00118         // we need to search down the tree
00119         bool uses_joint_or_descendant(COLLADAFW::Node *node);
00120 
00121         void link_armature(bContext *C, Object *ob, std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid, TransformReader *tm);
00122 
00123         bPoseChannel *get_pose_channel_from_node(COLLADAFW::Node *node);
00124 
00125         void set_parent(Object *_parent);
00126 
00127         Object* get_parent();
00128 
00129         void find_root_joints(const std::vector<COLLADAFW::Node*> &root_joints,
00130                                                   std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid,
00131                                                   std::vector<COLLADAFW::Node*>& result);
00132 
00133         bool find_node_in_tree(COLLADAFW::Node *node, COLLADAFW::Node *tree_root);
00134 
00135 };
00136 
00137 #endif