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Diffstat (limited to 'source/blender/collada/ArmatureExporter.cpp')
-rw-r--r-- | source/blender/collada/ArmatureExporter.cpp | 469 |
1 files changed, 469 insertions, 0 deletions
diff --git a/source/blender/collada/ArmatureExporter.cpp b/source/blender/collada/ArmatureExporter.cpp new file mode 100644 index 00000000000..255fb03da10 --- /dev/null +++ b/source/blender/collada/ArmatureExporter.cpp @@ -0,0 +1,469 @@ +/** + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed, + * Nathan Letwory + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include "COLLADASWBaseInputElement.h" +#include "COLLADASWInstanceController.h" +#include "COLLADASWPrimitves.h" +#include "COLLADASWSource.h" + +#include "DNA_action_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_modifier_types.h" + +#include "BKE_action.h" +#include "BKE_armature.h" + +#include "BLI_listbase.h" + +#include "GeometryExporter.h" +#include "ArmatureExporter.h" + +// XXX exporter writes wrong data for shared armatures. A separate +// controller should be written for each armature-mesh binding how do +// we make controller ids then? +ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {} + +// write bone nodes +void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce) +{ + // write bone nodes + bArmature *arm = (bArmature*)ob_arm->data; + for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) { + // start from root bones + if (!bone->parent) + add_bone_node(bone, ob_arm); + } +} + +bool ArmatureExporter::is_skinned_mesh(Object *ob) +{ + return get_assigned_armature(ob) != NULL; +} + +void ArmatureExporter::add_instance_controller(Object *ob) +{ + Object *ob_arm = get_assigned_armature(ob); + bArmature *arm = (bArmature*)ob_arm->data; + + const std::string& controller_id = get_controller_id(ob_arm, ob); + + COLLADASW::InstanceController ins(mSW); + ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id)); + + // write root bone URLs + Bone *bone; + for (bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) { + if (!bone->parent) + ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm))); + } + + InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob); + + ins.add(); +} + +void ArmatureExporter::export_controllers(Scene *sce) +{ + scene = sce; + + openLibrary(); + + GeometryFunctor gf; + gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this); + + closeLibrary(); +} + +void ArmatureExporter::operator()(Object *ob) +{ + Object *ob_arm = get_assigned_armature(ob); + + if (ob_arm /*&& !already_written(ob_arm)*/) + export_controller(ob, ob_arm); +} +#if 0 + +bool ArmatureExporter::already_written(Object *ob_arm) +{ + return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end(); +} + +void ArmatureExporter::wrote(Object *ob_arm) +{ + written_armatures.push_back(ob_arm); +} + +void ArmatureExporter::find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce) +{ + objects.clear(); + + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) { + objects.push_back(ob); + } + + base= base->next; + } +} +#endif + +Object *ArmatureExporter::get_assigned_armature(Object *ob) +{ + Object *ob_arm = NULL; + + if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) { + ob_arm = ob->parent; + } + else { + ModifierData *mod = (ModifierData*)ob->modifiers.first; + while (mod) { + if (mod->type == eModifierType_Armature) { + ob_arm = ((ArmatureModifierData*)mod)->object; + } + + mod = mod->next; + } + } + + return ob_arm; +} + +std::string ArmatureExporter::get_joint_sid(Bone *bone, Object *ob_arm) +{ + return get_joint_id(bone, ob_arm); +} + +// parent_mat is armature-space +void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm) +{ + std::string node_id = get_joint_id(bone, ob_arm); + std::string node_name = std::string(bone->name); + std::string node_sid = get_joint_sid(bone, ob_arm); + + COLLADASW::Node node(mSW); + + node.setType(COLLADASW::Node::JOINT); + node.setNodeId(node_id); + node.setNodeName(node_name); + node.setNodeSid(node_sid); + + node.start(); + + add_bone_transform(ob_arm, bone, node); + + for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) { + add_bone_node(child, ob_arm); + } + + node.end(); +} + +void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node) +{ + bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name); + + float mat[4][4]; + + if (bone->parent) { + // get bone-space matrix from armature-space + bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name); + + float invpar[4][4]; + invert_m4_m4(invpar, parchan->pose_mat); + mul_m4_m4m4(mat, pchan->pose_mat, invpar); + } + else { + // get world-space from armature-space + mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat); + } + + TransformWriter::add_node_transform(node, mat, NULL); +} + +std::string ArmatureExporter::get_controller_id(Object *ob_arm, Object *ob) +{ + return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX; +} + +// ob should be of type OB_MESH +// both args are required +void ArmatureExporter::export_controller(Object* ob, Object *ob_arm) +{ + // joint names + // joint inverse bind matrices + // vertex weights + + // input: + // joint names: ob -> vertex group names + // vertex group weights: me->dvert -> groups -> index, weight + + /* + me->dvert: + + typedef struct MDeformVert { + struct MDeformWeight *dw; + int totweight; + int flag; // flag only in use for weightpaint now + } MDeformVert; + + typedef struct MDeformWeight { + int def_nr; + float weight; + } MDeformWeight; + */ + + Mesh *me = (Mesh*)ob->data; + if (!me->dvert) return; + + std::string controller_name = id_name(ob_arm); + std::string controller_id = get_controller_id(ob_arm, ob); + + openSkin(controller_id, controller_name, + COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob))); + + add_bind_shape_mat(ob); + + std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id); + std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id); + std::string