Commit: 8d42c2f3ea4b37c6a538b2b01e4d00f98ca96100
Author: Gaia Clary
Date:   Sat Nov 29 13:24:26 2014 +0100
Branches: master
https://developer.blender.org/rB8d42c2f3ea4b37c6a538b2b01e4d00f98ca96100

Improved Collada Armature Import

Collada does not support Bone length. It has only Joints.
This patch tries to improve the necessary "guesswork" for
importing Rigs.

Differential Revision: https://developer.blender.org/D920

===================================================================

M       source/blender/collada/ArmatureImporter.cpp
M       source/blender/collada/ArmatureImporter.h
M       source/blender/collada/DocumentImporter.cpp
M       source/blender/collada/ImportSettings.h
M       source/blender/collada/collada.cpp
M       source/blender/collada/collada.h
M       source/blender/editors/io/io_collada.c

===================================================================

diff --git a/source/blender/collada/ArmatureImporter.cpp 
b/source/blender/collada/ArmatureImporter.cpp
index 033145b..db24bf6 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -37,6 +37,7 @@
 #include "BKE_object.h"
 #include "BKE_armature.h"
 #include "BLI_string.h"
+#include "BLI_listbase.h"
 #include "ED_armature.h"
 
 #include "ArmatureImporter.h"
@@ -49,7 +50,23 @@ static const char *bc_get_joint_name(T *node)
        return id.size() ? id.c_str() : node->getOriginalId().c_str();
 }
 
-ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase 
*mesh, Scene *sce) :
+static EditBone *get_edit_bone(bArmature * armature, char *name) {
+       EditBone  *eBone;
+
+       eBone = (EditBone *)armature->edbo->first;
+       for (eBone; eBone; eBone = eBone->next) {
+               if (!strcmp(name, eBone->name))
+                       return eBone;
+       }
+
+       return NULL;
+
+}
+
+
+
+ArmatureImporter::ArmatureImporter(UnitConverter *conv, MeshImporterBase 
*mesh, Scene *sce, const ImportSettings *import_settings) :
+    import_settings(import_settings),
        unit_converter(conv),
        TransformReader(conv), 
        scene(sce), 
@@ -57,6 +74,15 @@ ArmatureImporter::ArmatureImporter(UnitConverter *conv, 
MeshImporterBase *mesh,
        mesh_importer(mesh) {
 }
 
+void ArmatureImporter::clear_extended_boneset()
+{
+       for (std::map<std::string, BoneExtended *>::iterator it = 
extended_bones.begin(); it != extended_bones.end(); ++it) {
+               if (it->second != NULL)
+                       delete it->second;
+       }
+       extended_bones.clear();
+}
+
 ArmatureImporter::~ArmatureImporter()
 {
        // free skin controller data if we forget to do this earlier
@@ -64,6 +90,7 @@ ArmatureImporter::~ArmatureImporter()
        for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) 
{
                it->second.free();
        }
+       clear_extended_boneset();
 }
 
 #if 0
@@ -83,16 +110,17 @@ JointData 
*ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
 }
 #endif
 
-void ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, 
EditBone *parent, int totchild,
+int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, 
EditBone *parent, int totchild,
                                    float parent_mat[4][4], bArmature *arm)
 {
        float mat[4][4];
        float joint_inv_bind_mat[4][4];
+       int chain_length = 0;
 
        //Checking if bone is already made.
        std::vector<COLLADAFW::Node *>::iterator it;
        it = std::find(finished_joints.begin(), finished_joints.end(), node);
-       if (it != finished_joints.end()) return;
+       if (it != finished_joints.end()) return chain_length;
 
        // JointData* jd = get_joint_data(node);
        
@@ -143,96 +171,150 @@ void ArmatureImporter::create_bone(SkinInfo *skin, 
COLLADAFW::Node *node, EditBo
        // set tail, don't set it to head because 0-length bones are not allowed
        add_v3_v3v3(bone->tail, bone->head, vec);
 
-       // set parent tail
+       /* find smallest bone length in armature (used later for leaf bone 
length) */
        if (parent) {
 
