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authorGaia Clary <gaia.clary@machinimatrix.org>2013-01-21 17:45:49 +0400
committerGaia Clary <gaia.clary@machinimatrix.org>2013-01-21 17:45:49 +0400
commitc263753d1770b5b812ea0e5c38174fa296492e2f (patch)
treefecb2a493596b9078e36c43d723d527e172a9546
parent7d286d9a8096438e7a197a2a3f365fbb9df6a0b1 (diff)
Added gsoc-2012 collada improvements from bratwurst branch
-rw-r--r--release/scripts/presets/operator/wm.collada_export/second_life_rigged.py1
-rw-r--r--release/scripts/presets/operator/wm.collada_export/second_life_static.py1
-rw-r--r--source/blender/collada/AnimationExporter.cpp274
-rw-r--r--source/blender/collada/AnimationExporter.h30
-rw-r--r--source/blender/collada/AnimationImporter.cpp5
-rw-r--r--source/blender/collada/ArmatureExporter.cpp445
-rw-r--r--source/blender/collada/ArmatureExporter.h28
-rw-r--r--source/blender/collada/ArmatureImporter.cpp250
-rw-r--r--source/blender/collada/ArmatureImporter.h14
-rw-r--r--source/blender/collada/CMakeLists.txt5
-rw-r--r--source/blender/collada/ControllerExporter.cpp598
-rw-r--r--source/blender/collada/ControllerExporter.h126
-rw-r--r--source/blender/collada/DocumentExporter.cpp11
-rw-r--r--source/blender/collada/DocumentImporter.cpp59
-rw-r--r--source/blender/collada/DocumentImporter.h8
-rw-r--r--source/blender/collada/ExportSettings.h1
-rw-r--r--source/blender/collada/ExtraHandler.cpp1
-rw-r--r--source/blender/collada/GeometryExporter.cpp86
-rw-r--r--source/blender/collada/GeometryExporter.h5
-rw-r--r--source/blender/collada/MeshImporter.cpp13
-rw-r--r--source/blender/collada/MeshImporter.h29
-rw-r--r--source/blender/collada/SceneExporter.cpp43
-rw-r--r--source/blender/collada/SceneExporter.h2
-rw-r--r--source/blender/collada/TransformReader.cpp46
-rw-r--r--source/blender/collada/TransformWriter.cpp19
-rw-r--r--source/blender/collada/collada.cpp2
-rw-r--r--source/blender/collada/collada.h1
-rw-r--r--source/blender/collada/collada_internal.cpp6
-rw-r--r--source/blender/collada/collada_internal.h2
-rw-r--r--source/blender/editors/io/io_collada.c10
-rw-r--r--source/blender/makesrna/intern/rna_scene_api.c4
31 files changed, 1426 insertions, 699 deletions
diff --git a/release/scripts/presets/operator/wm.collada_export/second_life_rigged.py b/release/scripts/presets/operator/wm.collada_export/second_life_rigged.py
index 2c695a22ff9..81769a82728 100644
--- a/release/scripts/presets/operator/wm.collada_export/second_life_rigged.py
+++ b/release/scripts/presets/operator/wm.collada_export/second_life_rigged.py
@@ -7,6 +7,7 @@ op.export_mesh_type_selection = 'view'
op.selected = True
op.include_children = False
op.include_armatures = True
+op.include_shapekeys = False
op.deform_bones_only = True
op.active_uv_only = True
op.include_uv_textures = True
diff --git a/release/scripts/presets/operator/wm.collada_export/second_life_static.py b/release/scripts/presets/operator/wm.collada_export/second_life_static.py
index 081788b7e9d..ad06909a276 100644
--- a/release/scripts/presets/operator/wm.collada_export/second_life_static.py
+++ b/release/scripts/presets/operator/wm.collada_export/second_life_static.py
@@ -7,6 +7,7 @@ op.export_mesh_type_selection = 'view'
op.selected = True
op.include_children = False
op.include_armatures = False
+op.include_shapekeys = False
op.deform_bones_only = False
op.active_uv_only = True
op.include_uv_textures = True
diff --git a/source/blender/collada/AnimationExporter.cpp b/source/blender/collada/AnimationExporter.cpp
index 26b5edf7ea6..493d15135a7 100644
--- a/source/blender/collada/AnimationExporter.cpp
+++ b/source/blender/collada/AnimationExporter.cpp
@@ -24,6 +24,8 @@
#include "AnimationExporter.h"
#include "MaterialExporter.h"
+Global G;
+
template<class Functor>
void forEachObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
{
@@ -82,7 +84,12 @@ void AnimationExporter::operator()(Object *ob)
}
}
-
+
+ export_object_constraint_animation(ob);
+
+ //This needs to be handled by extra profiles, so postponed for now
+ //export_morph_animation(ob);
+
//Export Lamp parameter animations
if ( (ob->type == OB_LAMP) && ((Lamp *)ob->data)->adt && ((Lamp *)ob->data)->adt->action) {
fcu = (FCurve *)(((Lamp *)ob->data)->adt->action->curves.first);
@@ -134,7 +141,69 @@ void AnimationExporter::operator()(Object *ob)
fcu = fcu->next;
}
}
+ }
+
+
+}
+
+void AnimationExporter::export_object_constraint_animation(Object *ob)
+{
+ std::vector<float> fra;
+ //Takes frames of target animations
+ make_anim_frames_from_targets(ob, fra);
+
+ if (fra.size())
+ dae_baked_object_animation(fra, ob);
+}
+
+void AnimationExporter::export_morph_animation(Object *ob)
+{
+ FCurve *fcu;
+ char *transformName;
+ Key *key = BKE_key_from_object(ob);
+ if(!key) return;
+
+ if(key->adt && key->adt->action){
+ fcu = (FCurve *)key->adt->action->curves.first;
+
+ while (fcu) {
+ transformName = extract_transform_name(fcu->rna_path);
+
+ dae_animation(ob, fcu, transformName, true);
+
+ fcu = fcu->next;
+ }
+ }
+
+}
+void AnimationExporter::make_anim_frames_from_targets(Object *ob, std::vector<float> &frames ){
+
+ ListBase *conlist = get_active_constraints(ob);
+ if(conlist == NULL) return;
+ bConstraint *con;
+ for (con = (bConstraint*)conlist->first; con; con = con->next) {
+ ListBase targets = {NULL, NULL};
+
+ bConstraintTypeInfo *cti = BKE_constraint_get_typeinfo(con);
+
+ if(!validateConstraints(con)) continue;
+
+ if (cti && cti->get_constraint_targets) {
+ bConstraintTarget *ct;
+ Object *obtar;
+ /* get targets
+ * - constraints should use ct->matrix, not directly accessing values
+ * - ct->matrix members have not yet been calculated here!
+ */
+ cti->get_constraint_targets(con, &targets);
+ if(cti){
+ for (ct = (bConstraintTarget*)targets.first; ct; ct = ct->next){
+ obtar = ct->tar;
+ find_frames(obtar, frames);
+ }
+ }
+ }
}
}
@@ -320,6 +389,9 @@ void AnimationExporter::dae_animation(Object *ob, FCurve *fcu, char *transformNa
if (ma)
target = translate_id(id_name(ma)) + "-effect" +
"/common/" /*profile common is only supported */ + get_transform_sid(fcu->rna_path, -1, axis_name, true);
+ //if shape key animation, this is the main problem, how to define the channel targets.
+ /*target = get_morph_id(ob) +
+ "/value" +*/
}
addChannel(COLLADABU::URI(empty, sampler_id), target);
@@ -368,18 +440,23 @@ void AnimationExporter::sample_and_write_bone_animation_matrix(Object *ob_arm, B
//char prefix[256];
FCurve *fcu = (FCurve *)ob_arm->adt->action->curves.first;
- while (fcu) {
+
+ //Check if there is a fcurve in the armature for the bone in param
+ //when baking this check is not needed, solve every bone for every frame.
+ /*while (fcu) {
std::string bone_name = getObjectBoneName(ob_arm, fcu);
int val = BLI_strcasecmp((char *)bone_name.c_str(), bone->name);
if (val == 0) break;
fcu = fcu->next;
}
- if (!(fcu)) return;
+ if (!(fcu)) return;*/
+
bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone->name);
if (!pchan)
return;
+ //every inserted keyframe of bones.
find_frames(ob_arm, fra);
if (flag & ARM_RESTPOS) {
@@ -415,7 +492,8 @@ void AnimationExporter::dae_baked_animation(std::vector<float> &fra, Object *ob_
// create output source
std::string output_id;
- output_id = create_4x4_source(fra, ob_arm, bone, anim_id);
+
+ output_id = create_4x4_source(fra, ob_arm, bone, anim_id);
// create interpolations source
std::string interpolation_id = fake_interpolation_source(fra.size(), anim_id, "");
@@ -439,6 +517,48 @@ void AnimationExporter::dae_baked_animation(std::vector<float> &fra, Object *ob_
closeAnimation();
}
+void AnimationExporter::dae_baked_object_animation(std::vector<float> &fra, Object *ob)
+{
+ std::string ob_name = id_name(ob);
+ char anim_id[200];
+
+ if (!fra.size())
+ return;
+
+ BLI_snprintf(anim_id, sizeof(anim_id), "%s_%s", (char*)translate_id(ob_name).c_str(),
+ "object_matrix");
+
+ openAnimation(anim_id, COLLADABU::Utils::EMPTY_STRING);
+
+ // create input source
+ std::string input_id = create_source_from_vector(COLLADASW::InputSemantic::INPUT, fra, false, anim_id, "");
+
+ // create output source
+ std::string output_id;
+ output_id = create_4x4_source( fra, ob, NULL, anim_id);
+
+ // create interpolations source
+ std::string interpolation_id = fake_interpolation_source(fra.size(), anim_id, "");
+
+ std::string sampler_id = std::string(anim_id) + SAMPLER_ID_SUFFIX;
+ COLLADASW::LibraryAnimations::Sampler sampler(sw, sampler_id);
+ std::string empty;
+ sampler.addInput(COLLADASW::InputSemantic::INPUT, COLLADABU::URI(empty, input_id));
+ sampler.addInput(COLLADASW::InputSemantic::OUTPUT, COLLADABU::URI(empty, output_id));
+
+ // TODO create in/out tangents source
+
+ // this input is required
+ sampler.addInput(COLLADASW::InputSemantic::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
+
+ addSampler(sampler);
+
+ std::string target = translate_id(ob_name) + "/transform";
+ addChannel(COLLADABU::URI(empty, sampler_id), target);
+
+ closeAnimation();
+}
+
// dae_bone_animation -> add_bone_animation
// (blend this into dae_bone_animation)
void AnimationExporter::dae_bone_animation(std::vector<float> &fra, float *values, int tm_type, int axis, std::string ob_name, std::string bone_name)
@@ -762,7 +882,8 @@ std::string AnimationExporter::create_source_from_vector(COLLADASW::InputSemanti
return source_id;
}
-std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Object *ob_arm, Bone *bone, const std::string& anim_id)
+
+std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Object * ob, Bone *bone, const std::string& anim_id)
{
COLLADASW::InputSemantic::Semantics semantic = COLLADASW::InputSemantic::OUTPUT;
std::string source_id = anim_id + get_semantic_suffix(semantic);
@@ -777,74 +898,94 @@ std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Obj
add_source_parameters(param, semantic, false, NULL, true);
source.prepareToAppendValues();
-
+
bPoseChannel *parchan = NULL;
bPoseChannel *pchan = NULL;
- bPose *pose = ob_arm->pose;
+ bPoseChannel *rootchan = NULL;
+
+ if (ob->type == OB_ARMATURE ){
+ bPose *pose = ob->pose;
+ pchan = BKE_pose_channel_find_name(pose, bone->name);
+ if (!pchan)
+ return "";
- pchan = BKE_pose_channel_find_name(pose, bone->name);
-
- if (!pchan)
- return "";
-
- parchan = pchan->parent;
-
- enable_fcurves(ob_arm->adt->action, bone->name);
+ parchan = pchan->parent;
+ enable_fcurves(ob->adt->action, bone->name);
+ }
+
std::vector<float>::iterator it;
int j = 0;
for (it = frames.begin(); it != frames.end(); it++) {
float mat[4][4], ipar[4][4];
-
+
float ctime = BKE_scene_frame_get_from_ctime(scene, *it);
-
- BKE_animsys_evaluate_animdata(scene, &ob_arm->id, ob_arm->adt, ctime, ADT_RECALC_ANIM);
- BKE_pose_where_is_bone(scene, ob_arm, pchan, ctime, 1);
-
- // compute bone local mat
- if (bone->parent) {
- invert_m4_m4(ipar, parchan->pose_mat);
- mult_m4_m4m4(mat, ipar, pchan->pose_mat);
- }
- else
- copy_m4_m4(mat, pchan->pose_mat);
- UnitConverter converter;
-
+ CFRA = BKE_scene_frame_get_from_ctime(scene, *it);
+ //BKE_scene_update_for_newframe(G.main,scene,scene->lay);
+ BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL);
+
+ if (bone){
+ if( pchan->flag & POSE_CHAIN)
+ {
+ enable_fcurves(ob->adt->action, NULL);
+ BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL);
+ BKE_pose_where_is(scene, ob);
+ }
+ else
+ BKE_pose_where_is_bone(scene, ob, pchan, ctime, 1);
+
+ // compute bone local mat
+ if (bone->parent) {
+ invert_m4_m4(ipar, parchan->pose_mat);
+ mult_m4_m4m4(mat, ipar, pchan->pose_mat);
+ }
+ else
+ copy_m4_m4(mat, pchan->pose_mat);
+
// SECOND_LIFE_COMPATIBILITY
// AFAIK animation to second life is via BVH, but no
// reason to not have the collada-animation be correct
- if (export_settings->second_life) {
- float temp[4][4];
- copy_m4_m4(temp, bone->arm_mat);
- temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
- invert_m4(temp);
+ if (export_settings->second_life) {
+ float temp[4][4];
+ copy_m4_m4(temp, bone->arm_mat);
+ temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
+ invert_m4(temp);
- mult_m4_m4m4(mat, mat, temp);
+ mult_m4_m4m4(mat, mat, temp);
- if (bone->parent) {
- copy_m4_m4(temp, bone->parent->arm_mat);
- temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
+ if (bone->parent) {
+ copy_m4_m4(temp, bone->parent->arm_mat);
+ temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
- mult_m4_m4m4(mat, temp, mat);
+ mult_m4_m4m4(mat, temp, mat);
+ }
}
- }
- float outmat[4][4];
- converter.mat4_to_dae(outmat, mat);
+ }
+ else {
+ calc_ob_mat_at_time(ob, ctime, mat);
+ }
+
+ UnitConverter converter;
+ double outmat[4][4];
+ converter.mat4_to_dae_double(outmat, mat);
source.appendValues(outmat);
-
j++;
+
+ BIK_release_tree(scene, ob, ctime);
}
- enable_fcurves(ob_arm->adt->action, NULL);
+ enable_fcurves(ob->adt->action, NULL);
source.finish();
return source_id;
}
+
+
// only used for sources with OUTPUT semantic ( locations and scale)
std::string AnimationExporter::create_xyz_source(float *v, int tot, const std::string& anim_id)
{
@@ -1184,6 +1325,12 @@ bool AnimationExporter::hasAnimations(Scene *sce)
}
}
+ //check shape key animation
+ if(!fcu){
+ Key *key = BKE_key_from_object(ob);
+ if(key && key->adt && key->adt->action)
+ fcu = (FCurve *)key->adt->action->curves.first;
+ }
if (fcu)
return true;
}
@@ -1351,3 +1498,42 @@ void AnimationExporter::sample_animation(float *v, std::vector<float> &frames, i
enable_fcurves(ob_arm->adt->action, NULL);
}
+
+bool AnimationExporter::validateConstraints(bConstraint *con){
+
+ bool valid = true;
+ bConstraintTypeInfo *cti = BKE_constraint_get_typeinfo(con);
+ /* these we can skip completely (invalid constraints...) */
+ if (cti == NULL) valid = false;
+ if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) valid = false;
+ /* these constraints can't be evaluated anyway */
+ if (cti->evaluate_constraint == NULL) valid = false;
+ /* influence == 0 should be ignored */
+ if (con->enforce == 0.0f) valid = false;
+
+ return valid;
+}
+
+void AnimationExporter::calc_ob_mat_at_time(Object *ob, float ctime , float mat[][4]){
+ ListBase *conlist = get_active_constraints(ob);
+ bConstraint *con;
+ for (con = (bConstraint*)conlist->first; con; con = con->next) {
+ ListBase targets = {NULL, NULL};
+
+ bConstraintTypeInfo *cti = BKE_constraint_get_typeinfo(con);
+
+ if (cti && cti->get_constraint_targets) {
+ bConstraintTarget *ct;
+ Object *obtar;
+ cti->get_constraint_targets(con, &targets);
+ for (ct = (bConstraintTarget*)targets.first; ct; ct = ct->next){
+ obtar = ct->tar;
+ BKE_animsys_evaluate_animdata(scene, &obtar->id, obtar->adt, ctime, ADT_RECALC_ANIM);
+ BKE_object_where_is_calc_time(scene, obtar, ctime);
+ }
+ }
+ }
+ BKE_object_where_is_calc_time(scene, ob, ctime);
+ copy_m4_m4(mat, ob->obmat);
+}
+
diff --git a/source/blender/collada/AnimationExporter.h b/source/blender/collada/AnimationExporter.h
index 349930dea8f..d2f50b22d02 100644
--- a/source/blender/collada/AnimationExporter.h
+++ b/source/blender/collada/AnimationExporter.h
@@ -34,6 +34,7 @@ extern "C"
#include "DNA_camera_types.h"
#include "DNA_armature_types.h"
#include "DNA_material_types.h"
+#include "DNA_constraint_types.h"
#include "BLI_math.h"
#include "BLI_string.h"
@@ -47,6 +48,10 @@ extern "C"
#include "BKE_action.h" // pose functions
#include "BKE_armature.h"
#include "BKE_object.h"
+#include "BKE_constraint.h"
+#include "BIK_api.h"
+#include "BKE_global.h"
+#include "ED_object.h"
#ifdef NAN_BUILDINFO
extern char build_rev[];
@@ -73,9 +78,13 @@ extern char build_rev[];
#include "collada_internal.h"
+#include "IK_solver.h"
+
#include <vector>
#include <algorithm> // std::find
+
+
class AnimationExporter: COLLADASW::LibraryAnimations
{
private:
@@ -98,6 +107,10 @@ protected:
const ExportSettings *export_settings;
void dae_animation(Object *ob, FCurve *fcu, char *transformName, bool is_param, Material *ma = NULL);
+
+ void export_object_constraint_animation(Object *ob);
+
+ void export_morph_animation(Object *ob);
void write_bone_animation_matrix(Object *ob_arm, Bone *bone);
@@ -119,6 +132,8 @@ protected:
void dae_baked_animation(std::vector<float> &fra, Object *ob_arm, Bone *bone);
+ void dae_baked_object_animation(std::vector<float> &fra, Object *ob);
+
float convert_time(float frame);
float convert_angle(float angle);
@@ -130,7 +145,7 @@ protected:
void get_source_values(BezTriple *bezt, COLLADASW::InputSemantic::Semantics semantic, bool rotation, float *values, int *length);
- float * get_eul_source_for_quat(Object *ob );
+ float* get_eul_source_for_quat(Object *ob );
std::string create_source_from_fcurve(COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id, const char *axis_name);
@@ -143,17 +158,21 @@ protected:
std::string create_xyz_source(float *v, int tot, const std::string& anim_id);
std::string create_4x4_source(std::vector<float> &frames, Object * ob_arm, Bone *bone, const std::string& anim_id);
-
+
std::string create_interpolation_source(FCurve *fcu, const std::string& anim_id, const char *axis_name, bool *has_tangents);
std::string fake_interpolation_source(int tot, const std::string& anim_id, const char *axis_name);
+
// for rotation, axis name is always appended and the value of append_axis is ignored
std::string get_transform_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
std::string get_light_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
std::string get_camera_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
+
void find_frames(Object *ob, std::vector<float> &fra, const char *prefix, const char *tm_name);
void find_frames(Object *ob, std::vector<float> &fra);
+ void make_anim_frames_from_targets(Object *ob, std::vector<float> &frames );
+
void find_rotation_frames(Object *ob, std::vector<float> &fra, const char *prefix, int rotmode);
// enable fcurves driving a specific bone, disable all the rest
@@ -165,4 +184,11 @@ protected:
char *extract_transform_name(char *rna_path);
std::string getObjectBoneName(Object *ob, const FCurve * fcu);
+
+ void getBakedPoseData(Object *obarm, int startFrame, int endFrame, bool ActionBake, bool ActionBakeFirstFrame);
+
+ bool validateConstraints(bConstraint *con);
+
+ void calc_ob_mat_at_time(Object *ob, float ctime , float mat[][4]);
+
};
diff --git a/source/blender/collada/AnimationImporter.cpp b/source/blender/collada/AnimationImporter.cpp
index 3d0ceb560ed..943c4fb574d 100644
--- a/source/blender/collada/AnimationImporter.cpp
+++ b/source/blender/collada/AnimationImporter.cpp
@@ -937,10 +937,9 @@ void AnimationImporter::translate_Animations(COLLADAFW::Node *node,
if (is_matrix) {
apply_matrix_curves(ob, animcurves, root, node, transform);
}
- else {
+ else {
if (is_joint) {
-
add_bone_animation_sampled(ob, animcurves, root, node, transform);
}
else {
@@ -1676,8 +1675,6 @@ void AnimationImporter::evaluate_transform_at_frame(float mat[4][4], COLLADAFW::
default:
fprintf(stderr, "unsupported transformation type %d\n", type);
}
- // dae_matrix_to_mat4(tm, m);
-
}
float temp[4][4];
diff --git a/source/blender/collada/ArmatureExporter.cpp b/source/blender/collada/ArmatureExporter.cpp
index 134fd639a73..36993eae7b6 100644
--- a/source/blender/collada/ArmatureExporter.cpp
+++ b/source/blender/collada/ArmatureExporter.cpp
@@ -75,12 +75,6 @@ void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce,
}
}
-bool ArmatureExporter::is_skinned_mesh(Object *ob)
-{
- return bc_get_assigned_armature(ob) != NULL;
-}
-
-
void ArmatureExporter::write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone)
{
if (bc_is_root_bone(bone, this->export_settings->deform_bones_only))
@@ -110,31 +104,17 @@ bool ArmatureExporter::add_instance_controller(Object *ob)
for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) {
write_bone_URLs(ins, ob_arm, bone);
}
-
+
InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob, this->export_settings->active_uv_only);
ins.add();
return true;
}
-void ArmatureExporter::export_controllers(Scene *sce)
-{
- scene = sce;
-
- openLibrary();
-
- GeometryFunctor gf;
- gf.forEachMeshObjectInExportSet<ArmatureExporter>(sce, *this, this->export_settings->export_set);
-
- closeLibrary();
-}
-
void ArmatureExporter::operator()(Object *ob)
{
Object *ob_arm = bc_get_assigned_armature(ob);
- if (ob_arm /*&& !already_written(ob_arm)*/)
- export_controller(ob, ob_arm);
}
#if 0
@@ -187,67 +167,67 @@ void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm, Scene *sce,
node.setNodeName(node_name);
node.setNodeSid(node_sid);
-#if 0
+#if 0
if (bone->childbase.first == NULL || BLI_countlist(&(bone->childbase)) >= 2) {
add_blender_leaf_bone( bone, ob_arm, node);
}
- else {
+ else{
#endif
- node.start();
+ node.start();
- add_bone_transform(ob_arm, bone, node);
+ add_bone_transform(ob_arm, bone, node);
- // Write nodes of childobjects, remove written objects from list
- std::list<Object *>::iterator i = child_objects.begin();
+ // Write nodes of childobjects, remove written objects from list
+ std::list<Object *>::iterator i = child_objects.begin();
- while (i != child_objects.end()) {
- if ((*i)->partype == PARBONE && (0 == strcmp((*i)->parsubstr, bone->name))) {
- float backup_parinv[4][4];
- copy_m4_m4(backup_parinv, (*i)->parentinv);
+ while (i != child_objects.end()) {
+ if ((*i)->partype == PARBONE && (0 == strcmp((*i)->parsubstr, bone->name))) {
+ float backup_parinv[4][4];
+ copy_m4_m4(backup_parinv, (*i)->parentinv);
- // crude, temporary change to parentinv
- // so transform gets exported correctly.
+ // crude, temporary change to parentinv
+ // so transform gets exported correctly.
- // Add bone tail- translation... don't know why
- // bone parenting is against the tail of a bone
- // and not it's head, seems arbitrary.
- (*i)->parentinv[3][1] += bone->length;
+ // Add bone tail- translation... don't know why
+ // bone parenting is against the tail of a bone
+ // and not it's head, seems arbitrary.
+ (*i)->parentinv[3][1] += bone->length;
- // SECOND_LIFE_COMPATIBILITY
- // TODO: when such objects are animated as
- // single matrix the tweak must be applied
- // to the result.
