Revision: 37603
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37603
Author:   phabtar
Date:     2011-06-17 18:41:43 +0000 (Fri, 17 Jun 2011)
Log Message:
-----------
creating armatures for bones which are not skinned( in progress )

Modified Paths:
--------------
    branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.cpp
    branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.h
    branches/soc-2011-pepper/source/blender/collada/SkinInfo.cpp

Modified: branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.cpp
===================================================================
--- branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.cpp        
2011-06-17 18:04:56 UTC (rev 37602)
+++ branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.cpp        
2011-06-17 18:41:43 UTC (rev 37603)
@@ -78,7 +78,68 @@
        return &joint_index_to_joint_info_map[joint_index];
 }
 #endif
+void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone 
*parent, int totchild,
+                                float parent_mat[][4], bArmature *arm)
+{
+       float mat[4][4];
+   float obmat[4][4];
 
+       // object-space
+       get_node_mat(obmat, node, NULL, NULL);
+
+       // get world-space
+       if (parent)
+               mul_m4_m4m4(mat, obmat, parent_mat);
+       else
+               copy_m4_m4(mat, obmat);
+
+       EditBone *bone = ED_armature_edit_bone_add(arm, 
(char*)bc_get_joint_name(node));
+       totbone++;
+
+       if (parent) bone->parent = parent;
+
+       // set head
+       copy_v3_v3(bone->head, mat[3]);
+
+       // set tail, don't set it to head because 0-length bones are not allowed
+       float vec[3] = {0.0f, 0.5f, 0.0f};
+       add_v3_v3v3(bone->tail, bone->head, vec);
+
+       // set parent tail
+       if (parent && totchild == 1) {
+               copy_v3_v3(parent->tail, bone->head);
+
+               // not setting BONE_CONNECTED because this would lock child 
bone location with respect to parent
+               // bone->flag |= BONE_CONNECTED;
+
+               // XXX increase this to prevent "very" small bones?
+               const float epsilon = 0.000001f;
+
+               // derive leaf bone length
+               float length = len_v3v3(parent->head, parent->tail);
+               if ((length < leaf_bone_length || totbone == 0) && length > 
epsilon) {
+                       leaf_bone_length = length;
+               }
+
+               // treat zero-sized bone like a leaf bone
+               if (length <= epsilon) {
+                       add_leaf_bone(parent_mat, parent);
+               }
+
+       }
+
+       COLLADAFW::NodePointerArray& children = node->getChildNodes();
+       for (unsigned int i = 0; i < children.getCount(); i++) {
+               create_unskinned_bone( children[i], bone, children.getCount(), 
mat, arm);
+       }
+
+       // in second case it's not a leaf bone, but we handle it the same way
+       if (!children.getCount() || children.getCount() > 1) {
+               add_leaf_bone(mat, bone);
+       }
+
+}
+
 void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, 
EditBone *parent, int totchild,
                                 float parent_mat[][4], bArmature *arm)
 {
@@ -300,7 +361,31 @@
        return armature_joints.back();
 }
 #endif
+void ArmatureImporter::create_armature_bones( )
+{
+       std::vector<COLLADAFW::Node*>::iterator ri;
+       //if there is an armature created for root_joint next root_joint
+       for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
+                       if ( get_armature_for_joint(*ri) != NULL ) continue;
+           
+        //add armature object for current joint
+               Object *ob_arm = add_object(scene, OB_ARMATURE);
 
+               ED_armature_to_edit(ob_arm);
+
+               // min_angle = 360.0f;          // minimum angle between bone 
head-tail and a row of bone matrix
+
+               // create unskinned bones
+               /*
+                  TODO:
+                  check if bones have already been created for a given joint
+               */
+
+               create_unskinned_bone(*ri, NULL, 
(*ri)->getChildNodes().getCount(), NULL, (bArmature*)ob_arm->data);
+
+       }
+}
+
 void ArmatureImporter::create_armature_bones(SkinInfo& skin)
 {
        // just do like so:
@@ -373,7 +458,7 @@
        if (shared)
                ob_arm = skin.set_armature(shared);
        else
-               ob_arm = skin.create_armature(scene);
+               ob_arm = skin.create_armature(scene); //once for every armature
 
        // enter armature edit mode
        ED_armature_to_edit(ob_arm);
@@ -413,7 +498,7 @@
        DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
 
        // set_leaf_bone_shapes(ob_arm);
-       // set_euler_rotmode();
+    // set_euler_rotmode();
 }
 
 
@@ -472,6 +557,11 @@
                // free memory stolen from SkinControllerData
                skin.free();
        }
+
+       //if skin_by_data_uid is empty 
+       if( skin_by_data_uid.empty() )
+               create_armature_bones();
+
 }
 
 #if 0

Modified: branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.h
===================================================================
--- branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.h  
2011-06-17 18:04:56 UTC (rev 37602)
+++ branches/soc-2011-pepper/source/blender/collada/ArmatureImporter.h  
2011-06-17 18:41:43 UTC (rev 37603)
@@ -105,6 +105,9 @@
        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], bArmature *arm);
+
        void add_leaf_bone(float mat[][4], EditBone *bone);
 
        void fix_leaf_bones();
@@ -123,6 +126,7 @@
 #endif
 
        void create_armature_bones(SkinInfo& skin);
+       void create_armature_bones( );
 
 public:
 

Modified: branches/soc-2011-pepper/source/blender/collada/SkinInfo.cpp
===================================================================
--- branches/soc-2011-pepper/source/blender/collada/SkinInfo.cpp        
2011-06-17 18:04:56 UTC (rev 37602)
+++ branches/soc-2011-pepper/source/blender/collada/SkinInfo.cpp        
2011-06-17 18:41:43 UTC (rev 37603)
@@ -308,11 +308,15 @@
                                          std::vector<COLLADAFW::Node*>& result)
 {
        std::vector<COLLADAFW::Node*>::const_iterator it;
+       // for each root_joint
        for (it = root_joints.begin(); it != root_joints.end(); it++) {
                COLLADAFW::Node *root = *it;
                std::vector<JointData>::iterator ji;
+               //for each joint_data in this skin
                for (ji = joint_data.begin(); ji != joint_data.end(); ji++) {
+                       //get joint node from joint map
                        COLLADAFW::Node *joint = joint_by_uid[(*ji).joint_uid];
+                       //find if joint node is in the tree belonging to the 
root_joint
                        if (find_node_in_tree(joint, root)) {
                                if (std::find(result.begin(), result.end(), 
root) == result.end())
                                        result.push_back(root);

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