-               // XXX increase this to prevent "very" small bones?
-               const float epsilon = 0.000001f;
-
-               // derive leaf bone length
+               /* guess reasonable leaf bone length */
                float length = len_v3v3(parent->head, bone->head);
-               if ((length < leaf_bone_length || totbone == 0) && length > 
epsilon) {
+               if ((length < leaf_bone_length || totbone == 0) && length > 
MINIMUM_BONE_LENGTH) {
                        leaf_bone_length = length;
                }
-
-               if (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;
-
-
-                       // treat zero-sized bone like a leaf bone
-                       if (length <= epsilon) {
-                               add_leaf_bone(parent_mat, parent, node);
-                       }
-               }
-
        }
 
        COLLADAFW::NodePointerArray& children = node->getChildNodes();
+
+       BoneExtended &be = add_bone_extended(bone, node);
+       be.set_leaf_bone(true);
+
        for (unsigned int i = 0; i < children.getCount(); i++) {
-               create_bone(skin, children[i], bone, children.getCount(), mat, 
arm);
+               int cl = create_bone(skin, children[i], bone, 
children.getCount(), mat, arm);
+               if (cl > chain_length)
+                       chain_length = cl;
        }
 
-       // 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, node);
-       }
 
        bone->length = len_v3v3(bone->head, bone->tail);
        joint_by_uid[node->getUniqueId()] = node;
        finished_joints.push_back(node);
+
+       be.set_chain_length(chain_length + 1);
+
+       return chain_length + 1;
 }
 
-void ArmatureImporter::add_leaf_bone(float mat[4][4], EditBone *bone,  
COLLADAFW::Node *node)
+/**
+  * Collada only knows Joints, hence bones at the end of a bone chain
+  * don't have a defined length. This function guesses reasonable
+  * tail locations for the affected bones (nodes which don't have any 
connected child)
+  * Hint: The extended_bones set gets populated in 
ArmatureImporter::create_bone
+**/
+void ArmatureImporter::fix_bone_orientation(bArmature *armature, Bone *bone)
 {
-       LeafBone leaf;
+       /* armature has no bones */
+       if (bone == NULL)
+               return;
 
-       leaf.bone = bone;
-       copy_m4_m4(leaf.mat, mat);
-       BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
-       
-       TagsMap::iterator etit;
-       ExtraTags *et = 0;
-       etit = uid_tags_map.find(node->getUniqueId().toAscii());
-       if (etit != uid_tags_map.end()) {
-               et = etit->second;
-               //else return;
+       BoneExtended *be = extended_bones[bone->name];
+       if (be != NULL && be->is_leaf_bone() ) {
+               /* Collada only knows Joints, Here we guess a reasonable leaf 
bone length */
+               float leaf_length = (leaf_bone_length == FLT_MAX) ? 1.0 : 
leaf_bone_length;
 
-               float x, y, z;
-               et->setData("tip_x", &x);
-               et->setData("tip_y", &y);
-               et->setData("tip_z", &z);
-               float vec[3] = {x, y, z};
-               copy_v3_v3(leaf.bone->tail, leaf.bone->head);
-               add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
-       }
-       else {
-               leaf_bones.push_back(leaf);
+               EditBone *ebone = get_edit_bone(armature, bone->name);
+
+               float vec[3];
+               if (ebone->parent != NULL) {
+                       EditBone *parent = ebone->parent;
+                       sub_v3_v3v3(vec, ebone->head, parent->tail);
+                       if (len_squared_v3(vec) < MINIMUM_BONE_LENGTH)
+                       {
+                               sub_v3_v3v3(vec, parent->tail, parent->head);
+                       }
+               }
+               else {
+                       vec[2] = 0.1f;
+                       sub_v3_v3v3(vec, ebone->tail, ebone->head);
+               }
+               normalize_v3_v3(vec, vec);
+               mul_v3_fl(vec, leaf_length);
+               add_v3_v3v3(ebone->tail, ebone->head, vec);
        }
-}
 
-void ArmatureImporter::fix_leaf_bones( )
-{
-       // Collada only knows Joints, Here we guess a reasonable
-       // leaf bone length
-       float leaf_length = (leaf_bone_length == FLT_MAX) ? 
1.0:leaf_bone_length;
+       for (Bone *child = (Bone *)bone->childbase.first; child; child = 
child->next) {
+               fix_bone_orientation(armature, child);
+       }
 
-       // just setting tail for leaf bones here
-       std::vector<LeafBone>::iterator it;
-       for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
+}
 