- if (export_settings->second_life) {
- // tweak objects parentinverse to match compatibility
- float temp[4][4];
+ // SECOND_LIFE_COMPATIBILITY
+ // TODO: when such objects are animated as
+ // single matrix the tweak must be applied
+ // to the result.
+ if (export_settings->second_life) {
+ // tweak objects parentinverse to match compatibility
+ float temp[4][4];
- copy_m4_m4(temp, bone->arm_mat);
- temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
+ copy_m4_m4(temp, bone->arm_mat);
+ temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
- mult_m4_m4m4((*i)->parentinv, temp, (*i)->parentinv);
- }
+ mult_m4_m4m4((*i)->parentinv, temp, (*i)->parentinv);
+ }
- se->writeNodes(*i, sce);
+ se->writeNodes(*i, sce);
- copy_m4_m4((*i)->parentinv, backup_parinv);
- child_objects.erase(i++);
+ copy_m4_m4((*i)->parentinv, backup_parinv);
+ child_objects.erase(i++);
+ }
+ else i++;
}
- else i++;
- }
- for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
- add_bone_node(child, ob_arm, sce, se, child_objects);
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ add_bone_node(child, ob_arm, sce, se, child_objects);
+ }
+ node.end();
}
- node.end();
- }
- else {
- for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
- add_bone_node(child, ob_arm, sce, se, child_objects);
+ else {
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ add_bone_node(child, ob_arm, sce, se, child_objects);
+ }
}
- }
}
-#if 0
+//#if 1
void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node)
{
node.start();
@@ -258,13 +238,13 @@ void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADA
node.addExtraTechniqueParameter("blender", "tip_y", bone->tail[1]);
node.addExtraTechniqueParameter("blender", "tip_z", bone->tail[2]);
- for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ /*for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm, sce, se, child_objects);
- }
+ }*/
node.end();
}
-#endif
+//#endif
void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
@@ -273,22 +253,27 @@ void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW:
float mat[4][4];
if (bone->parent) {
- // get bone-space matrix from armature-space
- bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name);
-
+ // get bone-space matrix from parent pose
+ /*bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name);
float invpar[4][4];
invert_m4_m4(invpar, parchan->pose_mat);
- mult_m4_m4m4(mat, invpar, pchan->pose_mat);
+ mult_m4_m4m4(mat, invpar, pchan->pose_mat);*/
+
+ float invpar[4][4];
+ invert_m4_m4(invpar, bone->parent->arm_mat);
+ mult_m4_m4m4(mat, invpar, bone->arm_mat);
+
}
else {
- copy_m4_m4(mat, pchan->pose_mat);
- // Why? Joint's localspace is still it's parent node
- //get world-space from armature-space
- //mult_m4_m4m4(mat, ob_arm->obmat, pchan->pose_mat);
+
+ //copy_m4_m4(mat, pchan->pose_mat);
+ //pose mat is object space
+ //New change: export bone->arm_mat
+ copy_m4_m4(mat, bone->arm_mat);
}
// SECOND_LIFE_COMPATIBILITY
- if (export_settings->second_life) {
+ if (export_settings->second_life) {
// Remove rotations vs armature from transform
// parent_rest_rot * mat * irest_rot
float temp[4][4];
@@ -313,315 +298,3 @@ std::string ArmatureExporter::get_controller_id(Object *ob_arm, Object *ob)
{
return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX;
}
-
-// ob should be of type OB_MESH
-// both args are required
-void ArmatureExporter::export_controller(Object *ob, Object *ob_arm)
-{
- // joint names
- // joint inverse bind matrices
- // vertex weights
-
- // input:
- // joint names: ob -> vertex group names
- // vertex group weights: me->dvert -> groups -> index, weight
-
-#if 0
- me->dvert :
-
- typedef struct MDeformVert {
- struct MDeformWeight *dw;
- int totweight;
- int flag; // flag only in use for weightpaint now
- } MDeformVert;
-
- typedef struct MDeformWeight {
- int def_nr;
- float weight;
- } MDeformWeight;
-#endif
-
- bool use_instantiation = this->export_settings->use_object_instantiation;
- Mesh *me;
-
- if (this->export_settings->apply_modifiers) {
- me = bc_to_mesh_apply_modifiers(scene, ob, this->export_settings->export_mesh_type);
- }
- else {
- me = (Mesh *)ob->data;
- }
- BKE_mesh_tessface_ensure(me);
-
- if (!me->dvert) return;
-
- std::string controller_name = id_name(ob_arm);
- std::string controller_id = get_controller_id(ob_arm, ob);
-
- openSkin(controller_id, controller_name,
- COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, use_instantiation)));
-
- add_bind_shape_mat(ob);
-
- std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
- std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
-
- std::list<int> vcounts;
- std::list<int> joints;
- std::list<float> weights;
-
- {
- int i, j;
-
- // def group index -> joint index
- std::vector<int> joint_index_by_def_index;
- bDeformGroup *def;
-
- for (def = (bDeformGroup *)ob->defbase.first, i = 0, j = 0; def; def = def->next, i++) {
- if (is_bone_defgroup(ob_arm, def))
- joint_index_by_def_index.push_back(j++);
- else
- joint_index_by_def_index.push_back(-1);
- }
-
- for (i = 0; i < me->totvert; i++) {
- MDeformVert *vert = &me->dvert[i];
- std::map<int, float> jw;
-
- // We're normalizing the weights later
- float sumw = 0.0f;
-
- for (j = 0; j < vert->totweight; j++) {
- int joint_index = joint_index_by_def_index[vert->dw[j].def_nr];
- if (joint_index != -1 && vert->dw[j].weight > 0.0f) {
- jw[joint_index] += vert->dw[j].weight;
- sumw += vert->dw[j].weight;
- }
- }
-
- if (sumw > 0.0f) {
- float invsumw = 1.0f / sumw;
- vcounts.push_back(jw.size());
- for (std::map<int, float>::iterator m = jw.begin(); m != jw.end(); ++m) {
- joints.push_back((*m).first);
- weights.push_back(invsumw * (*m).second);
- }
- }
- else {
- vcounts.push_back(0);
-#if 0
- vcounts.push_back(1);
- joints.push_back(-1);
- weights.push_back(1.0f);
-#endif
- }
- }
- }
-
- std::string weights_source_id = add_weights_source(me, controller_id, weights);
- add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
- add_vertex_weights_element(weights_source_id, joints_source_id, vcounts, joints);
-
- if (this->export_settings->apply_modifiers)
- {
- BKE_libblock_free_us(&(G.main->mesh), me);
- }
- closeSkin();
- closeController();
-}
-
-void ArmatureExporter::add_joints_element(ListBase *defbase,
- const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
-{
- COLLADASW::JointsElement joints(mSW);
- COLLADASW::InputList &input = joints.getInputList();
-
- input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h
- COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
- input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::BINDMATRIX,
- COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
- joints.add();
-}
-
-void ArmatureExporter::add_bind_shape_mat(Object *ob)
-{
- double bind_mat[4][4];
-
- converter.mat4_to_dae_double(bind_mat, ob->obmat);
-
- addBindShapeTransform(bind_mat);
-}
-
-std::string ArmatureExporter::add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
-{
- std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
-
- int totjoint = 0;
- bDeformGroup *def;
- for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
- if (is_bone_defgroup(ob_arm, def))
- totjoint++;
- }
-
- COLLADASW::NameSource source(mSW);
- source.setId(source_id);
- source.setArrayId(source_id + ARRAY_ID_SUFFIX);
- source.setAccessorCount(totjoint);
- source.setAccessorStride(1);
-
- COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
- param.push_back("JOINT");
-
- source.prepareToAppendValues();
-
- for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
- Bone *bone = get_bone_from_defgroup(ob_arm, def);
- if (bone)
- source.appendValues(get_joint_sid(bone, ob_arm));
- }
-
- source.finish();
-
- return source_id;
-}
-
-std::string ArmatureExporter::add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
-{
- std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
-
- int totjoint = 0;
- for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) {
- if (is_bone_defgroup(ob_arm, def))
- totjoint++;
- }
-
- COLLADASW::FloatSourceF source(mSW);
- source.setId(source_id);
- source.setArrayId(source_id + ARRAY_ID_SUFFIX);
- source.setAccessorCount(totjoint); //BLI_countlist(defbase));
- source.setAccessorStride(16);
-
- source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
- COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
- param.push_back("TRANSFORM");
-
- source.prepareToAppendValues();
-
- bPose *pose = ob_arm->pose;
- bArmature *arm = (bArmature *)ob_arm->data;
-
- int flag = arm->flag;
-
- // put armature in rest position
- if (!(arm->flag & ARM_RESTPOS)) {
- arm->flag |= ARM_RESTPOS;
- BKE_pose_where_is(scene, ob_arm);
- }
-
- for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) {
- if (is_bone_defgroup(ob_arm, def)) {
- bPoseChannel *pchan = BKE_pose_channel_find_name(pose, def->name);
-
- float mat[4][4];
- float world[4][4];
- float inv_bind_mat[4][4];
-
- // SECOND_LIFE_COMPATIBILITY
- if (export_settings->second_life) {
- // Only translations, no rotation vs armature
- float temp[4][4];
- unit_m4(temp);
- copy_v3_v3(temp[3], pchan->bone->arm_mat[3]);
- mult_m4_m4m4(world, ob_arm->obmat, temp);
- }
- else {
- // make world-space matrix, arm_mat is armature-space
- mult_m4_m4m4(world, ob_arm->obmat, pchan->bone->arm_mat);
- }
-
- invert_m4_m4(mat, world);
- converter.mat4_to_dae(inv_bind_mat, mat);
-
- source.appendValues(inv_bind_mat);
- }
- }
-
- // back from rest positon
- if (!(flag & ARM_RESTPOS)) {
- arm->flag = flag;
- BKE_pose_where_is(scene, ob_arm);
- }
-
- source.finish();
-
- return source_id;
-}
-
-Bone *ArmatureExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def)
-{
- bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, def->name);
- return pchan ? pchan->bone : NULL;
-}
-
-bool ArmatureExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup *def)
-{
- return get_bone_from_defgroup(ob_arm, def) != NULL;
-}
-
-std::string ArmatureExporter::add_weights_source(Mesh *me, const std::string& controller_id, const std::list<float>& weights)
-{
- std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
-
- COLLADASW::FloatSourceF source(mSW);
- source.setId(source_id);
- source.setArrayId(source_id + ARRAY_ID_SUFFIX);
- source.setAccessorCount(weights.size());
- source.setAccessorStride(1);
-
- COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
- param.push_back("WEIGHT");
-
- source.prepareToAppendValues();
-
- for (std::list<float>::const_iterator i = weights.begin(); i != weights.end(); ++i) {
- source.appendValues(*i);
- }
-
- source.finish();
-
- return source_id;
-}
-
-void ArmatureExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
- const std::list<int>& vcounts,
- const std::list<int>& joints)
-{
- COLLADASW::VertexWeightsElement weightselem(mSW);
- COLLADASW::InputList &input = weightselem.getInputList();
-
- int offset = 0;
- input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h
- COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
- input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::WEIGHT,
- COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
-
- weightselem.setCount(vcounts.size());
-
- // write number of deformers per vertex
- COLLADASW::PrimitivesBase::VCountList vcountlist;
-
- vcountlist.resize(vcounts.size());
- std::copy(vcounts.begin(), vcounts.end(), vcountlist.begin());
-
- weightselem.prepareToAppendVCountValues();
- weightselem.appendVertexCount(vcountlist);
-
- weightselem.CloseVCountAndOpenVElement();
-
- // write deformer index - weight index pairs
- int weight_index = 0;
- for (std::list<int>::const_iterator i = joints.begin(); i != joints.end(); ++i) {
- weightselem.appendValues(*i, weight_index++);
- }
-
- weightselem.finish();
-}
diff --git a/source/blender/collada/ArmatureExporter.h b/source/blender/collada/ArmatureExporter.h
index 086c16f0cd5..e2496a4e578 100644
--- a/source/blender/collada/ArmatureExporter.h
+++ b/source/blender/collada/ArmatureExporter.h
@@ -41,6 +41,7 @@
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
+#include "DNA_constraint_types.h"
#include "DNA_scene_types.h"
#include "TransformWriter.h"
@@ -62,11 +63,9 @@ public:
void add_armature_bones(Object *ob_arm, Scene *sce, SceneExporter *se,
std::list<Object *>& child_objects);
- bool is_skinned_mesh(Object *ob);
-
bool add_instance_controller(Object *ob);
- void export_controllers(Scene *sce);
+ //void export_controllers(Scene *sce);*/
void operator()(Object *ob);
@@ -98,29 +97,6 @@ private:
std::string get_controller_id(Object *ob_arm, Object *ob);
- // ob should be of type OB_MESH
- // both args are required
- void export_controller(Object *ob, Object *ob_arm);
-
- void add_joints_element(ListBase *defbase,
- const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
-
- void add_bind_shape_mat(Object *ob);
-
- std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
-
- std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
-
- Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def);
-
- bool is_bone_defgroup(Object *ob_arm, bDeformGroup *def);
-
- std::string add_weights_source(Mesh *me, const std::string& controller_id,
- const std::list<float>& weights);
-
- void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
- const std::list<int>& vcount, const std::list<int>& joints);
-
void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
};
diff --git a/source/blender/collada/ArmatureImporter.cpp b/source/blender/collada/ArmatureImporter.cpp
index f1cf732e695..58c3f34e093 100644
--- a/source/blender/collada/ArmatureImporter.cpp
+++ b/source/blender/collada/ArmatureImporter.cpp
@@ -78,84 +78,8 @@ JointData *ArmatureImporter::get_joint_data(COLLADAFW::Node *node);
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][4], Object *ob_arm)
-{
- std::vector<COLLADAFW::Node *>::iterator it;
- it = std::find(finished_joints.begin(), finished_joints.end(), node);
- if (it != finished_joints.end()) return;
-
- float mat[4][4];
- float obmat[4][4];
-
- // object-space
- get_node_mat(obmat, node, NULL, NULL);
-
- EditBone *bone = ED_armature_edit_bone_add((bArmature *)ob_arm->data, (char *)bc_get_joint_name(node));
- totbone++;
-
- if (parent) bone->parent = parent;
-
- float angle = 0;
- // get world-space
- if (parent) {
- mult_m4_m4m4(mat, parent_mat, obmat);
-
- }
- else {
- copy_m4_m4(mat, obmat);
-
- }
- float loc[3], size[3], rot[3][3];
- mat4_to_loc_rot_size(loc, rot, size, obmat);
- mat3_to_vec_roll(rot, NULL, &angle);
- bone->roll = angle;
- // 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, node);
- }
-
- }
-
- COLLADAFW::NodePointerArray& children = node->getChildNodes();
- for (unsigned int i = 0; i < children.getCount(); i++) {
- create_unskinned_bone(children[i], bone, children.getCount(), mat, ob_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, node);
- }
-
- finished_joints.push_back(node);
-
-}
-
-void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
+void ArmatureImporter::create_bone(SkinInfo* skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[4][4], bArmature *arm)
{
//Checking if bone is already made.
