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authorGaia Clary <gaia.clary@machinimatrix.org>2018-02-26 18:34:45 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2018-02-26 19:16:56 +0300
commita024da55af09fb75e3b72489a8696878909bf676 (patch)
treecf9cfcccbba2323816a19647770e07d6b5d3c6e7 /source/blender/collada
parent5f9657316e4e53594643cf1bb128135a593bcae5 (diff)
Adding support for Matrix Transformation export
The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented. This task implements Matrix export also for simple Object animation. Differential Revision: https://developer.blender.org/D3082
Diffstat (limited to 'source/blender/collada')
-rw-r--r--source/blender/collada/AnimationExporter.cpp191
-rw-r--r--source/blender/collada/AnimationExporter.h5
-rw-r--r--source/blender/collada/ControllerExporter.cpp2
-rw-r--r--source/blender/collada/DocumentExporter.cpp26
-rw-r--r--source/blender/collada/ExportSettings.h1
-rw-r--r--source/blender/collada/SceneExporter.cpp7
-rw-r--r--source/blender/collada/SceneExporter.h3
-rw-r--r--source/blender/collada/collada.cpp4
-rw-r--r--source/blender/collada/collada.h1
-rw-r--r--source/blender/collada/collada_utils.cpp23
-rw-r--r--source/blender/collada/collada_utils.h8
11 files changed, 188 insertions, 83 deletions
diff --git a/source/blender/collada/AnimationExporter.cpp b/source/blender/collada/AnimationExporter.cpp
index cf689a4a3eb..8c0733374a1 100644
--- a/source/blender/collada/AnimationExporter.cpp
+++ b/source/blender/collada/AnimationExporter.cpp
@@ -49,7 +49,16 @@ bool AnimationExporter::exportAnimations(Scene *sce)
return has_animations;
}
-
+bool AnimationExporter::is_flat_line(std::vector<float> &values, int channel_count)
+{
+ for (int i = 0; i < values.size(); i += channel_count) {
+ for (int j = 0; j < channel_count; j++) {
+ if (!bc_in_range(values[j], values[i+j], 0.000001))
+ return false;
+ }
+ }
+ return true;
+}
/*
* This function creates a complete LINEAR Collada <Animation> Entry with all needed
* <source>, <sampler>, and <channel> entries.
@@ -83,9 +92,11 @@ void AnimationExporter::create_sampled_animation(int channel_count,
std::string axis_name,
bool is_rot)
{
-
char anim_id[200];
+ if (is_flat_line(values, channel_count))
+ return;
+
BLI_snprintf(anim_id, sizeof(anim_id), "%s_%s_%s", (char *)translate_id(ob_name).c_str(), label.c_str(), axis_name.c_str());
openAnimation(anim_id, COLLADABU::Utils::EMPTY_STRING);
@@ -97,8 +108,10 @@ void AnimationExporter::create_sampled_animation(int channel_count,
std::string output_id;
if (channel_count == 1)
output_id = create_source_from_array(COLLADASW::InputSemantic::OUTPUT, &values[0], values.size(), is_rot, anim_id, axis_name.c_str());
- else if(channel_count == 3)
+ else if (channel_count == 3)
output_id = create_xyz_source(&values[0], times.size(), anim_id);
+ else if (channel_count == 16)
+ output_id = create_4x4_source(times, values, anim_id);
std::string sampler_id = std::string(anim_id) + SAMPLER_ID_SUFFIX;
COLLADASW::LibraryAnimations::Sampler sampler(sw, sampler_id);
@@ -135,26 +148,38 @@ void AnimationExporter::create_sampled_animation(int channel_count,
void AnimationExporter::export_keyframed_animation_set(Object *ob)
{
FCurve *fcu = (FCurve *)ob->adt->action->curves.first;
+ if (!fcu) {
+ return; /* object has no animation */
+ }
- char *transformName;
- while (fcu) {
- //for armature animations as objects
- if (ob->type == OB_ARMATURE)
- transformName = fcu->rna_path;
- else
- transformName = extract_transform_name(fcu->rna_path);
+ if (this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX) {
- if (
- STREQ(transformName, "location") ||
- STREQ(transformName, "scale") ||
- (STREQ(transformName, "rotation_euler") && ob->rotmode == ROT_MODE_EUL) ||
- STREQ(transformName, "rotation_quaternion"))
- {
- create_keyframed_animation(ob, fcu, transformName, false);
- }
- fcu = fcu->next;
+ std::vector<float> ctimes;
+ std::vector<float[4][4]> values;
+ find_keyframes(ob, ctimes);
+ if (ctimes.size() > 0)
+ export_sampled_matrix_animation(ob, ctimes);
}
+ else {
