Added support for non numeric bone layer labels (could happen when importing from other tools)

Differential Revision: https://developer.blender.org/D2037
This commit is contained in:
Gaia Clary 2016-05-29 00:35:50 +02:00
parent 8b2c67c3c3
commit 5366900ace
4 changed files with 36 additions and 28 deletions

View File

@ -97,7 +97,7 @@ JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
#endif
int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[4][4], bArmature *arm)
float parent_mat[4][4], bArmature *arm, std::vector<std::string> &layer_labels)
{
float mat[4][4];
float joint_inv_bind_mat[4][4];
@ -145,7 +145,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
float loc[3], size[3], rot[3][3];
BoneExtended &be = add_bone_extended(bone, node);
BoneExtended &be = add_bone_extended(bone, node, layer_labels);
int layer = be.get_bone_layers();
if (layer) bone->layer = layer;
arm->layer |= layer; // ensure that all populated bone layers are visible after import
@ -162,14 +162,13 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
if (be.has_roll()) {
bone->roll = be.get_roll();
}
}
else {
float angle;
mat4_to_loc_rot_size(loc, rot, size, mat);
mat3_to_vec_roll(rot, NULL, &angle);
}
copy_v3_v3(bone->head, mat[3]);
add_v3_v3v3(bone->tail, bone->head, tail); //tail must be non zero
@ -190,7 +189,7 @@ int ArmatureImporter::create_bone(SkinInfo *skin, COLLADAFW::Node *node, EditBon
COLLADAFW::NodePointerArray& children = node->getChildNodes();
for (unsigned int i = 0; i < children.getCount(); i++) {
int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm);
int cl = create_bone(skin, children[i], bone, children.getCount(), mat, arm, layer_labels);
if (cl > chain_length)
chain_length = cl;
}
@ -438,6 +437,7 @@ ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
void ArmatureImporter::create_armature_bones( )
{
std::vector<COLLADAFW::Node *>::iterator ri;
std::vector<std::string> layer_labels;
leaf_bone_length = FLT_MAX;
//if there is an armature created for root_joint next root_joint
@ -464,7 +464,7 @@ void ArmatureImporter::create_armature_bones( )
ED_armature_to_edit(armature);
armature->layer = 0; // layer is set according to imported bone set in create_bone()
create_bone(NULL, *ri , NULL, (*ri)->getChildNodes().getCount(), NULL, armature);
create_bone(NULL, *ri , NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
/* exit armature edit mode to populate the Armature object */
ED_armature_from_edit(armature);
@ -540,6 +540,7 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
SkinInfo *a = &skin;
Object *shared = NULL;
std::vector<COLLADAFW::Node *> skin_root_joints;
std::vector<std::string> layer_labels;
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
@ -605,7 +606,7 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
// since root_joints may contain joints for multiple controllers, we need to filter
if (skin.uses_joint_or_descendant(*ri)) {
create_bone(&skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature);
create_bone(&skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, armature, layer_labels);
if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
@ -921,7 +922,7 @@ bool ArmatureImporter::get_joint_bind_mat(float m[4][4], COLLADAFW::Node *joint)
return found;
}
BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node)
BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Node *node, std::vector<std::string> &layer_labels)
{
BoneExtended *be = new BoneExtended(bone);
extended_bones[bone->name] = be;
@ -953,7 +954,7 @@ BoneExtended &ArmatureImporter::add_bone_extended(EditBone *bone, COLLADAFW::Nod
use_connect = 0; // got a bone tail definition but no connect info -> bone is not connected
}
be->set_bone_layers(layers);
be->set_bone_layers(layers, layer_labels);
if (has_tail) be->set_tail(tail);
if (has_roll) be->set_roll(roll);
be->set_use_connect(use_connect);

View File

@ -106,9 +106,9 @@ private:
#endif
int create_bone(SkinInfo* skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[4][4], bArmature *arm);
float parent_mat[4][4], bArmature *arm, std::vector<std::string> &layer_labels);
BoneExtended &add_bone_extended(EditBone *bone, COLLADAFW::Node * node);
BoneExtended &add_bone_extended(EditBone *bone, COLLADAFW::Node * node, std::vector<std::string> &layer_labels);
void clear_extended_boneset();
void fix_leaf_bones(bArmature *armature, Bone *bone);

View File

@ -505,34 +505,41 @@ inline bool isInteger(const std::string & s)
return (*p == 0);
}
void BoneExtended::set_bone_layers(std::string layerString)
void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels)
{
std::stringstream ss(layerString);
std::istream_iterator<std::string> begin(ss);
std::istream_iterator<std::string> end;
std::vector<std::string> layers(begin, end);
std::string layer;
int pos;
for (std::vector<std::string>::iterator it = layers.begin(); it != layers.end(); ++it) {
std::string layer = *it;
int index = -1;
while (ss >> layer) {
/* Blender uses numbers to specify layers*/
if (isInteger(layer))
{
index = std::stoi(layer);
if (index < 0 || index > 31)
index - 1;
pos = std::stoi(layer);
if (pos >= 0 || pos < 32) {
this->bone_layers = bc_set_layer(this->bone_layers, pos);
continue;
}
}
if (index == -1)
{
//TODO
int x = index;
/* layer uses labels (not supported by blender). Map to layer numbers:*/
pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
if (pos >= layer_labels.size()) {
layer_labels.push_back(layer); /* remember layer number for future usage*/
}
if (index != -1)
if (pos > 31)
{
this->bone_layers = bc_set_layer(this->bone_layers, index);
fprintf(stderr, "Too many layers in Import. Layer %s mapped to Blender layer 31\n", layer.c_str());
pos = 31;
}
/* If numeric layers and labeled layers are used in parallel (unlikely),
we get a potential mixup. Just leave as is for now.
*/
this->bone_layers = bc_set_layer(this->bone_layers, pos);
}
}

View File

@ -136,7 +136,7 @@ public:
void set_leaf_bone(bool state);
bool is_leaf_bone();
void set_bone_layers(std::string layers);
void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels);
int get_bone_layers();
static std::string get_bone_layers(int bitfield);