weights_source_id = add_weights_source(me, controller_id); + + add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id); + add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase); + + closeSkin(); + closeController(); +} + +void ArmatureExporter::add_joints_element(ListBase *defbase, + const std::string& joints_source_id, const std::string& inv_bind_mat_source_id) +{ + COLLADASW::JointsElement joints(mSW); + COLLADASW::InputList &input = joints.getInputList(); + + input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h + COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id))); + input.push_back(COLLADASW::Input(COLLADASW::BINDMATRIX, + COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id))); + joints.add(); +} + +void ArmatureExporter::add_bind_shape_mat(Object *ob) +{ + double bind_mat[4][4]; + + converter.mat4_to_dae_double(bind_mat, ob->obmat); + + addBindShapeTransform(bind_mat); +} + +std::string ArmatureExporter::add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id) +{ + std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX; + + int totjoint = 0; + bDeformGroup *def; + for (def = (bDeformGroup*)defbase->first; def; def = def->next) { + if (is_bone_defgroup(ob_arm, def)) + totjoint++; + } + + COLLADASW::NameSource source(mSW); + source.setId(source_id); + source.setArrayId(source_id + ARRAY_ID_SUFFIX); + source.setAccessorCount(totjoint); + source.setAccessorStride(1); + + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("JOINT"); + + source.prepareToAppendValues(); + + for (def = (bDeformGroup*)defbase->first; def; def = def->next) { + Bone *bone = get_bone_from_defgroup(ob_arm, def); + if (bone) + source.appendValues(get_joint_sid(bone, ob_arm)); + } + + source.finish(); + + return source_id; +} + +std::string ArmatureExporter::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; + + COLLADASW::FloatSourceF source(mSW); + source.setId(source_id); + source.setArrayId(source_id + ARRAY_ID_SUFFIX); + source.setAccessorCount(BLI_countlist(defbase)); + source.setAccessorStride(16); + + source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4); + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("TRANSFORM"); + + source.prepareToAppendValues(); + + bPose *pose = ob_arm->pose; + bArmature *arm = (bArmature*)ob_arm->data; + + int flag = arm->flag; + + // put armature in rest position + if (!(arm->flag & ARM_RESTPOS)) { + arm->flag |= ARM_RESTPOS; + where_is_pose(scene, ob_arm); + } + + for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) { + if (is_bone_defgroup(ob_arm, def)) { + + bPoseChannel *pchan = get_pose_channel(pose, def->name); + + float mat[4][4]; + float world[4][4]; + float inv_bind_mat[4][4]; + + // make world-space matrix, pose_mat is armature-space + mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat); + + invert_m4_m4(mat, world); + converter.mat4_to_dae(inv_bind_mat, mat); + + source.appendValues(inv_bind_mat); + } + } + + // back from rest positon + if (!(flag & ARM_RESTPOS)) { + arm->flag = flag; + where_is_pose(scene, ob_arm); + } + + source.finish(); + + return source_id; +} + +Bone *ArmatureExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def) +{ + bPoseChannel *pchan = get_pose_channel(ob_arm->pose, def->name); + return pchan ? pchan->bone : NULL; +} + +bool ArmatureExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup* def) +{ + return get_bone_from_defgroup(ob_arm, def) != NULL; +} + +std::string ArmatureExporter::add_weights_source(Mesh *me, const std::string& controller_id) +{ + std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX; + + int i; + int totweight = 0; + + for (i = 0; i < me->totvert; i++) { + totweight += me->dvert[i].totweight; + } + + COLLADASW::FloatSourceF source(mSW); + source.setId(source_id); + source.setArrayId(source_id + ARRAY_ID_SUFFIX); + source.setAccessorCount(totweight); + source.setAccessorStride(1); + + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("WEIGHT"); + + source.prepareToAppendValues(); + + // NOTE: COLLADA spec says weights should be normalized + + for (i = 0; i < me->totvert; i++) { + MDeformVert *vert = &me->dvert[i]; + for (int j = 0; j < vert->totweight; j++) { + source.appendValues(vert->dw[j].weight); + } + } + + source.finish(); + + return source_id; +} + +void ArmatureExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me, + Object *ob_arm, ListBase *defbase) +{ + COLLADASW::VertexWeightsElement weights(mSW); + COLLADASW::InputList &input = weights.getInputList(); + + int offset = 0; + input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h + COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++)); + input.push_back(COLLADASW::Input(COLLADASW::WEIGHT, + COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++)); + + weights.setCount(me->totvert); + + // write number of deformers per vertex + COLLADASW::PrimitivesBase::VCountList vcount; + int i; + for (i = 0; i < me->totvert; i++) { + vcount.push_back(me->dvert[i].totweight); + } + + weights.prepareToAppendVCountValues(); + weights.appendVertexCount(vcount); + + // def group index -> joint index + std::map<int, int> joint_index_by_def_index; + bDeformGroup *def; + int j; + for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) { + if (is_bone_defgroup(ob_arm, def)) + joint_index_by_def_index[i] = j++; + else + joint_index_by_def_index[i] = -1; + } + + weights.CloseVCountAndOpenVElement(); + + // write deformer index - weight index pairs + int weight_index = 0; + for (i = 0; i < me->totvert; i++) { + MDeformVert *dvert = &me->dvert[i]; + for (int j = 0; j < dvert->totweight; j++) { + weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]); + weights.appendValues(weight_index++); + } + } + + weights.finish(); +} |