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authorGaia Clary <gaia.clary@machinimatrix.org>2019-05-23 13:17:17 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2019-05-23 13:29:20 +0300
commit6be9d19951ed460829d379aa90953b14a9f281f2 (patch)
tree45fe275c232ff0b4fb0e4e7205d53c8fdd6f8e9a /source/blender/collada/collada_utils.cpp
parente9cf9e0a397f9589e00d980f0c0489641e7ed57e (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/collada_utils.cpp')
-rw-r--r--source/blender/collada/collada_utils.cpp183
1 files changed, 65 insertions, 118 deletions
diff --git a/source/blender/collada/collada_utils.cpp b/source/blender/collada/collada_utils.cpp
index c0e3ab2ca47..9e8896c2b9f 100644
--- a/source/blender/collada/collada_utils.cpp
+++ b/source/blender/collada/collada_utils.cpp
@@ -60,6 +60,7 @@ extern "C" {
#include "ED_armature.h"
#include "ED_screen.h"
#include "ED_node.h"
+#include "ED_object.h"
#include "MEM_guardedalloc.h"
@@ -104,26 +105,6 @@ int bc_test_parent_loop(Object *par, Object *ob)
return bc_test_parent_loop(par->parent, ob);
}
-void bc_get_children(std::vector<Object *> &child_set, Object *ob, ViewLayer *view_layer)
-{
- Base *base;
- for (base = (Base *)view_layer->object_bases.first; base; base = base->next) {
- Object *cob = base->object;
- if (cob->parent == ob) {
- switch (ob->type) {
- case OB_MESH:
- case OB_CAMERA:
- case OB_LAMP:
- case OB_EMPTY:
- case OB_ARMATURE:
- child_set.push_back(cob);
- default:
- break;
- }
- }
- }
-}
-
bool bc_validateConstraints(bConstraint *con)
{
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
@@ -146,43 +127,19 @@ bool bc_validateConstraints(bConstraint *con)
return true;
}
-/* a shortened version of parent_set_exec()
- * if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting */
-int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
+bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
- Object workob;
- Depsgraph *depsgraph = CTX_data_depsgraph(C);
- Scene *sce = CTX_data_scene(C);
-
- if (!par || bc_test_parent_loop(par, ob))
- return false;
-
- ob->parent = par;
- ob->partype = PAROBJECT;
+ Scene *scene = CTX_data_scene(C);
+ int partype = PAR_OBJECT;
+ const bool xmirror = false;
+ const bool keep_transform = false;
- ob->parsubstr[0] = 0;
-
- if (is_parent_space) {
- float mat[4][4];
- /* calc par->obmat */
- BKE_object_where_is_calc(depsgraph, sce, par);
-
- /* move child obmat into world space */
- mul_m4_m4m4(mat, par->obmat, ob->obmat);
- copy_m4_m4(ob->obmat, mat);
+ if (par && is_parent_space) {
+ mul_m4_m4m4(ob->obmat, par->obmat, ob->obmat);
}
- /* apply child obmat (i.e. decompose it into rot/loc/size) */
- BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
-
- /* compute parentinv */
- BKE_object_workob_calc_parent(depsgraph, sce, ob, &workob);
- invert_m4_m4(ob->parentinv, workob.obmat);
-
- DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
- DEG_id_tag_update(&par->id, ID_RECALC_TRANSFORM);
-
- return true;
+ bool ok = ED_object_parent_set(NULL, C, scene, ob, par, partype, xmirror, keep_transform, NULL);
+ return ok;
}
std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions)
@@ -309,49 +266,6 @@ Object *bc_get_assigned_armature(Object *ob)
return ob_arm;
}
-/**
- * Returns the highest selected ancestor
- * returns NULL if no ancestor is selected
- * IMPORTANT: This function expects that all exported objects have set:
- * ob->id.tag & LIB_TAG_DOIT
- */
-Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
-
-{
- Object *ancestor = ob;
- while (ob->parent && bc_is_marked(ob->parent)) {
- ob = ob->parent;
- ancestor = ob;
- }
- return ancestor;
-}
-
-bool bc_is_base_node(LinkNode *export_set, Object *ob)
-{
- Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
- return (root == ob);
-}
-
-bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer)
-{
- bool to_export = (BLI_linklist_index(export_set, ob) != -1);
-
- if (!to_export) {
- /* Mark this object as to_export even if it is not in the
- * export list, but it contains children to export. */
-
- std::vector<Object *> children;
