diff options
author | gaiaclary <gaia.clary@machinimatrix.org> | 2014-02-19 00:53:25 +0400 |
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committer | gaiaclary <gaia.clary@machinimatrix.org> | 2014-02-19 16:57:51 +0400 |
commit | a0c1f009bf3e1b12afc5eba4c784c9ba448a6451 (patch) | |
tree | b6c7daf9eff1492f2a25ae0f2c2bc62cdc0a8f08 | |
parent | f6a7e5ece10a123e5e2e674495c9cabfa0c8e0dd (diff) |
Added Maya restpose_matrix support via custom properties to Collada exporter
-rw-r--r-- | source/blender/collada/ControllerExporter.cpp | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/source/blender/collada/ControllerExporter.cpp b/source/blender/collada/ControllerExporter.cpp index 17ac5478b22..b2b16948412 100644 --- a/source/blender/collada/ControllerExporter.cpp +++ b/source/blender/collada/ControllerExporter.cpp @@ -42,6 +42,7 @@ extern "C" { #include "BKE_mesh.h" #include "BKE_global.h" #include "BKE_library.h" +#include "BKE_idprop.h" } #include "ED_armature.h" @@ -466,6 +467,80 @@ std::string ControllerExporter::add_joints_source(Object *ob_arm, ListBase *defb return source_id; } +/** + * This function creates an arbitrary rest pose matrix from + * data provided as custom properties. This is a workaround + * for support of maya's restpose matrix which can be arbitrary + * in opposition to Blender where the Rest pose Matrix is always + * the Identity matrix. + * + * The custom properties are: + * + * restpose_scale_x + * restpose_scale_y + * restpose_scale_z + * + * restpose_rot_x + * restpose_rot_y + * restpose_rot_z + * + * restpose_loc_x + * restpose_loc_y + * restpose_loc_z + * + * The matrix is only setup if the scale AND the rot properties are defined. + * The presence of the loc properties is optional. + * + * This feature has been implemented to support Second Life "Fitted Mesh" + * TODO: Check if an arbitrary rest pose matrix makes sense within Blender. + * Eventually leverage the custom property data into an "official" + * Edit_bone Property + */ +static bool create_restpose_mat(Bone *bone, float mat[4][4]) +{ + bool is_valid = false; + const double PI = 3.1415926535897932384626433832795; + + IDProperty *scale_x = IDP_GetPropertyFromGroup(bone->prop, "restpose_scale_x"); + IDProperty *scale_y = IDP_GetPropertyFromGroup(bone->prop, "restpose_scale_y"); + IDProperty *scale_z = IDP_GetPropertyFromGroup(bone->prop, "restpose_scale_z"); + + if (scale_x && scale_y && scale_z) { + + IDProperty *rot_x = IDP_GetPropertyFromGroup(bone->prop, "restpose_rot_x"); + IDProperty *rot_y = IDP_GetPropertyFromGroup(bone->prop, "restpose_rot_y"); + IDProperty *rot_z = IDP_GetPropertyFromGroup(bone->prop, "restpose_rot_z"); + + if (rot_x && rot_y && rot_z) { + is_valid = true; + + float loc[3] = {0,0,0}; + IDProperty *loc_x = IDP_GetPropertyFromGroup(bone->prop, "restpose_loc_x"); + IDProperty *loc_y = IDP_GetPropertyFromGroup(bone->prop, "restpose_loc_y"); + IDProperty *loc_z = IDP_GetPropertyFromGroup(bone->prop, "restpose_loc_z"); + + if (loc_x && loc_y && loc_z) { + loc[0] = IDP_Float(loc_x); + loc[1] = IDP_Float(loc_y); + loc[2] = IDP_Float(loc_z); + } + + float scale[3]; + scale[0] = IDP_Float(scale_x); + scale[1] = IDP_Float(scale_y); + scale[2] = IDP_Float(scale_z); + + float rot[3]; + rot[0] = PI * IDP_Float(rot_x) / 180; + rot[1] = PI * IDP_Float(rot_y) / 180; + rot[2] = PI * IDP_Float(rot_z) / 180; + + loc_eulO_size_to_mat4(mat, loc, rot, scale, 6); + } + } + return is_valid; +} + 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; @@ -507,6 +582,7 @@ std::string ControllerExporter::add_inv_bind_mats_source(Object *ob_arm, ListBas float world[4][4]; float inv_bind_mat[4][4]; + // OPEN_SIM_COMPATIBILITY if (export_settings->open_sim) { // Only translations, no rotation vs armature @@ -520,6 +596,12 @@ std::string ControllerExporter::add_inv_bind_mats_source(Object *ob_arm, ListBas mul_m4_m4m4(world, ob_arm->obmat, pchan->bone->arm_mat); } + float restpose_mat[4][4]; + bool is_valid = create_restpose_mat(pchan->bone, restpose_mat); + if (is_valid) { + mul_m4_m4m4(world, world, restpose_mat); + } + invert_m4_m4(mat, world); converter.mat4_to_dae(inv_bind_mat, mat); |