@@ -168,50 +92,51 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
// JointData* jd = get_joint_data(node);
float mat[4][4];
-
+ float obmat[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)) {
+ if (skin && skin->get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
}
// create a bone even if there's no joint data for it (i.e. it has no influence)
else {
- float obmat[4][4];
-
- // object-space
+ // bone-space
get_node_mat(obmat, node, NULL, NULL);
-
+
// get world-space
- if (parent)
+ if (parent){
mult_m4_m4m4(mat, parent_mat, obmat);
+ }
else
copy_m4_m4(mat, obmat);
-
- 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;
+ float loc[3], size[3], rot[3][3];
+ float angle;
+ float vec[3] = {0.0f, 0.5f, 0.0f};
+ mat4_to_loc_rot_size(loc, rot, size, mat);
+ //copy_m3_m4(bonemat,mat);
+ mat3_to_vec_roll(rot, vec, &angle);
+
+ bone->roll = angle;
// 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);
+ 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;
+ bone->flag |= BONE_CONNECTED;
// XXX increase this to prevent "very" small bones?
const float epsilon = 0.000001f;
@@ -227,32 +152,6 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
add_leaf_bone(parent_mat, parent, node);
}
- /*
-#if 0
- // and which row in mat is bone direction
- float vec[3];
- sub_v3_v3v3(vec, parent->tail, parent->head);
-#ifdef COLLADA_DEBUG
- print_v3("tail - head", vec);
- print_m4("matrix", parent_mat);
-#endif
- for (int i = 0; i < 3; i++) {
-#ifdef COLLADA_DEBUG
- char *axis_names[] = {"X", "Y", "Z"};
- printf("%s-axis length is %f\n", axis_names[i], len_v3(parent_mat[i]));
-#endif
- float angle = angle_v2v2(vec, parent_mat[i]);
- if (angle < min_angle) {
-#ifdef COLLADA_DEBUG
- print_v3("picking", parent_mat[i]);
- printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node));
-#endif
- bone_direction_row = i;
- min_angle = angle;
- }
- }
-#endif
- */
}
COLLADAFW::NodePointerArray& children = node->getChildNodes();
@@ -265,6 +164,8 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
add_leaf_bone(mat, bone, node);
}
+ bone->length = len_v3v3(bone->head, bone->tail);
+
finished_joints.push_back(node);
}
@@ -299,7 +200,7 @@ void ArmatureImporter::add_leaf_bone(float mat[4][4], EditBone *bone, COLLADAFW
void ArmatureImporter::fix_leaf_bones( )
{
// just setting tail for leaf bones here
-
+ float correctionMin = 1.0f;
std::vector<LeafBone>::iterator it;
for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
LeafBone& leaf = *it;
@@ -307,12 +208,11 @@ void ArmatureImporter::fix_leaf_bones( )
// pointing up
float vec[3] = {0.0f, 0.0f, 0.1f};
- // if parent: take parent length and direction
- if (leaf.bone->parent) sub_v3_v3v3(vec, leaf.bone->parent->tail, leaf.bone->parent->head);
+ sub_v3_v3v3(vec, leaf.bone->tail , leaf.bone->head);
+ mul_v3_fl(vec, leaf_bone_length);
+ add_v3_v3v3(leaf.bone->tail, leaf.bone->head , vec);
- copy_v3_v3(leaf.bone->tail, leaf.bone->head);
- add_v3_v3v3(leaf.bone->tail, leaf.bone->head, vec);
- }
+ }
}
#if 0
@@ -410,40 +310,36 @@ ArmatureJoints& ArmatureImporter::get_armature_joints(Object *ob_arm)
void ArmatureImporter::create_armature_bones( )
{
std::vector<COLLADAFW::Node *>::iterator ri;
+
+ leaf_bone_length = FLT_MAX;
//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 = bc_add_object(scene, OB_ARMATURE, NULL);
-
Object *ob_arm = joint_parent_map[(*ri)->getUniqueId()];
if (!ob_arm)
continue;
-
- //ob_arm->type = 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
*/
- leaf_bone_length = FLT_MAX;
- create_unskinned_bone(*ri, NULL, (*ri)->getChildNodes().getCount(), NULL, ob_arm);
+ create_bone(NULL, *ri , NULL, (*ri)->getChildNodes().getCount(), NULL, (bArmature *)ob_arm->data);
+
+ //leaf bone tails are derived from the matrix, so no need of this.
fix_leaf_bones();
// exit armature edit mode
-
unskinned_armature_map[(*ri)->getUniqueId()] = ob_arm;
ED_armature_from_edit(ob_arm);
-
- set_pose(ob_arm, *ri, NULL, NULL);
+
+ //This serves no purpose, as pose is automatically reset later, in BKE_where_is_bone()
+ //set_pose(ob_arm, *ri, NULL, NULL);
ED_armature_edit_free(ob_arm);
DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA);
@@ -533,7 +429,6 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
totbone = 0;
// bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
leaf_bone_length = FLT_MAX;
- // min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix
// create bones
/*
@@ -549,7 +444,7 @@ 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, (bArmature *)ob_arm->data);
+ create_bone(&skin, *ri, NULL, (*ri)->getChildNodes().getCount(), NULL, (bArmature *)ob_arm->data);
if (joint_parent_map.find((*ri)->getUniqueId()) != joint_parent_map.end() && !skin.get_parent())
skin.set_parent(joint_parent_map[(*ri)->getUniqueId()]);
@@ -563,22 +458,14 @@ void ArmatureImporter::create_armature_bones(SkinInfo& skin)
ED_armature_edit_free(ob_arm);
DAG_id_tag_update(&ob_arm->id, OB_RECALC_OB | OB_RECALC_DATA);
- // set_leaf_bone_shapes(ob_arm);
- // set_euler_rotmode();
}
-
-// root - if this joint is the top joint in hierarchy, if a joint
-// is a child of a node (not joint), root should be true since
-// this is where we build armature bones from
-
void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, const char *parentname, float parent_mat[4][4])
{
char *bone_name = (char *) bc_get_joint_name(root_node);
float mat[4][4];
float obmat[4][4];
- float ax[3];
float angle = 0.0f;
// object-space
@@ -597,14 +484,16 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
}
else {
+
copy_m4_m4(mat, obmat);
float invObmat[4][4];
invert_m4_m4(invObmat, ob_arm->obmat);
mult_m4_m4m4(pchan->pose_mat, invObmat, mat);
+
}
- mat4_to_axis_angle(ax, &angle, mat);
- pchan->bone->roll = angle;
+ ///*mat4_to_axis_angle(ax, &angle, mat);
+ //pchan->bone->roll = angle;*/
COLLADAFW::NodePointerArray& children = root_node->getChildNodes();
@@ -614,6 +503,10 @@ void ArmatureImporter::set_pose(Object *ob_arm, COLLADAFW::Node *root_node, con
}
+
+// root - if this joint is the top joint in hierarchy, if a joint
+// is a child of a node (not joint), root should be true since
+// this is where we build armature bones from
void ArmatureImporter::add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce)
{
joint_by_uid[node->getUniqueId()] = node;
@@ -729,13 +622,12 @@ bool ArmatureImporter::write_skin_controller_data(const COLLADAFW::SkinControlle
bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller)
{
// - create and store armature object
-
- const COLLADAFW::UniqueId& skin_id = controller->getUniqueId();
+ const COLLADAFW::UniqueId& con_id = controller->getUniqueId();
if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
COLLADAFW::SkinController *co = (COLLADAFW::SkinController *)controller;
// to be able to find geom id by controller id
- geom_uid_by_controller_uid[skin_id] = co->getSource();
+ geom_uid_by_controller_uid[con_id] = co->getSource();
const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData();
if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
@@ -746,14 +638,60 @@ bool ArmatureImporter::write_controller(const COLLADAFW::Controller *controller)
skin_by_data_uid[data_uid].set_controller(co);
}
// morph controller
- else {
- // shape keys? :)
- fprintf(stderr, "Morph controller is not supported yet.\n");
+ else if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_MORPH) {
+ COLLADAFW::MorphController *co = (COLLADAFW::MorphController *)controller;
+ // to be able to find geom id by controller id
+ geom_uid_by_controller_uid[con_id] = co->getSource();
+ //Shape keys are applied in DocumentImporter->finish()
+ morph_controllers.push_back(co);
}
return true;
}
+void ArmatureImporter::make_shape_keys(){
+ std::vector<COLLADAFW::MorphController *>::iterator mc;
+ float weight;
+
+ for (mc = morph_controllers.begin(); mc != morph_controllers.end(); mc++) {
+ //Controller data
+ COLLADAFW::UniqueIdArray& morphTargetIds = (*mc)->getMorphTargets();
+ COLLADAFW::FloatOrDoubleArray& morphWeights = (*mc)->getMorphWeights();
+
+ //Prereq: all the geometries must be imported and mesh objects must be made
+ Object *source_ob = this->mesh_importer->get_object_by_geom_uid((*mc)->getSource());
+
+ Mesh *source_me = (Mesh*) source_ob->data;
+ //insert key to source mesh
+ Key *key = source_me->key = BKE_key_add((ID *)source_me);
+ key->type = KEY_RELATIVE;
+ KeyBlock *kb;
+
+ //insert basis key
+ kb = BKE_keyblock_add_ctime(key, "Basis", FALSE);
+ BKE_key_convert_from_mesh(source_me, kb);
+
+ //insert other shape keys
+ for ( int i = 0 ; i < morphTargetIds.getCount() ; i++ ){
+ //better to have a seperate map of morph objects,
+ //This'll do for now since only mesh morphing is imported
+ Mesh *me = this->mesh_importer->get_mesh_by_geom_uid(morphTargetIds[i]);
+
+ if(me){
+ me->key = key;
+ kb = BKE_keyblock_add_ctime(key, me->id.name, FALSE);
+ BKE_key_convert_from_mesh(me, kb);
+
+ //apply weights
+ weight = morphWeights.getFloatValues()->getData()[i];
+ kb->curval = weight;
+ }
+ else
+ fprintf(stderr, "Morph target geometry not found.\n");
+ }
+ }
+}
+
COLLADAFW::UniqueId *ArmatureImporter::get_geometry_uid(const COLLADAFW::UniqueId& controller_uid)
{
diff --git a/source/blender/collada/ArmatureImporter.h b/source/blender/collada/ArmatureImporter.h
index bb710f09490..b07edfbf34d 100644
--- a/source/blender/collada/ArmatureImporter.h
+++ b/source/blender/collada/ArmatureImporter.h
@@ -29,13 +29,16 @@
#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
+#include "COLLADAFWMorphController.h"
extern "C" {
#include "BKE_context.h"
+#include "BKE_key.h"
#include "DNA_armature_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "DNA_key_types.h"
#include "ED_armature.h"
}
@@ -88,6 +91,7 @@ private:
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
std::vector<COLLADAFW::Node*> root_joints;
std::vector<COLLADAFW::Node*> finished_joints;
+ std::vector<COLLADAFW::MorphController*> morph_controllers;
std::map<COLLADAFW::UniqueId, Object*> joint_parent_map;
std::map<COLLADAFW::UniqueId, Object*> unskinned_armature_map;
@@ -103,12 +107,9 @@ private:
JointData *get_joint_data(COLLADAFW::Node *node);
#endif
- void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
+ void create_bone(SkinInfo* skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
float parent_mat[4][4], bArmature *arm);
- void create_unskinned_bone(COLLADAFW::Node *node, EditBone *parent, int totchild,
- float parent_mat[4][4], Object * ob_arm);
-
void add_leaf_bone(float mat[4][4], EditBone *bone, COLLADAFW::Node * node);
void fix_leaf_bones();
@@ -140,9 +141,6 @@ public:
ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce);
~ArmatureImporter();
