diff options
author | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-23 13:17:17 +0300 |
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committer | Gaia Clary <gaia.clary@machinimatrix.org> | 2019-05-23 13:29:20 +0300 |
commit | 6be9d19951ed460829d379aa90953b14a9f281f2 (patch) | |
tree | 45fe275c232ff0b4fb0e4e7205d53c8fdd6f8e9a /source/blender/collada/collada_utils.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/collada_utils.cpp')
-rw-r--r-- | source/blender/collada/collada_utils.cpp | 183 |
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); } |