[Bf-blender-cvs] [8d42c2f] master: Improved Collada Armature Import
Gaia Clary
noreply at git.blender.org
Mon Dec 1 12:12:56 CET 2014
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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