- // root - if this joint is the top joint in hierarchy, if a joint
- // is a child of a node (not joint), root should be true since
- // this is where we build armature bones from
void add_joint(COLLADAFW::Node *node, bool root, Object *parent, Scene *sce);
#if 0
@@ -152,6 +150,8 @@ public:
// here we add bones to armatures, having armatures previously created in write_controller
void make_armatures(bContext *C);
+ void make_shape_keys();
+
#if 0
// link with meshes, create vertex groups, assign weights
void link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id);
diff --git a/source/blender/collada/CMakeLists.txt b/source/blender/collada/CMakeLists.txt
index 0091df3c502..7f389346a81 100644
--- a/source/blender/collada/CMakeLists.txt
+++ b/source/blender/collada/CMakeLists.txt
@@ -36,6 +36,9 @@ set(INC
../windowmanager
../imbuf
../../../intern/guardedalloc
+ ../ikplugin
+ ../../../intern/iksolver/extern
+
)
set(INC_SYS
@@ -48,6 +51,7 @@ set(SRC
ArmatureExporter.cpp
ArmatureImporter.cpp
CameraExporter.cpp
+ ControllerExporter.cpp
DocumentExporter.cpp
DocumentImporter.cpp
EffectExporter.cpp
@@ -74,6 +78,7 @@ set(SRC
ArmatureExporter.h
ArmatureImporter.h
CameraExporter.h
+ ControllerExporter.h
DocumentExporter.h
DocumentImporter.h
EffectExporter.h
diff --git a/source/blender/collada/ControllerExporter.cpp b/source/blender/collada/ControllerExporter.cpp
new file mode 100644
index 00000000000..d41c907ee98
--- /dev/null
+++ b/source/blender/collada/ControllerExporter.cpp
@@ -0,0 +1,598 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
+ * Nathan Letwory, Sukhitha Jayathilake
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/collada/ControllerExporter.cpp
+ * \ingroup collada
+ */
+
+#include "COLLADASWBaseInputElement.h"
+#include "COLLADASWInstanceController.h"
+#include "COLLADASWPrimitves.h"
+#include "COLLADASWSource.h"
+
+#include "DNA_action_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+
+#include "BKE_action.h"
+#include "BKE_armature.h"
+
+extern "C" {
+#include "BKE_main.h"
+#include "BKE_mesh.h"
+#include "BKE_global.h"
+#include "BKE_library.h"
+}
+
+#include "ED_armature.h"
+
+#include "BLI_listbase.h"
+
+#include "GeometryExporter.h"
+#include "ArmatureExporter.h"
+#include "ControllerExporter.h"
+#include "SceneExporter.h"
+
+#include "collada_utils.h"
+
+// XXX exporter writes wrong data for shared armatures. A separate
+// controller should be written for each armature-mesh binding how do
+// we make controller ids then?
+ControllerExporter::ControllerExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {
+}
+
+bool ControllerExporter::is_skinned_mesh(Object *ob)
+{
+ return bc_get_assigned_armature(ob) != NULL;
+}
+
+
+void ControllerExporter::write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone)
+{
+ if (bc_is_root_bone(bone, this->export_settings->deform_bones_only))
+ ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
+ else {
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ write_bone_URLs(ins, ob_arm, child);
+ }
+ }
+}
+
+bool ControllerExporter::add_instance_controller(Object *ob)
+{
+ Object *ob_arm = bc_get_assigned_armature(ob);
+ bArmature *arm = (bArmature *)ob_arm->data;
+
+ const std::string& controller_id = get_controller_id(ob_arm, ob);
+
+ COLLADASW::InstanceController ins(mSW);
+ ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id));
+
+ Mesh *me = (Mesh *)ob->data;
+ if (!me->dvert) return false;
+
+ // write root bone URLs
+ Bone *bone;
+ for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) {
+ write_bone_URLs(ins, ob_arm, bone);
+ }
+
+ InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob, this->export_settings->active_uv_only);
+
+ ins.add();
+ return true;
+}
+
+void ControllerExporter::export_controllers(Scene *sce)
+{
+ scene = sce;
+
+ openLibrary();
+
+ GeometryFunctor gf;
+ gf.forEachMeshObjectInExportSet<ControllerExporter>(sce, *this, this->export_settings->export_set);
+
+ closeLibrary();
+}
+
+void ControllerExporter::operator()(Object *ob)
+{
+ Object *ob_arm = bc_get_assigned_armature(ob);
+ Key *key = BKE_key_from_object(ob);
+
+ if (ob_arm)
+ export_skin_controller(ob, ob_arm);
+ if(key){
+ export_morph_controller(ob, key);
+ }
+}
+#if 0
+
+bool ArmatureExporter::already_written(Object *ob_arm)
+{
+ return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end();
+}
+
+void ArmatureExporter::wrote(Object *ob_arm)
+{
+ written_armatures.push_back(ob_arm);
+}
+
+void ArmatureExporter::find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce)
+{
+ objects.clear();
+
+ Base *base = (Base *) sce->base.first;
+ while (base) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) {
+ objects.push_back(ob);
+ }
+
+ base = base->next;
+ }
+}
+#endif
+
+std::string ControllerExporter::get_joint_sid(Bone *bone, Object *ob_arm)
+{
+ return get_joint_id(bone, ob_arm);
+}
+
+std::string ControllerExporter::get_controller_id(Object *ob_arm, Object *ob)
+{
+ return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX;
+}
+
+std::string ControllerExporter::get_controller_id(Key *key, Object *ob)
+{
+ return translate_id(id_name(ob)) + MORPH_CONTROLLER_ID_SUFFIX;
+}
+
+// ob should be of type OB_MESH
+// both args are required
+void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm)
+{
+ // joint names
+ // joint inverse bind matrices
+ // vertex weights
+
+ // input:
+ // joint names: ob -> vertex group names
+ // vertex group weights: me->dvert -> groups -> index, weight
+
+#if 0
+ me->dvert :
+
+ typedef struct MDeformVert {
+ struct MDeformWeight *dw;
+ int totweight;
+ int flag; // flag only in use for weightpaint now
+ } MDeformVert;
+
+ typedef struct MDeformWeight {
+ int def_nr;
+ float weight;
+ } MDeformWeight;
+#endif
+
+ bool use_instantiation = this->export_settings->use_object_instantiation;
+ Mesh *me;
+
+ if (this->export_settings->apply_modifiers)
+ me = bc_to_mesh_apply_modifiers(scene, ob, this->export_settings->export_mesh_type);
+ else
+ me = (Mesh *)ob->data;
+
+ BKE_mesh_tessface_ensure(me);
+
+ if (!me->dvert) return;
+
+ std::string controller_name = id_name(ob_arm);
+ std::string controller_id = get_controller_id(ob_arm, ob);
+
+ openSkin(controller_id, controller_name,
+ COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, use_instantiation)));
+
+ add_bind_shape_mat(ob);
+
+ std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
+ std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
+
+ std::list<int> vcounts;
+ std::list<int> joints;
+ std::list<float> weights;
+
+ {
+ int i, j;
+
+ // def group index -> joint index
+ std::vector<int> joint_index_by_def_index;
+ bDeformGroup *def;
+
+ for (def = (bDeformGroup *)ob->defbase.first, i = 0, j = 0; def; def = def->next, i++) {
+ if (is_bone_defgroup(ob_arm, def))
+ joint_index_by_def_index.push_back(j++);
+ else
+ joint_index_by_def_index.push_back(-1);
+ }
+
+ for (i = 0; i < me->totvert; i++) {
+ MDeformVert *vert = &me->dvert[i];
+ std::map<int, float> jw;
+
+ // We're normalizing the weights later
+ float sumw = 0.0f;
+
+ for (j = 0; j < vert->totweight; j++) {
+ int joint_index = joint_index_by_def_index[vert->dw[j].def_nr];
+ if (joint_index != -1 && vert->dw[j].weight > 0.0f) {
+ jw[joint_index] += vert->dw[j].weight;
+ sumw += vert->dw[j].weight;
+ }
+ }
+
+ if (sumw > 0.0f) {
+ float invsumw = 1.0f / sumw;
+ vcounts.push_back(jw.size());
+ for (std::map<int, float>::iterator m = jw.begin(); m != jw.end(); ++m) {
+ joints.push_back((*m).first);
+ weights.push_back(invsumw * (*m).second);
+ }
+ }
+ else {
+ vcounts.push_back(0);
+#if 0
+ vcounts.push_back(1);
+ joints.push_back(-1);
+ weights.push_back(1.0f);
+#endif
+ }
+ }
+ }
+
+ std::string weights_source_id = add_weights_source(me, controller_id, weights);
+ add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
+ add_vertex_weights_element(weights_source_id, joints_source_id, vcounts, joints);
+
+ if (this->export_settings->apply_modifiers)
+ {
+ BKE_libblock_free_us(&(G.main->mesh), me);
+ }
+ closeSkin();
+ closeController();
+}
+
+void ControllerExporter::export_morph_controller(Object *ob, Key *key)
+{
+ bool use_instantiation = this->export_settings->use_object_instantiation;
+ Mesh *me;
+
+ if (this->export_settings->apply_modifiers) {
+ me = bc_to_mesh_apply_modifiers(scene, ob, this->export_settings->export_mesh_type);
+ }
+ else {
+ me = (Mesh *)ob->data;
+ }
+ BKE_mesh_tessface_ensure(me);
+
+ std::string controller_name = id_name(ob) + "-morph";
+ std::string controller_id = get_controller_id(key, ob);
+
+ openMorph(controller_id, controller_name,
+ COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, use_instantiation)));
+
+ std::string targets_id = add_morph_targets(key, ob);
+ std::string morph_weights_id = add_morph_weights(key, ob);
+
+ COLLADASW::TargetsElement targets(mSW);
+
+ COLLADASW::InputList &input = targets.getInputList();
+
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::MORPH_TARGET, // constant declared in COLLADASWInputList.h
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, targets_id)));
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::MORPH_WEIGHT,
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, morph_weights_id)));
+ targets.add();
+
+ if (this->export_settings->apply_modifiers)
+ {
+ BKE_libblock_free_us(&(G.main->mesh), me);
+ }
+
+ //support for animations
+ //can also try the base element and param alternative
+ add_weight_extras(key);
+ closeMorph();
+ closeController();
+}
+
+std::string ControllerExporter::add_morph_targets(Key *key, Object *ob)
+{
+ std::string source_id = translate_id(id_name(ob)) + TARGETS_SOURCE_ID_SUFFIX;
+
+ COLLADASW::IdRefSource source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(key->totkey - 1);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("IDREF");
+
+ source.prepareToAppendValues();
+
+ KeyBlock * kb = (KeyBlock*)key->block.first;
+ //skip the basis
+ kb = kb->next;
+ for (; kb; kb = kb->next) {
+ std::string geom_id = get_geometry_id(ob, false) + "_morph_" + translate_id(kb->name);
+ source.appendValues(geom_id);
+
+ }
+
+ source.finish();
+
+ return source_id;
+}
+
+std::string ControllerExporter::add_morph_weights(Key *key, Object *ob)
+{
+ std::string source_id = translate_id(id_name(ob)) + WEIGHTS_SOURCE_ID_SUFFIX;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(key->totkey - 1);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("MORPH_WEIGHT");
+
+ source.prepareToAppendValues();
+
+ KeyBlock * kb = (KeyBlock*)key->block.first;
+ //skip the basis
+ kb = kb->next;
+ for (; kb; kb = kb->next) {
+ float weight = kb->curval;
+ source.appendValues(weight);
+ }
+ source.finish();
+
+ return source_id;
+}
+
+//Added to implemente support for animations.