-               LeafBone& leaf = *it;
 
-               // pointing up
-               float vec[3] = {0.0f, 0.0f, 0.1f};
-               
-               sub_v3_v3v3(vec, leaf.bone->tail , leaf.bone->head);
-               mul_v3_fl(vec, leaf_length);
-               add_v3_v3v3(leaf.bone->tail, leaf.bone->head , vec);
+void ArmatureImporter::connect_bone_chains(bArmature *armature, Bone 
*parentbone, int clip)
+{
+       BoneExtended *dominant_child = NULL;
+       int maxlen = 0;
+       Bone *child = (Bone *)parentbone->childbase.first;
+       if (child && (import_settings->find_chains || child->next==NULL) )
+       {
+               for (child; child; child = child->next) {
+                       BoneExtended *be = extended_bones[child->name];
+                       if (be != NULL) {
+                               if (be->get_chain_length() <= clip) {
+                                       if (be->get_chain_length() > maxlen) {
+                                               dominant_child = be;
+                                               maxlen = be->get_chain_length();
+                                       }
+                                       else if (be->get_chain_length() == 
maxlen) {
+                                               dominant_child = NULL;
+                                       }
+                               }
+                       }
+               }
+       }
 
+       BoneExtended *pbe = extended_bones[parentbone->name];
+       if (dominant_child != NULL) {
+               /* Found a valid chain. Now connect current bone with that 
chain.*/
+               EditBone *pebone = get_edit_bone(armature, parentbone->name);
+               EditBone *cebone = get_edit_bone(armature, 
dominant_child->get_name());
+               if (pebone && !(cebone->flag & BONE_CONNECTED)) {
+
+                       float vec[3];
+                       sub_v3_v3v3(vec, cebone->head, pebone->head);
+
+                       /*
+                        * It is possible that the child's head is located on 
the parents head.
+                        * When this happens, then moving the parent's tail to 
the child's head
+                        * would result in a zero sized bone and Blender would  
silently remove the bone.
+                        * So we move the tail only when the resulting bone has 
a minimum length:
+                        */
+
+                       if (len_squared_v3(vec) > MINIMUM_BONE_LENGTH)
+                       {
+                               pebone->tail[0] = cebone->head[0];
+                               pebone->tail[1] = cebone->head[1];
+                               pebone->tail[2] = cebone->head[2];
+
+                               if (pbe && pbe->get_chain_length() >= 
this->import_settings->min_chain_length) {
+                                       cebone->flag |= BONE_CONNECTED;
+                                       printf("Connecting chain: parent %s --> 
%s (child)\n", pebone->name, cebone->name);
+                                       pbe->set_leaf_bone(false);
+                               }
+                       }
+               }
+               for (Bone *child = (Bone *)parentbone->childbase.first; child; 
child = child->next) {
+                       ArmatureImporter::connect_bone_chains(armature, child, 
UNLIMITED_CHAIN_MAX);
+               }
+       }
+       else if (maxlen>1 && maxlen > this->import_settings->min_chain_length) {
+               /* Try again with smaller chain length */
+               ArmatureImporter::connect_bone_chains(armature, parentbone, 
maxlen - 1);
+       }
+       else {
+               /* can't connect this Bone. Proceed with children ... */
+               if (pbe) pbe->set_leaf_bone(true);
+               for (Bone *child = (Bone *)parentbone->childbase.first; child; 
child = child->next) {
+                       ArmatureImporter::connect_bone_chains(armature, child, 
UNLIMITED_CHAIN_MAX);
+               }
        }
+
 }
 
 #if 0
@@ -351,21 +433,26 @@ void ArmatureImporter::create_armature_bones( )
                        continue;
                }
 
+               clear_extended_boneset();
+
                ED_armature_to_edit(armature);
 
                create_bone(NULL, *ri , NULL, 
(*ri)->getChildNodes().getCount(), NULL, armature);
 
-               //leaf bone tails are derived from the matrix, so no need of 
this.
-               fix_leaf_bones();
+               /* exit armature edit mode to populate the Armature object */
+               ED_armature_from_edit(armature);
+               ED_armature_edit_free(armature);
+
+               /* and step back to edit mode to fix the leaf nodes */
+               ED_armatur

@@ Diff output truncated at 10240 characters. @@

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