+ char *transformName;
+ while (fcu) {
+ //for armature animations as objects
+ if (ob->type == OB_ARMATURE)
+ transformName = fcu->rna_path;
+ else
+ transformName = extract_transform_name(fcu->rna_path);
+ if (
+ STREQ(transformName, "location") ||
+ STREQ(transformName, "scale") ||
+ (STREQ(transformName, "rotation_euler") && ob->rotmode == ROT_MODE_EUL) ||
+ STREQ(transformName, "rotation_quaternion"))
+ {
+ create_keyframed_animation(ob, fcu, transformName, false);
+ }
+ fcu = fcu->next;
+ }
+ }
}
/*
@@ -171,19 +196,52 @@ void AnimationExporter::export_keyframed_animation_set(Object *ob)
*/
void AnimationExporter::export_sampled_animation_set(Object *ob)
{
+ std::vector<float>ctimes;
+ find_sampleframes(ob, ctimes);
+ if (ctimes.size() > 0) {
+ if (this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX)
+ export_sampled_matrix_animation(ob, ctimes);
+ else
+ export_sampled_transrotloc_animation(ob, ctimes);
+ }
+}
+
+void AnimationExporter::export_sampled_matrix_animation(Object *ob, std::vector<float> &ctimes)
+{
+ UnitConverter converter;
+
+ std::vector<float> values;
+
+ for (std::vector<float>::iterator ctime = ctimes.begin(); ctime != ctimes.end(); ++ctime) {
+ float fmat[4][4];
+ float outmat[4][4];
+
+ bc_update_scene(scene, *ctime);
+ BKE_object_matrix_local_get(ob, fmat);
+ converter.mat4_to_dae(outmat, fmat);
+
+ if (this->export_settings->limit_precision)
+ bc_sanitize_mat(outmat, 6);
+
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ values.push_back(outmat[j][i]);
+ }
+
+ std::string ob_name = id_name(ob);
+
+ create_sampled_animation(16, ctimes, values, ob_name, "transform", "", false);
+}
+
+void AnimationExporter::export_sampled_transrotloc_animation(Object *ob, std::vector<float> &ctimes)
+{
static int LOC = 0;
static int EULX = 1;
static int EULY = 2;
static int EULZ = 3;
static int SCALE = 4;
- static int TIME = 5;
-
- if (this->export_settings->sampling_rate < 1)
- return; // to avoid infinite loop
- std::vector<float> baked_curves[6];
- std::vector<float> &ctimes = baked_curves[TIME];
- find_sampleframes(ob, ctimes);
+ std::vector<float> baked_curves[5];
for (std::vector<float>::iterator ctime = ctimes.begin(); ctime != ctimes.end(); ++ctime ) {
float fmat[4][4];
@@ -192,7 +250,7 @@ void AnimationExporter::export_sampled_animation_set(Object *ob)
float fsize[3];
float feul[3];
- evaluate_anim_with_constraints(ob, *ctime); // set object transforms to the frame
+ bc_update_scene(scene, *ctime);
BKE_object_matrix_local_get(ob, fmat);
mat4_decompose(floc, fquat, fsize, fmat);
@@ -214,16 +272,16 @@ void AnimationExporter::export_sampled_animation_set(Object *ob)
std::string ob_name = id_name(ob);
- create_sampled_animation(3, baked_curves[TIME], baked_curves[SCALE], ob_name, "scale", "", false);
- create_sampled_animation(3, baked_curves[TIME], baked_curves[LOC], ob_name, "location", "", false);
+ create_sampled_animation(3, ctimes, baked_curves[SCALE], ob_name, "scale", "", false);
+ create_sampled_animation(3, ctimes, baked_curves[LOC], ob_name, "location", "", false);
/* Not sure how to export rotation as a 3channel animation,
* so separate into 3 single animations for now:
*/
- create_sampled_animation(1, baked_curves[TIME], baked_curves[EULX], ob_name, "rotation", "X", true);
- create_sampled_animation(1, baked_curves[TIME], baked_curves[EULY], ob_name, "rotation", "Y", true);
- create_sampled_animation(1, baked_curves[TIME], baked_curves[EULZ], ob_name, "rotation", "Z", true);
+ create_sampled_animation(1, ctimes, baked_curves[EULX], ob_name, "rotation", "X", true);
+ create_sampled_animation(1, ctimes, baked_curves[EULY], ob_name, "rotation", "Y", true);
+ create_sampled_animation(1, ctimes, baked_curves[EULZ], ob_name, "rotation", "Z", true);
fprintf(stdout, "Animation Export: Baked %zd frames for %s (sampling rate: %d)\n",
baked_curves[0].size(),
@@ -242,19 +300,19 @@ void AnimationExporter::operator()(Object *ob)
if (ob->adt && ob->adt->action) {
if (ob->type == OB_ARMATURE) {
+ /* Export skeletal animation (if any)*/
bArmature *arm = (bArmature *)ob->data;