+void ControllerExporter::add_weight_extras(Key *key){
+ // can also try the base element and param alternative
+ COLLADASW::BaseExtraTechnique extra;
+
+ KeyBlock * kb = (KeyBlock*)key->block.first;
+ //skip the basis
+ kb = kb->next;
+ for (; kb; kb = kb->next) {
+ float weight = kb->curval;
+ extra.addExtraTechniqueParameter ("KHR", "morph_weights" , 0.000, "MORPH_WEIGHT_TO_TARGET");
+ }
+}
+
+
+
+void ControllerExporter::add_joints_element(ListBase *defbase,
+ const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
+{
+ COLLADASW::JointsElement joints(mSW);
+ COLLADASW::InputList &input = joints.getInputList();
+
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::BINDMATRIX,
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
+ joints.add();
+}
+
+void ControllerExporter::add_bind_shape_mat(Object *ob)
+{
+ double bind_mat[4][4];
+
+ converter.mat4_to_dae_double(bind_mat, ob->obmat);
+
+ addBindShapeTransform(bind_mat);
+}
+
+std::string ControllerExporter::add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
+{
+ std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
+
+ int totjoint = 0;
+ bDeformGroup *def;
+ for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
+ if (is_bone_defgroup(ob_arm, def))
+ totjoint++;
+ }
+
+ COLLADASW::NameSource source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totjoint);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("JOINT");
+
+ source.prepareToAppendValues();
+
+ for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
+ Bone *bone = get_bone_from_defgroup(ob_arm, def);
+ if (bone)
+ source.appendValues(get_joint_sid(bone, ob_arm));
+ }
+
+ source.finish();
+
+ return source_id;
+}
+
+std::string ControllerExporter::add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
+{
+ std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
+
+ int totjoint = 0;
+ for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) {
+ if (is_bone_defgroup(ob_arm, def))
+ totjoint++;
+ }
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totjoint); //BLI_countlist(defbase));
+ source.setAccessorStride(16);
+
+ source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("TRANSFORM");
+
+ source.prepareToAppendValues();
+
+ bPose *pose = ob_arm->pose;
+ bArmature *arm = (bArmature *)ob_arm->data;
+
+ int flag = arm->flag;
+
+ // put armature in rest position
+ if (!(arm->flag & ARM_RESTPOS)) {
+ arm->flag |= ARM_RESTPOS;
+ BKE_pose_where_is(scene, ob_arm);
+ }
+
+ for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) {
+ if (is_bone_defgroup(ob_arm, def)) {
+ bPoseChannel *pchan = BKE_pose_channel_find_name(pose, def->name);
+
+ float mat[4][4];
+ float world[4][4];
+ float inv_bind_mat[4][4];
+
+ // SECOND_LIFE_COMPATIBILITY
+ if (export_settings->second_life) {
+ // Only translations, no rotation vs armature
+ float temp[4][4];
+ unit_m4(temp);
+ copy_v3_v3(temp[3], pchan->bone->arm_mat[3]);
+ mult_m4_m4m4(world, ob_arm->obmat, temp);
+ }
+ else {
+ // make world-space matrix, arm_mat is armature-space
+ mult_m4_m4m4(world, ob_arm->obmat, pchan->bone->arm_mat);
+ }
+
+ invert_m4_m4(mat, world);
+ converter.mat4_to_dae(inv_bind_mat, mat);
+
+ source.appendValues(inv_bind_mat);
+ }
+ }
+
+ // back from rest positon
+ if (!(flag & ARM_RESTPOS)) {
+ arm->flag = flag;
+ BKE_pose_where_is(scene, ob_arm);
+ }
+
+ source.finish();
+
+ return source_id;
+}
+
+Bone *ControllerExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def)
+{
+ bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, def->name);
+ return pchan ? pchan->bone : NULL;
+}
+
+bool ControllerExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup *def)
+{
+ return get_bone_from_defgroup(ob_arm, def) != NULL;
+}
+
+std::string ControllerExporter::add_weights_source(Mesh *me, const std::string& controller_id, const std::list<float>& weights)
+{
+ std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(weights.size());
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("WEIGHT");
+
+ source.prepareToAppendValues();
+
+ for (std::list<float>::const_iterator i = weights.begin(); i != weights.end(); ++i) {
+ source.appendValues(*i);
+ }
+
+ source.finish();
+
+ return source_id;
+}
+
+void ControllerExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
+ const std::list<int>& vcounts,
+ const std::list<int>& joints)
+{
+ COLLADASW::VertexWeightsElement weightselem(mSW);
+ COLLADASW::InputList &input = weightselem.getInputList();
+
+ int offset = 0;
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
+ input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::WEIGHT,
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
+
+ weightselem.setCount(vcounts.size());
+
+ // write number of deformers per vertex
+ COLLADASW::PrimitivesBase::VCountList vcountlist;
+
+ vcountlist.resize(vcounts.size());
+ std::copy(vcounts.begin(), vcounts.end(), vcountlist.begin());
+
+ weightselem.prepareToAppendVCountValues();
+ weightselem.appendVertexCount(vcountlist);
+
+ weightselem.CloseVCountAndOpenVElement();
+
+ // write deformer index - weight index pairs
+ int weight_index = 0;
+ for (std::list<int>::const_iterator i = joints.begin(); i != joints.end(); ++i) {
+ weightselem.appendValues(*i, weight_index++);
+ }
+
+ weightselem.finish();
+}
diff --git a/source/blender/collada/ControllerExporter.h b/source/blender/collada/ControllerExporter.h
new file mode 100644
index 00000000000..4355fb6c28f
--- /dev/null
+++ b/source/blender/collada/ControllerExporter.h
@@ -0,0 +1,126 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
+ * Nathan Letwory, Sukhitha Jayathilake
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file ControllerExporter.h
+ * \ingroup collada
+ */
+
+#ifndef __CONTROLLEREXPORTER_H__
+#define __CONTROLLEREXPORTER_H__
+
+#include <list>
+#include <string>
+//#include <vector>
+
+#include "COLLADASWStreamWriter.h"
+#include "COLLADASWLibraryControllers.h"
+#include "COLLADASWInputList.h"
+#include "COLLADASWNode.h"
+#include "COLLADASWExtraTechnique.h"
+
+#include "DNA_armature_types.h"
+#include "DNA_listBase.h"
+#include "DNA_mesh_types.h"
+#include "DNA_object_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_key_types.h"
+
+#include "TransformWriter.h"
+#include "InstanceWriter.h"
+
+#include "ExportSettings.h"
+
+#include "BKE_key.h"
+
+class SceneExporter;
+
+class ControllerExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
+{
+public:
+ ControllerExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
+
+ bool is_skinned_mesh(Object *ob);
+
+ bool add_instance_controller(Object *ob);
+
+ void export_controllers(Scene *sce);
+
+ void operator()(Object *ob);
+
+private:
+ Scene *scene;
+ UnitConverter converter;
+ const ExportSettings *export_settings;
+
+#if 0
+ std::vector<Object *> written_armatures;
+
+ bool already_written(Object *ob_arm);
+
+ void wrote(Object *ob_arm);
+
+ void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
+#endif
+
+ std::string get_joint_sid(Bone *bone, Object *ob_arm);
+
+ std::string get_controller_id(Object *ob_arm, Object *ob);
+
+ std::string get_controller_id(Key *key, Object *ob);
+
+ // ob should be of type OB_MESH
+ // both args are required
+ void export_skin_controller(Object *ob, Object *ob_arm);
+
+ void export_morph_controller(Object *ob, Key *key);
+
+ void add_joints_element(ListBase *defbase,
+ const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
+
+ void add_bind_shape_mat(Object *ob);
+
+ std::string add_morph_targets(Key *key, Object *ob);
+
+ std::string add_morph_weights(Key *key, Object *ob);
+
+ void add_weight_extras(Key *key);
+
+ std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
+
+ std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
+
+ Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def);
+
+ bool is_bone_defgroup(Object *ob_arm, bDeformGroup *def);
+
+ std::string add_weights_source(Mesh *me, const std::string& controller_id,
+ const std::list<float>& weights);
+
+ void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
+ const std::list<int>& vcount, const std::list<int>& joints);
+
+ void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
+};
+
+#endif
diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp
index c491326519f..71909b33db8 100644
--- a/source/blender/collada/DocumentExporter.cpp
+++ b/source/blender/collada/DocumentExporter.cpp
@@ -123,6 +123,7 @@ extern bool bc_has_object_type(LinkNode *export_set, short obtype);
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
+#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
@@ -269,11 +270,15 @@ void DocumentExporter::exportCurrentScene(Scene *sce)
// <library_controllers>
ArmatureExporter arm_exporter(&sw, this->export_settings);
- if (bc_has_object_type(export_set, OB_ARMATURE)) {
- arm_exporter.export_controllers(sce);
- }
+ ControllerExporter controller_exporter(&sw , this->export_settings);
+ //for Morph controller export, removing the check
+ /*if (bc_has_object_type(export_set, OB_ARMATURE))
+ {*/
+ controller_exporter.export_controllers(sce);
+ //}
// <library_visual_scenes>
+
SceneExporter se(&sw, &arm_exporter, this->export_settings);
se.exportScene(sce);
diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
index b7797b51252..1d8be5910c6 100644
--- a/source/blender/collada/DocumentImporter.cpp
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -210,10 +210,11 @@ void DocumentImporter::finish()
}
- mesh_importer.optimize_material_assignments();
+ mesh_importer.optimize_material_assignements();
armature_importer.set_tags_map(this->uid_tags_map);
armature_importer.make_armatures(mContext);
+ armature_importer.make_shape_keys();
#if 0
armature_importer.fix_animation();
@@ -256,7 +257,7 @@ void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, COLLADAFW
{
// The split in #29246, rootmap must point at actual root when
- // calculating bones in apply_curves_as_matrix.
+ // calculating bones in apply_curves_as_matrix. - actual root is the root node.
// This has to do with inverse bind poses being world space
// (the sources for skinned bones' restposes) and the way
// non-skinning nodes have their "restpose" recursively calculated.
@@ -265,7 +266,7 @@ void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, COLLADAFW
if (par) { // && par->getType() == COLLADAFW::Node::JOINT) {
// par is root if there's no corresp. key in root_map
if (root_map.find(par->getUniqueId()) == root_map.end())
- root_map[node->getUniqueId()] = par;
+ root_map[node->getUniqueId()] = node;
else
root_map[node->getUniqueId()] = root_map[par->getUniqueId()];
}
@@ -376,8 +377,8 @@ Object *DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
anim_importer.read_node_transform(source_node, obn);
}
- DAG_scene_sort(CTX_data_main(mContext), sce);
- DAG_ids_flush_update(CTX_data_main(mContext), 0);
+ /*DAG_scene_sort(CTX_data_main(mContext), sce);
+ DAG_ids_flush_update(CTX_data_main(mContext), 0);*/
COLLADAFW::NodePointerArray &children = source_node->getChildNodes();
if (children.getCount()) {
@@ -406,22 +407,29 @@ Object *DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
return obn;
}
+// to create constraints off node <extra> tags. Assumes only constraint data in
+// current <extra> with blender profile.
+void DocumentImporter::create_constraints(ExtraTags *et, Object *ob){
+ if ( et && et->isProfile("blender")){
+ std::string name;
+ short* type = 0;
+ et->setData("type", type);
+ bConstraint * con = BKE_add_ob_constraint(ob, "Test_con", *type);
+
+ }
+}
+
void DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node)
{
Object *ob = NULL;
bool is_joint = node->getType() == COLLADAFW::Node::JOINT;
bool read_transform = true;
- std::vector<Object *> *objects_done = new std::vector<Object *>();
+ ExtraTags *et = getExtraTags(node->getUniqueId());
+ std::vector<Object *> *objects_done = new std::vector<Object *>();
+
if (is_joint) {
- if (par) {
- Object *empty = par;
- par = bc_add_object(sce, OB_ARMATURE, NULL);
- bc_set_parent(par, empty->parent, mContext);
- //remove empty : todo
- object_map.insert(std::make_pair<COLLADAFW::UniqueId, Object *>(parent_node->getUniqueId(), par));
- }
armature_importer.add_joint(node, parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT, par, sce);
}
else {
@@ -487,10 +495,15 @@ void DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent
read_transform = false;
}
+
// if node is empty - create empty object
// XXX empty node may not mean it is empty object, not sure about this
if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
- ob = bc_add_object(sce, OB_EMPTY, NULL);
+ //Check if Object is armature, by checking if immediate child is a JOINT node.
