diff options
author | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-23 13:17:17 +0300 |
---|---|---|
committer | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-23 13:29:20 +0300 |
commit | 6be9d19951ed460829d379aa90953b14a9f281f2 (patch) | |
tree | 45fe275c232ff0b4fb0e4e7205d53c8fdd6f8e9a /source/blender/collada/ControllerExporter.cpp | |
parent | e9cf9e0a397f9589e00d980f0c0489641e7ed57e (diff) |
Collada exporter update
Added new feature: Collada: global axis rotation upon export (UI)
The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)
- Refactor:Added new utility methods to collada_utils
Made BCMatrix class more powerfull
moved Blender related structures into new BlenderContext class
added class wrapper to encapsulate ExportSettings structure
Added blender context getters to ExportSettings
added access methods to BlenderContext into ExportSettings class
Moved class BCMatrix into BlenderContext
moved utility functions from collada_util into BlenderContext
replace own function for parenting by a call to ED_object_parent_set()
- Cleanup: removed obsolete parameters from methods
renamed parameters for better understanding
cleanup whitespace and indentation
removed obsolete comments
Diffstat (limited to 'source/blender/collada/ControllerExporter.cpp')
-rw-r--r-- | source/blender/collada/ControllerExporter.cpp | 42 |
1 files changed, 26 insertions, 16 deletions
diff --git a/source/blender/collada/ControllerExporter.cpp b/source/blender/collada/ControllerExporter.cpp index c79a4e1a1f7..adea9fd672a 100644 --- a/source/blender/collada/ControllerExporter.cpp +++ b/source/blender/collada/ControllerExporter.cpp @@ -57,7 +57,7 @@ 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)) { + if (bc_is_root_bone(bone, this->export_settings.get_deform_bones_only())) { std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name); ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, node_id)); } @@ -89,7 +89,7 @@ bool ControllerExporter::add_instance_controller(Object *ob) } InstanceWriter::add_material_bindings( - ins.getBindMaterial(), ob, this->export_settings->active_uv_only); + ins.getBindMaterial(), ob, this->export_settings.get_active_uv_only()); ins.add(); return true; @@ -102,7 +102,7 @@ void ControllerExporter::export_controllers() GeometryFunctor gf; gf.forEachMeshObjectInExportSet<ControllerExporter>( - sce, *this, this->export_settings->export_set); + sce, *this, this->export_settings.get_export_set()); closeLibrary(); } @@ -115,7 +115,7 @@ void ControllerExporter::operator()(Object *ob) if (ob_arm) { export_skin_controller(ob, ob_arm); } - if (key && this->export_settings->include_shapekeys) { + if (key && this->export_settings.get_include_shapekeys()) { export_morph_controller(ob, key); } } @@ -189,7 +189,7 @@ void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm) } MDeformWeight; #endif - bool use_instantiation = this->export_settings->use_object_instantiation; + bool use_instantiation = this->export_settings.get_use_object_instantiation(); Mesh *me; if (((Mesh *)ob->data)->dvert == NULL) { @@ -198,9 +198,9 @@ void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm) me = bc_get_mesh_copy(blender_context, ob, - this->export_settings->export_mesh_type, - this->export_settings->apply_modifiers, - this->export_settings->triangulate); + this->export_settings.get_export_mesh_type(), + this->export_settings.get_apply_modifiers(), + this->export_settings.get_triangulate()); std::string controller_name = id_name(ob_arm); std::string controller_id = get_controller_id(ob_arm, ob); @@ -297,14 +297,14 @@ void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm) void ControllerExporter::export_morph_controller(Object *ob, Key *key) { - bool use_instantiation = this->export_settings->use_object_instantiation; + bool use_instantiation = this->export_settings.get_use_object_instantiation(); Mesh *me; me = bc_get_mesh_copy(blender_context, ob, - this->export_settings->export_mesh_type, - this->export_settings->apply_modifiers, - this->export_settings->triangulate); + this->export_settings.get_export_mesh_type(), + this->export_settings.get_apply_modifiers(), + this->export_settings.get_triangulate()); std::string controller_name = id_name(ob) + "-morph"; std::string controller_id = get_controller_id(key, ob); @@ -431,9 +431,16 @@ void ControllerExporter::add_bind_shape_mat(Object *ob) float f_obmat[4][4]; BKE_object_matrix_local_get(ob, f_obmat); + if (export_settings.get_apply_global_orientation()) { + // do nothing, rotation is going to be applied to the Data + } + else { + bc_add_global_transform(f_obmat, export_settings.get_global_transform()); + } + // UnitConverter::mat4_to_dae_double(bind_mat, ob->obmat); UnitConverter::mat4_to_dae_double(bind_mat, f_obmat); - if (this->export_settings->limit_precision) + if (this->export_settings.get_limit_precision()) bc_sanitize_mat(bind_mat, LIMITTED_PRECISION); addBindShapeTransform(bind_mat); @@ -532,8 +539,7 @@ std::string ControllerExporter::add_inv_bind_mats_source(Object *ob_arm, this->export_settings, pchan->bone, bind_mat, pchan->bone->arm_mat, true); /* SL/OPEN_SIM COMPATIBILITY */ - if (export_settings->open_sim) { - + if (export_settings.get_open_sim()) { float loc[3]; float rot[3] = {0, 0, 0}; float scale[3]; @@ -547,9 +553,13 @@ std::string ControllerExporter::add_inv_bind_mats_source(Object *ob_arm, /* make world-space matrix (bind_mat is armature-space) */ mul_m4_m4m4(world, ob_arm->obmat, bind_mat); + if (export_settings.get_apply_global_orientation()) { + bc_apply_global_transform(world, export_settings.get_global_transform()); + } + invert_m4_m4(mat, world); UnitConverter::mat4_to_dae(inv_bind_mat, mat); - if (this->export_settings->limit_precision) + if (this->export_settings.get_limit_precision()) bc_sanitize_mat(inv_bind_mat, LIMITTED_PRECISION); source.appendValues(inv_bind_mat); } |