for (Bone *bone = (Bone *)arm->bonebase.first; bone; bone = bone->next)
write_bone_animation_matrix(ob, bone);
}
+
+ /* Armatures can have object animation and skeletal animation*/
+ if (this->export_settings->sampling_rate < 1) {
+ export_keyframed_animation_set(ob);
+ }
else {
- if (this->export_settings->sampling_rate == -1) {
- export_keyframed_animation_set(ob);
- }
- else {
- export_sampled_animation_set(ob);
- }
+ export_sampled_animation_set(ob);
}
-
}
export_object_constraint_animation(ob);
@@ -1186,9 +1244,51 @@ std::string AnimationExporter::create_source_from_vector(COLLADASW::InputSemanti
return source_id;
}
+std::string AnimationExporter::create_4x4_source(std::vector<float> &ctimes, std::vector<float> &values , const std::string &anim_id)
+{
+ COLLADASW::InputSemantic::Semantics semantic = COLLADASW::InputSemantic::OUTPUT;
+ std::string source_id = anim_id + get_semantic_suffix(semantic);
+
+ COLLADASW::Float4x4Source source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(ctimes.size());
+ source.setAccessorStride(16);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ add_source_parameters(param, semantic, false, NULL, true);
+
+ source.prepareToAppendValues();
+
+ bPoseChannel *parchan = NULL;
+ bPoseChannel *pchan = NULL;
+
+
+ std::vector<float>::iterator it;
+
+ for (it = values.begin(); it != values.end(); it+=16) {
+ float mat[4][4];
+
+ bc_copy_m4_farray(mat, &*it);
+
+ UnitConverter converter;
+ double outmat[4][4];
+ converter.mat4_to_dae_double(outmat, mat);
+
+ if (this->export_settings->limit_precision)
+ bc_sanitize_mat(outmat, 6);
+
+ source.appendValues(outmat);
+ }
+
+ source.finish();
+ return source_id;
+}
std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Object *ob, Bone *bone, const std::string &anim_id)
{
+ bool is_bone_animation = ob->type == OB_ARMATURE && bone;
+
COLLADASW::InputSemantic::Semantics semantic = COLLADASW::InputSemantic::OUTPUT;
std::string source_id = anim_id + get_semantic_suffix(semantic);
@@ -1206,7 +1306,7 @@ std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Obj
bPoseChannel *parchan = NULL;
bPoseChannel *pchan = NULL;
- if (ob->type == OB_ARMATURE && bone) {
+ if (is_bone_animation) {
bPose *pose = ob->pose;
pchan = BKE_pose_channel_find_name(pose, bone->name);
if (!pchan)
@@ -1224,11 +1324,8 @@ std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Obj
float frame = *it;
float ctime = BKE_scene_frame_get_from_ctime(scene, frame);
- CFRA = BKE_scene_frame_get_from_ctime(scene, frame);
- //BKE_scene_update_for_newframe(G.main->eval_ctx, G.main,scene,scene->lay);
- BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL);
-
- if (bone) {
+ bc_update_scene(scene, ctime);
+ if (is_bone_animation) {
if (pchan->flag & POSE_CHAIN) {
enable_fcurves(ob->adt->action, NULL);
BKE_animsys_evaluate_animdata(scene, &ob->id, ob->adt, ctime, ADT_RECALC_ALL);
@@ -1268,10 +1365,6 @@ std::string AnimationExporter::create_4x4_source(std::vector<float> &frames, Obj
}
else {
- BKE_scene_frame_set(scene, ctime);
- Main *bmain = bc_get_main();
- EvaluationContext *ev_context = bc_get_evaluation_context();
- BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
copy_m4_m4(mat, ob->obmat);
}
diff --git a/source/blender/collada/AnimationExporter.h b/source/blender/collada/AnimationExporter.h
index b26b0427f33..52b46353528 100644
--- a/source/blender/collada/AnimationExporter.h
+++ b/source/blender/collada/AnimationExporter.h
@@ -144,9 +144,12 @@ protected:
float* get_eul_source_for_quat(Object *ob );
+ bool is_flat_line(std::vector<float> &values, int channel_count);
void export_keyframed_animation_set(Object *ob);
void create_keyframed_animation(Object *ob, FCurve *fcu, char *transformName, bool is_param, Material *ma = NULL);
void export_sampled_animation_set(Object *ob);
+ void export_sampled_transrotloc_animation(Object *ob, std::vector<float> &ctimes);
+ void export_sampled_matrix_animation(Object *ob, std::vector<float> &ctimes);
void create_sampled_animation(int channel_count, std::vector<float> &times, std::vector<float> &values, std::string, std::string label, std::string axis_name, bool is_rot);