+ if(is_armature(node))
+ ob = bc_add_object(sce, OB_ARMATURE, NULL);
+ else ob = bc_add_object(sce, OB_EMPTY, NULL);
+
objects_done->push_back(ob);
}
@@ -508,6 +521,8 @@ void DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent
libnode_ob.push_back(ob);
}
+ //create_constraints(et,ob);
+
}
for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) {
@@ -959,11 +974,12 @@ bool DocumentImporter::writeLight(const COLLADAFW::Light *light)
Lamp *lamp = NULL;
std::string la_id, la_name;
- TagsMap::iterator etit;
+ ExtraTags *et = getExtraTags(light->getUniqueId());
+ /*TagsMap::iterator etit;
ExtraTags *et = 0;
etit = uid_tags_map.find(light->getUniqueId().toAscii());
if (etit != uid_tags_map.end())
- et = etit->second;
+ et = etit->second;*/
la_id = light->getOriginalId();
la_name = light->getName();
@@ -1183,3 +1199,14 @@ bool DocumentImporter::addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *e
return true;
}
+bool DocumentImporter::is_armature(COLLADAFW::Node *node){
+ COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
+ for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
+ if(child_nodes[i]->getType() == COLLADAFW::Node::JOINT) return true;
+ else continue;
+ }
+
+ //no child is JOINT
+ return false;
+
+}
diff --git a/source/blender/collada/DocumentImporter.h b/source/blender/collada/DocumentImporter.h
index d54b8db9f00..7e3476fb7e0 100644
--- a/source/blender/collada/DocumentImporter.h
+++ b/source/blender/collada/DocumentImporter.h
@@ -40,10 +40,12 @@
#include "BKE_object.h"
+#include "BKE_constraint.h"
#include "TransformReader.h"
#include "AnimationImporter.h"
#include "ArmatureImporter.h"
+#include "ControllerExporter.h"
#include "MeshImporter.h"
@@ -73,9 +75,11 @@ public:
Object* create_camera_object(COLLADAFW::InstanceCamera*, Scene*);
Object* create_lamp_object(COLLADAFW::InstanceLight*, Scene*);
Object* create_instance_node(Object*, COLLADAFW::Node*, COLLADAFW::Node*, Scene*, bool);
+ void create_constraints(ExtraTags *et, Object *ob);
void write_node(COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool);
MTex* create_texture(COLLADAFW::EffectCommon*, COLLADAFW::Texture&, Material*, int, TexIndexTextureArrayMap&);
void write_profile_COMMON(COLLADAFW::EffectCommon*, Material*);
+
void translate_anim_recursive(COLLADAFW::Node*, COLLADAFW::Node*, Object*);
/**
@@ -128,6 +132,10 @@ public:
/** Get an extisting ExtraTags for uid */
ExtraTags* getExtraTags(const COLLADAFW::UniqueId &uid);
+ bool is_armature(COLLADAFW::Node * node);
+
+
+
private:
/** Current import stage we're in. */
diff --git a/source/blender/collada/ExportSettings.h b/source/blender/collada/ExportSettings.h
index 2504c276036..cf45b9b8391 100644
--- a/source/blender/collada/ExportSettings.h
+++ b/source/blender/collada/ExportSettings.h
@@ -37,6 +37,7 @@ public:
bool selected;
bool include_children;
bool include_armatures;
+ bool include_shapekeys;
bool deform_bones_only;
bool active_uv_only;
diff --git a/source/blender/collada/ExtraHandler.cpp b/source/blender/collada/ExtraHandler.cpp
index df49b4fe8b4..bcf7e573d24 100644
--- a/source/blender/collada/ExtraHandler.cpp
+++ b/source/blender/collada/ExtraHandler.cpp
@@ -74,6 +74,7 @@ bool ExtraHandler::parseElement(
if (!et) {
et = new ExtraTags(std::string(profileName));
dimp->addExtraTags(uniqueId, et);
+
}
currentExtraTags = et;
return true;
diff --git a/source/blender/collada/GeometryExporter.cpp b/source/blender/collada/GeometryExporter.cpp
index f33f0fa110d..6673e1de815 100644
--- a/source/blender/collada/GeometryExporter.cpp
+++ b/source/blender/collada/GeometryExporter.cpp
@@ -69,9 +69,8 @@ void GeometryExporter::exportGeom(Scene *sce)
}
void GeometryExporter::operator()(Object *ob)
-{
+{
// XXX don't use DerivedMesh, Mesh instead?
-
#if 0
DerivedMesh *dm = mesh_get_derived_final(mScene, ob, CD_MASK_BAREMESH);
#endif
@@ -155,17 +154,92 @@ void GeometryExporter::operator()(Object *ob)
closeGeometry();
- if (this->export_settings->apply_modifiers)
- {
+ if (this->export_settings->apply_modifiers) {
BKE_libblock_free_us(&(G.main->mesh), me);
}
-
-
+
+ if (this->export_settings->include_shapekeys) {
+ Key * key = BKE_key_from_object(ob);
+ if(key) {
+ KeyBlock * kb = (KeyBlock*)key->block.first;
+ //skip the basis
+ kb = kb->next;
+ for (; kb; kb = kb->next) {
+ BKE_key_convert_to_mesh(kb, me);
+ export_key_mesh(ob, me, kb);
+ }
+ }
+ }
#if 0
dm->release(dm);
#endif
}
+void GeometryExporter::export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb){
+ std::string geom_id = get_geometry_id(ob, false) + "_morph_" + translate_id(kb->name);
+ std::vector<Normal> nor;
+ std::vector<Face> norind;
+
+ if (exportedGeometry.find(geom_id) != exportedGeometry.end())
+ {
+ return;
+ }
+
+ std::string geom_name = id_name(ob) + "_morph_" + kb->name;
+
+ exportedGeometry.insert(geom_id);
+
+ bool has_color = (bool)CustomData_has_layer(&me->fdata, CD_MCOL);
+
+ create_normals(nor, norind, me);
+
+ // openMesh(geoId, geoName, meshId)
+ openMesh(geom_id, geom_name);
+
+ // writes <source> for vertex coords
+ createVertsSource(geom_id, me);
+
+ // writes <source> for normal coords
+ createNormalsSource(geom_id, me, nor);
+
+ bool has_uvs = (bool)CustomData_has_layer(&me->fdata, CD_MTFACE);
+
+ // writes <source> for uv coords if mesh has uv coords
+ if (has_uvs)
+ createTexcoordsSource(geom_id, me);
+
+ if (has_color)
+ createVertexColorSource(geom_id, me);
+
+ // <vertices>
+
+ COLLADASW::Vertices verts(mSW);
+ verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
+ COLLADASW::InputList &input_list = verts.getInputList();
+ COLLADASW::Input input(COLLADASW::InputSemantic::POSITION, getUrlBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
+ input_list.push_back(input);
+ verts.add();
+
+ //createLooseEdgeList(ob, me, geom_id, norind);
+
+ // XXX slow
+ if (ob->totcol) {
+ for (int a = 0; a < ob->totcol; a++) {
+ createPolylist(a, has_uvs, has_color, ob, me, geom_id, norind);
+ }
+ }
+ else {
+ createPolylist(0, has_uvs, has_color, ob, me, geom_id, norind);
+ }
+
+ closeMesh();
+
+ if (me->flag & ME_TWOSIDED) {
+ mSW->appendTextBlock("<extra><technique profile=\"MAYA\"><double_sided>1</double_sided></technique></extra>");
+ }
+
+ closeGeometry();
+}
void GeometryExporter::createLooseEdgeList(Object *ob,
Mesh *me,
diff --git a/source/blender/collada/GeometryExporter.h b/source/blender/collada/GeometryExporter.h
index 7161bb751dd..7cbbf0da8fa 100644
--- a/source/blender/collada/GeometryExporter.h
+++ b/source/blender/collada/GeometryExporter.h
@@ -39,9 +39,12 @@
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "DNA_key_types.h"
#include "ExportSettings.h"
+#include "BKE_key.h"
+
extern Object *bc_get_highest_selected_ancestor_or_self(Object *ob);
// TODO: optimize UV sets by making indexed list with duplicates removed
@@ -100,6 +103,8 @@ public:
COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
COLLADASW::URI makeUrl(std::string id);
+
+ void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);
/* int getTriCount(MFace *faces, int totface);*/
private:
diff --git a/source/blender/collada/MeshImporter.cpp b/source/blender/collada/MeshImporter.cpp
index 8256618bfa3..febfb772430 100644
--- a/source/blender/collada/MeshImporter.cpp
+++ b/source/blender/collada/MeshImporter.cpp
@@ -946,6 +946,13 @@ Object *MeshImporter::get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid
return NULL;
}
+Mesh *MeshImporter::get_mesh_by_geom_uid(const COLLADAFW::UniqueId& mesh_uid)
+{
+ if (uid_mesh_map.find(mesh_uid) != uid_mesh_map.end())
+ return uid_mesh_map[mesh_uid];
+ return NULL;
+}
+
MTex *MeshImporter::assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
MTex *color_texture)
@@ -1061,7 +1068,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
*
* During import all materials have been assigned to Object.
* Now we iterate over the imported objects and optimize
- * the assignments as follows:
+ * the assignements as follows:
*
* for each imported geometry:
* if number of users is 1:
@@ -1075,7 +1082,7 @@ std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
* adjust all other users accordingly.
*
**/
-void MeshImporter::optimize_material_assignments()
+void MeshImporter::optimize_material_assignements()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();
it != imported_objects.end(); ++it)
@@ -1119,7 +1126,7 @@ void MeshImporter::optimize_material_assignments()
* come along with different materials. So we first create the objects
* and assign the materials to Object, then in a later cleanup we decide
* which materials shall be moved to the created geometries. Also see
- * optimize_material_assignments() above.
+ * optimize_material_assignements() above.
*/
MTFace *MeshImporter::assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material *>& uid_material_map,
diff --git a/source/blender/collada/MeshImporter.h b/source/blender/collada/MeshImporter.h
index 746b0738108..946f9ff99e3 100644
--- a/source/blender/collada/MeshImporter.h
+++ b/source/blender/collada/MeshImporter.h
@@ -59,6 +59,7 @@ class MeshImporterBase
{
public:
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
+ virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& mesh_uid) = 0;
};
class UVDataWrapper
@@ -106,10 +107,10 @@ private:
#endif
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
- COLLADAFW::IndexList& index_list, unsigned int *tris_indices);
+ COLLADAFW::IndexList& index_list, unsigned int *tris_indices);
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
- COLLADAFW::IndexList& index_list, int index, bool quad);
+ COLLADAFW::IndexList& index_list, int index, bool quad);
#ifdef COLLADA_DEBUG
void print_index_list(COLLADAFW::IndexList& index_list);
@@ -132,7 +133,7 @@ private:
CustomData create_edge_custom_data(EdgeHash *eh);
- void allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris);
+ void allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris);
// TODO: import uv set names
void read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris);
@@ -151,24 +152,26 @@ public:
void bmeshConversion();
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
+
+ virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
MTex *assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
- Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
- MTex *color_texture);
+ Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
+ MTex *color_texture);
- void optimize_material_assignments();
+ void optimize_material_assignements();
MTFace *assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
- std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
- Object *ob, const COLLADAFW::UniqueId *geom_uid,
- MTex **color_texture, char *layername, MTFace *texture_face,
- std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
+ std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
+ Object *ob, const COLLADAFW::UniqueId *geom_uid,
+ MTex **color_texture, char *layername, MTFace *texture_face,
+ std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
- bool isController,
- std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
- std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map);
+ bool isController,
+ std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
+ std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map);
// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
bool write_geometry(const COLLADAFW::Geometry* geom);
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp
index 6d239ae0fb1..bb33e4084e0 100644
--- a/source/blender/collada/SceneExporter.cpp
+++ b/source/blender/collada/SceneExporter.cpp
@@ -182,6 +182,46 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
colladaNode.end();
}
+ if (ob->constraints.first != NULL ){
+ bConstraint *con = (bConstraint*) ob->constraints.first;
+ while(con){
+ std::string con_name(id_name(con));
+ std::string con_tag = con_name + "_constraint";
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"type",con->type);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"enforce",con->enforce);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"flag",con->flag);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"headtail",con->headtail);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"lin_error",con->lin_error);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"own_space",con->ownspace);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"rot_error",con->rot_error);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"tar_space",con->tarspace);
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"lin_error",con->lin_error);
+
+ //not ideal: add the target object name as another parameter.
+ //No real mapping in the .dae
+ //Need support for multiple target objects also.