- bc_get_children(children, ob, view_layer);
- for (int i = 0; i < children.size(); i++) {
- if (bc_is_in_Export_set(export_set, children[i], view_layer)) {
- to_export = true;
- break;
- }
- }
- }
- return to_export;
-}
-
bool bc_has_object_type(LinkNode *export_set, short obtype)
{
LinkNode *node;
@@ -366,21 +280,6 @@ bool bc_has_object_type(LinkNode *export_set, short obtype)
return false;
}
-int bc_is_marked(Object *ob)
-{
- return ob && (ob->id.tag & LIB_TAG_DOIT);
-}
-
-void bc_remove_mark(Object *ob)
-{
- ob->id.tag &= ~LIB_TAG_DOIT;
-}
-
-void bc_set_mark(Object *ob)
-{
- ob->id.tag |= LIB_TAG_DOIT;
-}
-
/* Use bubble sort algorithm for sorting the export set */
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
@@ -1040,13 +939,61 @@ bool bc_has_animations(Scene *sce, LinkNode *export_set)
return false;
}
+void bc_add_global_transform(Matrix &to_mat,
+ const Matrix &from_mat,
+ const BCMatrix &global_transform,
+ const bool invert)
+{
+ copy_m4_m4(to_mat, from_mat);
+ bc_add_global_transform(to_mat, global_transform, invert);
+}
+
+void bc_add_global_transform(Vector &to_vec,
+ const Vector &from_vec,
+ const BCMatrix &global_transform,
+ const bool invert)
+{
+ copy_v3_v3(to_vec, from_vec);
+ bc_add_global_transform(to_vec, global_transform, invert);
+}
+
+void bc_add_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
+{
+ BCMatrix mat(to_mat);
+ mat.add_transform(global_transform, invert);
+ mat.get_matrix(to_mat);
+}
+
+void bc_add_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
+{
+ Matrix mat;
+ Vector from_vec;
+ copy_v3_v3(from_vec, to_vec);
+ global_transform.get_matrix(mat, false, 6, invert);
+ mul_v3_m4v3(to_vec, mat, from_vec);
+}
+
+void bc_apply_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
+{
+ BCMatrix mat(to_mat);
+ mat.apply_transform(global_transform, invert);
+ mat.get_matrix(to_mat);
+}
+
+void bc_apply_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
+{
+ Matrix transform;
+ global_transform.get_matrix(transform);
+ mul_v3_m4v3(to_vec, transform, to_vec);
+}
+
/**
* Check if custom information about bind matrix exists and modify the from_mat
* accordingly.
*
* Note: This is old style for Blender <= 2.78 only kept for compatibility
*/
-void bc_create_restpose_mat(const ExportSettings *export_settings,
+void bc_create_restpose_mat(BCExportSettings &export_settings,
Bone *bone,
float to_mat[4][4],
float from_mat[4][4],
@@ -1057,9 +1004,9 @@ void bc_create_restpose_mat(const ExportSettings *export_settings,
float scale[3];
static const float V0[3] = {0, 0, 0};
- if (!has_custom_props(bone, export_settings->keep_bind_info, "restpose_loc") &&
- !has_custom_props(bone, export_settings->keep_bind_info, "restpose_rot") &&
- !has_custom_props(bone, export_settings->keep_bind_info, "restpose_scale")) {
+ if (!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_loc") &&
+ !has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_rot") &&
+ !has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_scale")) {
/* No need */
copy_m4_m4(to_mat, from_mat);
return;
@@ -1068,7 +1015,7 @@ void bc_create_restpose_mat(const ExportSettings *export_settings,
bc_decompose(from_mat, loc, rot, NULL, scale);
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
- if (export_settings->keep_bind_info) {
+ if (export_settings.get_keep_bind_info()) {
bc_get_property_vector(bone, "restpose_loc", loc, loc);
if (use_local_space && bone->parent) {
@@ -1084,7 +1031,7 @@ void bc_create_restpose_mat(const ExportSettings *export_settings,
}
}
- if (export_settings->keep_bind_info) {
+ if (export_settings.get_keep_bind_info()) {
if (bc_get_IDProperty(bone, "restpose_rot_x"))
rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
if (bc_get_IDProperty(bone, "restpose_rot_y"))
@@ -1093,7 +1040,7 @@ void bc_create_restpose_mat(const ExportSettings *export_settings,
rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
}
- if (export_settings->keep_bind_info) {
+ if (export_settings.get_keep_bind_info()) {
bc_get_property_vector(bone, "restpose_scale", scale, scale);
}