void evaluate_anim_with_constraints(Object *ob, float ctime);
@@ -161,7 +164,7 @@ protected:
std::string create_source_from_vector(COLLADASW::InputSemantic::Semantics semantic, std::vector<float> &fra, bool is_rot, const std::string& anim_id, const char *axis_name);
std::string create_xyz_source(float *v, int tot, const std::string& anim_id);
-
+ std::string create_4x4_source(std::vector<float> &times, std::vector<float> &values, 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);
diff --git a/source/blender/collada/ControllerExporter.cpp b/source/blender/collada/ControllerExporter.cpp
index 5cd5e6d271a..4afe71f47ba 100644
--- a/source/blender/collada/ControllerExporter.cpp
+++ b/source/blender/collada/ControllerExporter.cpp
@@ -282,7 +282,7 @@ void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm)
}
if (oob_counter > 0) {
- fprintf(stderr, "Ignored %d Vertex weights which use index to non existing VGroup %lu.\n",
+ fprintf(stderr, "Ignored %d Vertex weights which use index to non existing VGroup %zu.\n",
oob_counter, joint_index_by_def_index.size());
}
}
diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp
index 957fec50e4b..7ed5d8ff693 100644
--- a/source/blender/collada/DocumentExporter.cpp
+++ b/source/blender/collada/DocumentExporter.cpp
@@ -302,29 +302,11 @@ int DocumentExporter::exportCurrentScene(Scene *sce)
SceneExporter se(writer, &arm_exporter, this->export_settings);
- // <library_animations>
- AnimationExporter ae(writer, this->export_settings);
-
-#if 0
- bool has_animations = ae.exportAnimations(sce);
- /* The following code seems to be an obsolete workaround
- Comment out until it proofs correct that we no longer need it.
- */
- if (has_animations && this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX) {
- // channels adressing <matrix> objects is not (yet) supported
- // So we force usage of <location>, <translation> and <scale>
- fprintf(stdout,
- "For animated Ojects we must use decomposed <matrix> elements,\n" \
- "Forcing usage of TransLocRot transformation type.");
- se.setExportTransformationType(BC_TRANSFORMATION_TYPE_TRANSROTLOC);
+ if (this->export_settings->include_animations) {
+ // <library_animations>
+ AnimationExporter ae(writer, this->export_settings);
+ ae.exportAnimations(sce);
}
- else {
- se.setExportTransformationType(this->export_settings->export_transformation_type);
- }
-#else
- ae.exportAnimations(sce);
- se.setExportTransformationType(this->export_settings->export_transformation_type);
-#endif
se.exportScene(sce);
// <scene>
diff --git a/source/blender/collada/ExportSettings.h b/source/blender/collada/ExportSettings.h
index 3b0b5708c7c..73a101108a9 100644
--- a/source/blender/collada/ExportSettings.h
+++ b/source/blender/collada/ExportSettings.h
@@ -39,6 +39,7 @@ public:
bool include_armatures;
bool include_shapekeys;
bool deform_bones_only;
+ bool include_animations;
int sampling_rate;
bool active_uv_only;
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp
index 73945539931..5a0badf8d3a 100644
--- a/source/blender/collada/SceneExporter.cpp
+++ b/source/blender/collada/SceneExporter.cpp
@@ -38,11 +38,6 @@ SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm,
{
}
-void SceneExporter::setExportTransformationType(BC_export_transformation_type transformation_type)
-{
- this->transformation_type = transformation_type;
-}
-
void SceneExporter::exportScene(Scene *sce)
{
// <library_visual_scenes> <visual_scene>
@@ -138,7 +133,7 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
// for skinned mesh we write obmat in <bind_shape_matrix>
TransformWriter::add_node_transform_identity(colladaNode);
else {
- TransformWriter::add_node_transform_ob(colladaNode, ob, this->transformation_type);
+ TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings->export_transformation_type);
}
// <instance_geometry>
diff --git a/source/blender/collada/SceneExporter.h b/source/blender/collada/SceneExporter.h
index c7c15dba2cb..b896b9abd8d 100644