+ bConstraintTypeInfo *cti = BKE_constraint_get_typeinfo(con);
+ ListBase targets = {NULL, NULL};
+ if (cti && cti->get_constraint_targets) {
+
+ bConstraintTarget *ct;
+ Object *obtar;
+
+ cti->get_constraint_targets(con, &targets);
+ if(cti){
+ int i = 1;
+ for (ct = (bConstraintTarget*)targets.first; ct; ct = ct->next){
+ obtar = ct->tar;
+ std::string tar_id(id_name(obtar));
+ colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"target_id",tar_id);
+ }
+ }
+ }
+
+ con = con->next;
+ }
+ }
+
for (std::list<Object *>::iterator i = child_objects.begin(); i != child_objects.end(); ++i) {
if (bc_is_marked(*i)) {
bc_remove_mark(*i);
@@ -189,8 +229,7 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
}
}
- if (ob->type != OB_ARMATURE) {
+ if (ob->type != OB_ARMATURE)
colladaNode.end();
- }
}
diff --git a/source/blender/collada/SceneExporter.h b/source/blender/collada/SceneExporter.h
index 31b471a3e4c..f438c002f91 100644
--- a/source/blender/collada/SceneExporter.h
+++ b/source/blender/collada/SceneExporter.h
@@ -43,6 +43,7 @@ extern "C" {
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
+#include "DNA_constraint_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"
@@ -51,6 +52,7 @@ extern "C" {
#include "BKE_fcurve.h"
#include "BKE_animsys.h"
#include "BLI_path_util.h"
+#include "BKE_constraint.h"
#include "BLI_fileops.h"
#include "ED_keyframing.h"
}
diff --git a/source/blender/collada/TransformReader.cpp b/source/blender/collada/TransformReader.cpp
index 5bc135e9b67..24124c7b58d 100644
--- a/source/blender/collada/TransformReader.cpp
+++ b/source/blender/collada/TransformReader.cpp
@@ -45,29 +45,31 @@ void TransformReader::get_node_mat(float mat[4][4], COLLADAFW::Node *node, std::
COLLADAFW::Transformation *tm = node->getTransformations()[i];
COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
-
- switch (type) {
- case COLLADAFW::Transformation::TRANSLATE:
- dae_translate_to_mat4(tm, cur);
- break;
- case COLLADAFW::Transformation::ROTATE:
- dae_rotate_to_mat4(tm, cur);
- break;
- case COLLADAFW::Transformation::SCALE:
- dae_scale_to_mat4(tm, cur);
- break;
- case COLLADAFW::Transformation::MATRIX:
- dae_matrix_to_mat4(tm, cur);
- break;
- case COLLADAFW::Transformation::LOOKAT:
- case COLLADAFW::Transformation::SKEW:
- fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
- break;
+
+ if(type == COLLADAFW::Transformation::MATRIX){
+ dae_matrix_to_mat4(tm, mat);
+ return;
}
-
- copy_m4_m4(copy, mat);
- mult_m4_m4m4(mat, copy, cur);
-
+ else{
+ switch (type) {
+ case COLLADAFW::Transformation::TRANSLATE:
+ dae_translate_to_mat4(tm, cur);
+ break;
+ case COLLADAFW::Transformation::ROTATE:
+ dae_rotate_to_mat4(tm, cur);
+ break;
+ case COLLADAFW::Transformation::SCALE:
+ dae_scale_to_mat4(tm, cur);
+ break;
+ case COLLADAFW::Transformation::LOOKAT:
+ case COLLADAFW::Transformation::SKEW:
+ fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
+ break;
+ }
+ copy_m4_m4(copy, mat);
+ mult_m4_m4m4(mat, copy, cur);
+ }
+
if (animation_map) {
// AnimationList that drives this Transformation
const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList();
diff --git a/source/blender/collada/TransformWriter.cpp b/source/blender/collada/TransformWriter.cpp
index 3fe3f620a68..f06c8cb9e00 100644
--- a/source/blender/collada/TransformWriter.cpp
+++ b/source/blender/collada/TransformWriter.cpp
@@ -52,9 +52,9 @@ void TransformWriter::add_node_transform(COLLADASW::Node& node, float mat[4][4],
TransformBase::decompose(local, loc, rot, NULL, scale);
if (node.getType() == COLLADASW::Node::JOINT)
- node.addMatrix("transform", dmat);
+ node.addMatrix("transform", dmat);
else
- add_transform(node, loc, rot, scale);
+ add_transform(node, loc, rot, scale);
}
void TransformWriter::add_node_transform_ob(COLLADASW::Node& node, Object *ob)
@@ -93,12 +93,13 @@ void TransformWriter::add_node_transform_ob(COLLADASW::Node& node, Object *ob)
add_transform(node, loc, rot, scale);
#endif
-
+ UnitConverter converter;
+
/* Using parentinv should allow use of existing curves */
if (ob->parent) {
// If parentinv is identity don't add it.
bool add_parinv = false;
-
+
for (int i = 0; i < 16; ++i) {
float f = (i % 4 == i / 4) ? 1.0f : 0.0f;
add_parinv |= (ob->parentinv[i % 4][i / 4] != f);
@@ -106,12 +107,14 @@ void TransformWriter::add_node_transform_ob(COLLADASW::Node& node, Object *ob)
if (add_parinv) {
double dmat[4][4];
- UnitConverter converter;
converter.mat4_to_dae_double(dmat, ob->parentinv);
node.addMatrix("parentinverse", dmat);
}
}
-
+
+ double d_obmat[4][4];
+ converter.mat4_to_dae_double(d_obmat, ob->obmat);
+ node.addMatrix("transform",d_obmat);
add_transform(node, ob->loc, ob->rot, ob->size);
}
@@ -123,7 +126,6 @@ void TransformWriter::add_node_transform_identity(COLLADASW::Node& node)
void TransformWriter::add_transform(COLLADASW::Node& node, float loc[3], float rot[3], float scale[3])
{
- node.addTranslate("location", loc[0], loc[1], loc[2]);
#if 0
node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
@@ -132,6 +134,7 @@ void TransformWriter::add_transform(COLLADASW::Node& node, float loc[3], float r
node.addRotateZ("rotationZ", RAD2DEGF(rot[2]));
node.addRotateY("rotationY", RAD2DEGF(rot[1]));
node.addRotateX("rotationX", RAD2DEGF(rot[0]));
-
node.addScale("scale", scale[0], scale[1], scale[2]);
+ node.addTranslate("location", loc[0], loc[1], loc[2]);
+
}
diff --git a/source/blender/collada/collada.cpp b/source/blender/collada/collada.cpp
index fbb18887d1b..ef34c55bbe6 100644
--- a/source/blender/collada/collada.cpp
+++ b/source/blender/collada/collada.cpp
@@ -59,6 +59,7 @@ int collada_export(Scene *sce,
int selected,
int include_children,
int include_armatures,
+ int include_shapekeys,
int deform_bones_only,
int active_uv_only,
@@ -89,6 +90,7 @@ int collada_export(Scene *sce,
export_settings.selected = selected != 0;
export_settings.include_children = include_children != 0;
export_settings.include_armatures = include_armatures != 0;
+ export_settings.include_shapekeys = include_shapekeys != 0;
export_settings.deform_bones_only = deform_bones_only != 0;
export_settings.active_uv_only = active_uv_only != 0;
diff --git a/source/blender/collada/collada.h b/source/blender/collada/collada.h
index 13f8151da3d..a02e3e007ae 100644
--- a/source/blender/collada/collada.h
+++ b/source/blender/collada/collada.h
@@ -55,6 +55,7 @@ int collada_export(Scene *sce,
int selected,
int include_children,
int include_armatures,
+ int include_shapekeys,
int deform_bones_only,
int active_uv_only,
diff --git a/source/blender/collada/collada_internal.cpp b/source/blender/collada/collada_internal.cpp
index 51d81dc164b..64c567384a1 100644
--- a/source/blender/collada/collada_internal.cpp
+++ b/source/blender/collada/collada_internal.cpp
@@ -283,3 +283,9 @@ std::string get_material_id(Material *mat)
{
return translate_id(id_name(mat)) + "-material";
}
+
+std::string get_morph_id(Object *ob)
+{
+ return translate_id(id_name(ob)) + "-morph";
+}
+
diff --git a/source/blender/collada/collada_internal.h b/source/blender/collada/collada_internal.h
index d92f53f714c..ba077628499 100644
--- a/source/blender/collada/collada_internal.h
+++ b/source/blender/collada/collada_internal.h
@@ -99,4 +99,6 @@ extern std::string get_camera_id(Object *ob);
extern std::string get_material_id(Material *mat);
+extern std::string get_morph_id(Object *ob);
+
#endif /* __COLLADA_INTERNAL_H__ */
diff --git a/source/blender/editors/io/io_collada.c b/source/blender/editors/io/io_collada.c
index ba93206e63a..f53672b7092 100644
--- a/source/blender/editors/io/io_collada.c
+++ b/source/blender/editors/io/io_collada.c
@@ -84,6 +84,7 @@ static int wm_collada_export_exec(bContext *C, wmOperator *op)
int selected;
int include_children;
int include_armatures;
+ int include_shapekeys;
int deform_bones_only;
int include_uv_textures;
@@ -109,6 +110,7 @@ static int wm_collada_export_exec(bContext *C, wmOperator *op)
selected = RNA_boolean_get(op->ptr, "selected");
include_children = RNA_boolean_get(op->ptr, "include_children");
include_armatures = RNA_boolean_get(op->ptr, "include_armatures");
+ include_shapekeys = RNA_boolean_get(op->ptr, "include_shapekeys");
deform_bones_only = RNA_boolean_get(op->ptr, "deform_bones_only");
include_uv_textures = RNA_boolean_get(op->ptr, "include_uv_textures");
@@ -130,6 +132,7 @@ static int wm_collada_export_exec(bContext *C, wmOperator *op)
selected,
include_children,
include_armatures,
+ include_shapekeys,
deform_bones_only,
active_uv_only,
@@ -176,6 +179,10 @@ static void uiCollada_exportSettings(uiLayout *layout, PointerRNA *imfptr)
uiItemR(row, imfptr, "include_armatures", 0, NULL, ICON_NONE);
uiLayoutSetEnabled(row, RNA_boolean_get(imfptr, "selected"));
+ row = uiLayoutRow(box, FALSE);
+ uiItemR(row, imfptr, "include_shapekeys", 0, NULL, ICON_NONE);
+ uiLayoutSetEnabled(row, RNA_boolean_get(imfptr, "selected"));
+
/* Texture options */
box = uiLayoutBox(layout);
row = uiLayoutRow(box, FALSE);
@@ -266,6 +273,9 @@ void WM_OT_collada_export(wmOperatorType *ot)
RNA_def_boolean(ot->srna, "include_armatures", 0, "Include Armatures",
"Export related armatures (even if not selected)");
+ RNA_def_boolean(ot->srna, "include_shapekeys", 1, "Include Shape Keys",
+ "Export all Shape Keys from Mesh Objects");
+
RNA_def_boolean(ot->srna, "deform_bones_only", 0, "Deform Bones only",
"Only export deforming bones with armatures");
diff --git a/source/blender/makesrna/intern/rna_scene_api.c b/source/blender/makesrna/intern/rna_scene_api.c
index 9b5a858a581..e877367790e 100644
--- a/source/blender/makesrna/intern/rna_scene_api.c
+++ b/source/blender/makesrna/intern/rna_scene_api.c
@@ -101,6 +101,7 @@ static void rna_Scene_collada_export(
int selected,
int include_children,
int include_armatures,
+ int include_shapekeys,
int deform_bones_only,
int active_uv_only,
@@ -113,7 +114,7 @@ static void rna_Scene_collada_export(
int second_life)
{
collada_export(scene, filepath, apply_modifiers, export_mesh_type, selected,
- include_children, include_armatures, deform_bones_only,
+ include_children, include_armatures, include_shapekeys, deform_bones_only,
active_uv_only, include_uv_textures, include_material_textures,
use_texture_copies, use_object_instantiation, sort_by_name, second_life);
}
@@ -149,6 +150,7 @@ void RNA_api_scene(StructRNA *srna)
parm = RNA_def_boolean(func, "selected", 0, "Selection Only", "Export only selected elements");
parm = RNA_def_boolean(func, "include_children", 0, "Include Children", "Export all children of selected objects (even if not selected)");
parm = RNA_def_boolean(func, "include_armatures", 0, "Include Armatures", "Export related armatures (even if not selected)");
+ parm = RNA_def_boolean(func, "include_shapekeys", 0, "Include Shape Keys", "Export all Shape Keys from Mesh Objects");
parm = RNA_def_boolean(func, "deform_bones_only", 0, "Deform Bones only", "Only export deforming bones with armatures");
parm = RNA_def_boolean(func, "active_uv_only", 0, "Active UV Layer only", "Export only the active UV Layer");