EditBone *bone = ED_armature_edit_bone_add((bArmature*)ob_arm->data, (char*)bc_get_joint_name(node));
totbone++;
-
+
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, (char*)bc_get_joint_name(node));
if (parent) bone->parent = parent;
- float ax[3];
+
float angle = 0;
// get world-space
if (parent){
- mul_m4_m4m4(mat, obmat, parent_mat);
+ mul_m4_m4m4(mat, obmat, parent_mat);
}
else {
// 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);
// 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;
float mat[4][4];
+ // TODO rename from Node "name" attrs later
+ EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
+ totbone++;
+
if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
mul_m4_m4m4(mat, obmat, parent_mat);
else
copy_m4_m4(mat, obmat);
- }
- // TODO rename from Node "name" attrs later
- EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
- totbone++;
+ float loc[3], size[3], rot[3][3] , angle;
+ mat4_to_loc_rot_size( loc, rot, size, obmat);
+ mat3_to_vec_roll(rot, NULL, &angle );
+ bone->roll=angle;
+ }
+
if (parent) bone->parent = parent;
// set head
leaf.bone = bone;
copy_m4_m4(leaf.mat, mat);
BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
-
- TagsMap::iterator etit;
+
+ TagsMap::iterator etit;
ExtraTags *et = 0;
etit = uid_tags_map.find(node->getUniqueId().toAscii());
if(etit != uid_tags_map.end())
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);
+ copy_v3_v3(leaf.bone->tail, leaf.bone->head);
add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
leaf_bones.push_back(leaf);
}
// pointing up
float vec[3] = {0.0f, 0.0f, 1.0f};
-
+
mul_v3_fl(vec, leaf_bone_length);
copy_v3_v3(leaf.bone->tail, leaf.bone->head);
{
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++) {
+ for (ri = root_joints.begin(); ri != root_joints.end(); ri++) {
if ( get_armature_for_joint(*ri) != NULL ) continue;
-
- //add armature object for current joint
+
+ //add armature object for current joint
//Object *ob_arm = add_object(scene, OB_ARMATURE);
Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
TODO:
check if bones have already been created for a given joint
*/
- leaf_bone_length = FLT_MAX;
+ leaf_bone_length = FLT_MAX;
create_unskinned_bone(*ri, NULL, (*ri)->getChildNodes().getCount(), NULL, ob_arm);
//fix_leaf_bones();
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();
}
// get world-space
if (parentname){
- mul_m4_m4m4(mat, obmat, parent_mat);
+ mul_m4_m4m4(mat, obmat, parent_mat);
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
mul_m4_m4m4(pchan->pose_mat, mat , parchan->pose_mat);
else {
copy_m4_m4(mat, obmat);
float invObmat[4][4];
- invert_m4_m4(invObmat, ob_arm->obmat);
- mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
+ invert_m4_m4(invObmat, ob_arm->obmat);
+ mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
}
- mat4_to_axis_angle(ax,&angle,mat);
+ mat4_to_axis_angle(ax,&angle,mat);
pchan->bone->roll = angle;
// free memory stolen from SkinControllerData
skin.free();
}
-
+
//for bones without skins
create_armature_bones();
-
}
#if 0
void ArmatureImporter::set_tags_map(TagsMap & tagsMap)
{
- this->uid_tags_map = tagsMap;
+ this->uid_tags_map = tagsMap;
}
void ArmatureImporter::get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count)