--- a/source/blender/collada/SceneExporter.h
+++ b/source/blender/collada/SceneExporter.h
@@ -97,11 +97,8 @@ class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter,
public:
SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm, const ExportSettings *export_settings);
void exportScene(Scene *sce);
- void setExportTransformationType(BC_export_transformation_type transformation_type);
private:
- BC_export_transformation_type transformation_type;
- // required for writeNodes() for bone-parented objects
friend class ArmatureExporter;
void exportHierarchy(Scene *sce);
void writeNodes(Object *ob, Scene *sce);
diff --git a/source/blender/collada/collada.cpp b/source/blender/collada/collada.cpp
index 79f50888150..9605dae275b 100644
--- a/source/blender/collada/collada.cpp
+++ b/source/blender/collada/collada.cpp
@@ -78,6 +78,7 @@ int collada_export(Scene *sce,
int include_armatures,
int include_shapekeys,
int deform_bones_only,
+ int include_animations,
int sampling_rate,
int active_uv_only,
@@ -104,7 +105,8 @@ int collada_export(Scene *sce,
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.sampling_rate = sampling_rate;
+ export_settings.include_animations = include_animations;
+ export_settings.sampling_rate = sampling_rate;
export_settings.active_uv_only = active_uv_only != 0;
export_settings.export_texture_type = export_texture_type;
diff --git a/source/blender/collada/collada.h b/source/blender/collada/collada.h
index a8f082f630c..99f601b7db7 100644
--- a/source/blender/collada/collada.h
+++ b/source/blender/collada/collada.h
@@ -77,6 +77,7 @@ int collada_export(struct Scene *sce,
int include_armatures,
int include_shapekeys,
int deform_bones_only,
+ int include_animations,
int sampling_rate,
int active_uv_only,
diff --git a/source/blender/collada/collada_utils.cpp b/source/blender/collada/collada_utils.cpp
index 9f984a33ed1..fcd92e220c0 100644
--- a/source/blender/collada/collada_utils.cpp
+++ b/source/blender/collada/collada_utils.cpp
@@ -144,6 +144,14 @@ EvaluationContext *bc_get_evaluation_context()
return bmain->eval_ctx;
}
+void bc_update_scene(Scene *scene, float ctime)
+{
+ BKE_scene_frame_set(scene, ctime);
+ Main *bmain = bc_get_main();
+ EvaluationContext *ev_context = bc_get_evaluation_context();
+ BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
+}
+
Object *bc_add_object(Scene *scene, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(G.main, type, name);
@@ -883,6 +891,21 @@ void bc_sanitize_mat(double mat[4][4], int precision)
mat[i][j] = double_round(mat[i][j], precision);
}
+void bc_copy_m4_farray(float r[4][4], float *a)
+{
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ r[i][j] = *a++;
+}
+
+void bc_copy_farray_m4(float *r, float a[4][4])
+{
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ *r++ = a[i][j];
+
+}
+
/*
* Returns name of Active UV Layer or empty String if no active UV Layer defined.
* Assuming the Object is of type MESH
diff --git a/source/blender/collada/collada_utils.h b/source/blender/collada/collada_utils.h
index 8b5903b9746..bbe36f2999c 100644
--- a/source/blender/collada/collada_utils.h
+++ b/source/blender/collada/collada_utils.h
@@ -65,6 +65,7 @@ typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *> > TexIndexTextureA
extern Main *bc_get_main();
extern EvaluationContext *bc_get_evaluation_context();
+extern void bc_update_scene(Scene *scene, float ctime);
extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index);
extern int bc_test_parent_loop(Object *par, Object *ob);
@@ -102,6 +103,13 @@ extern bool bc_is_leaf_bone(Bone *bone);
extern EditBone *bc_get_edit_bone(bArmature * armature, char *name);
extern int bc_set_layer(int bitfield, int layer, bool enable);
extern int bc_set_layer(int bitfield, int layer);
+
+inline bool bc_in_range(float a, float b, float range) {
+ return abs(a - b) < range;
+}
+void bc_copy_m4_farray(float r[4][4], float *a);
+void bc_copy_farray_m4(float *r, float a[4][4]);
+
extern void bc_sanitize_mat(float mat[4][4], int precision);
extern void bc_sanitize_mat(double mat[4][4], int precision);