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Diffstat (limited to 'source/blender/collada/DocumentExporter.cpp')
-rw-r--r-- | source/blender/collada/DocumentExporter.cpp | 2137 |
1 files changed, 2137 insertions, 0 deletions
diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp new file mode 100644 index 00000000000..09db4ba062f --- /dev/null +++ b/source/blender/collada/DocumentExporter.cpp @@ -0,0 +1,2137 @@ +#include <stdlib.h> +#include <stdio.h> +#include <math.h> + +#include "DNA_scene_types.h" +#include "DNA_object_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_mesh_types.h" +#include "DNA_image_types.h" +#include "DNA_material_types.h" +#include "DNA_texture_types.h" +#include "DNA_camera_types.h" +#include "DNA_lamp_types.h" +#include "DNA_anim_types.h" +#include "DNA_action_types.h" +#include "DNA_curve_types.h" +#include "DNA_armature_types.h" +#include "DNA_modifier_types.h" + +extern "C" +{ +#include "BKE_DerivedMesh.h" +#include "BKE_fcurve.h" +#include "BLI_util.h" +#include "BLI_fileops.h" +#include "ED_keyframing.h" +} + +#include "MEM_guardedalloc.h" + +#include "BKE_scene.h" +#include "BKE_global.h" +#include "BKE_main.h" +#include "BKE_material.h" +#include "BKE_action.h" // pose functions +#include "BKE_armature.h" +#include "BKE_image.h" +#include "BKE_utildefines.h" + +#include "BLI_arithb.h" +#include "BLI_string.h" +#include "BLI_listbase.h" + +#include "COLLADASWAsset.h" +#include "COLLADASWLibraryVisualScenes.h" +#include "COLLADASWNode.h" +#include "COLLADASWLibraryGeometries.h" +#include "COLLADASWSource.h" +#include "COLLADASWInstanceGeometry.h" +#include "COLLADASWInputList.h" +#include "COLLADASWPrimitves.h" +#include "COLLADASWVertices.h" +#include "COLLADASWLibraryAnimations.h" +#include "COLLADASWLibraryImages.h" +#include "COLLADASWLibraryEffects.h" +#include "COLLADASWImage.h" +#include "COLLADASWEffectProfile.h" +#include "COLLADASWColorOrTexture.h" +#include "COLLADASWParamTemplate.h" +#include "COLLADASWParamBase.h" +#include "COLLADASWSurfaceInitOption.h" +#include "COLLADASWSampler.h" +#include "COLLADASWScene.h" +//#include "COLLADASWSurface.h" +#include "COLLADASWTechnique.h" +#include "COLLADASWTexture.h" +#include "COLLADASWLibraryMaterials.h" +#include "COLLADASWBindMaterial.h" +#include "COLLADASWLibraryCameras.h" +#include "COLLADASWLibraryLights.h" +#include "COLLADASWInstanceCamera.h" +#include "COLLADASWInstanceLight.h" +#include "COLLADASWCameraOptic.h" +#include "COLLADASWConstants.h" +#include "COLLADASWLibraryControllers.h" +#include "COLLADASWInstanceController.h" +#include "COLLADASWBaseInputElement.h" + +#include "collada_internal.h" +#include "DocumentExporter.h" + +#include <vector> +#include <algorithm> // std::find + +// arithb.c now has QuatToAxisAngle too +#if 0 +// This function assumes that quat is normalized. +// The following document was used as reference: +// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm +void QuatToAxisAngle(float *q, float *axis, float *angle) +{ + // quat to axis angle + *angle = 2 * acos(q[0]); + float divisor = sqrt(1 - q[0] * q[0]); + + // test to avoid divide by zero, divisor is always positive + if (divisor < 0.001f ) { + axis[0] = 1.0f; + axis[1] = 0.0f; + axis[2] = 0.0f; + } + else { + axis[0] = q[1] / divisor; + axis[1] = q[2] / divisor; + axis[2] = q[3] / divisor; + } +} +#endif + +char *CustomData_get_layer_name(const struct CustomData *data, int type, int n) +{ + int layer_index = CustomData_get_layer_index(data, type); + if(layer_index < 0) return NULL; + + return data->layers[layer_index+n].name; +} + +char *CustomData_get_active_layer_name(const CustomData *data, int type) +{ + /* get the layer index of the active layer of type */ + int layer_index = CustomData_get_active_layer_index(data, type); + if(layer_index < 0) return NULL; + + return data->layers[layer_index].name; +} + +static std::string id_name(void *id) +{ + return ((ID*)id)->name + 2; +} + +static std::string get_geometry_id(Object *ob) +{ + return id_name(ob) + "-mesh"; +} + +static std::string get_light_id(Object *ob) +{ + return id_name(ob) + "-light"; +} + +static std::string get_camera_id(Object *ob) +{ + return id_name(ob) + "-camera"; +} + +static void replace_chars(char *str, char chars[], char with) +{ + char *ch, *p; + + for (ch = chars; *ch; ch++) { + while ((p = strchr(str, *ch))) { + *p = with; + } + } +} + +/* + Utilities to avoid code duplication. + Definition can take some time to understand, but they should be useful. +*/ + +// f should have +// void operator()(Object* ob) +template<class Functor> +void forEachMeshObjectInScene(Scene *sce, Functor &f) +{ + + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (ob->type == OB_MESH && ob->data) { + f(ob); + } + base= base->next; + + } +} + +template<class Functor> +void forEachObjectInScene(Scene *sce, Functor &f) +{ + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + f(ob); + + base= base->next; + } +} + +template<class Functor> +void forEachCameraObjectInScene(Scene *sce, Functor &f) +{ + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (ob->type == OB_CAMERA && ob->data) { + f(ob, sce); + } + base= base->next; + } +} + +template<class Functor> +void forEachLampObjectInScene(Scene *sce, Functor &f) +{ + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (ob->type == OB_LAMP && ob->data) { + f(ob); + } + base= base->next; + } +} + +// used in forEachMaterialInScene +template <class MaterialFunctor> +class ForEachMaterialFunctor +{ + std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f + MaterialFunctor *f; +public: + ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { } + void operator ()(Object *ob) + { + int a; + for(a = 0; a < ob->totcol; a++) { + + Material *ma = give_current_material(ob, a+1); + + if (!ma) continue; + + if (find(mMat.begin(), mMat.end(), id_name(ma)) == mMat.end()) { + (*this->f)(ma, ob); + + mMat.push_back(id_name(ma)); + } + } + } +}; + +// calls f for each unique material linked to each object in sce +// f should have +// void operator()(Material* ma) +template<class Functor> +void forEachMaterialInScene(Scene *sce, Functor &f) +{ + ForEachMaterialFunctor<Functor> matfunc(&f); + forEachMeshObjectInScene(sce, matfunc); +} + +// OB_MESH is assumed +std::string getActiveUVLayerName(Object *ob) +{ + Mesh *me = (Mesh*)ob->data; + + int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE); + if (num_layers) + return std::string(CustomData_get_active_layer_name(&me->fdata, CD_MTFACE)); + + return ""; +} + +// TODO: optimize UV sets by making indexed list with duplicates removed +class GeometryExporter : COLLADASW::LibraryGeometries +{ + Scene *mScene; +public: + GeometryExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryGeometries(sw) {} + + void exportGeom(Scene *sce) + { + openLibrary(); + + mScene = sce; + forEachMeshObjectInScene(sce, *this); + + closeLibrary(); + } + + void operator()(Object *ob) + { + // XXX don't use DerivedMesh, Mesh instead? + +#if 0 + DerivedMesh *dm = mesh_get_derived_final(mScene, ob, CD_MASK_BAREMESH); +#endif + Mesh *me = (Mesh*)ob->data; + std::string geom_id = get_geometry_id(ob); + + // openMesh(geoId, geoName, meshId) + openMesh(geom_id); + + // writes <source> for vertex coords + createVertsSource(geom_id, me); + + // writes <source> for normal coords + createNormalsSource(geom_id, me); + + int has_uvs = CustomData_has_layer(&me->fdata, CD_MTFACE); + + // writes <source> for uv coords if mesh has uv coords + if (has_uvs) { + createTexcoordsSource(geom_id, (Mesh*)ob->data); + } + // <vertices> + COLLADASW::Vertices verts(mSW); + verts.setId(getIdBySemantics(geom_id, COLLADASW::VERTEX)); + COLLADASW::InputList &input_list = verts.getInputList(); + COLLADASW::Input input(COLLADASW::POSITION, getUrlBySemantics(geom_id, COLLADASW::POSITION)); + input_list.push_back(input); + verts.add(); + + // XXX slow + if (ob->totcol) { + for(int a = 0; a < ob->totcol; a++) { + // account for NULL materials, this should not normally happen? + Material *ma = give_current_material(ob, a + 1); + createPolylist(ma != NULL, a, has_uvs, ob, geom_id); + } + } + else { + createPolylist(false, 0, has_uvs, ob, geom_id); + } + + closeMesh(); + closeGeometry(); + +#if 0 + dm->release(dm); +#endif + } + + // powerful because it handles both cases when there is material and when there's not + void createPolylist(bool has_material, + int material_index, + bool has_uvs, + Object *ob, + std::string& geom_id) + { +#if 0 + MFace *mfaces = dm->getFaceArray(dm); + int totfaces = dm->getNumFaces(dm); +#endif + Mesh *me = (Mesh*)ob->data; + MFace *mfaces = me->mface; + int totfaces = me->totface; + + // <vcount> + int i; + int faces_in_polylist = 0; + std::vector<unsigned long> vcount_list; + + // count faces with this material + for (i = 0; i < totfaces; i++) { + MFace *f = &mfaces[i]; + + if ((has_material && f->mat_nr == material_index) || !has_material) { + faces_in_polylist++; + if (f->v4 == 0) { + vcount_list.push_back(3); + } + else { + vcount_list.push_back(4); + } + } + } + + // no faces using this material + if (faces_in_polylist == 0) { + return; + } + + Material *ma = has_material ? give_current_material(ob, material_index + 1) : NULL; + COLLADASW::Polylist polylist(mSW); + + // sets count attribute in <polylist> + polylist.setCount(faces_in_polylist); + + // sets material name + if (has_material) + polylist.setMaterial(id_name(ma)); + + COLLADASW::InputList &til = polylist.getInputList(); + + // creates <input> in <polylist> for vertices + COLLADASW::Input input1(COLLADASW::VERTEX, getUrlBySemantics + (geom_id, COLLADASW::VERTEX), 0); + + // creates <input> in <polylist> for normals + COLLADASW::Input input2(COLLADASW::NORMAL, getUrlBySemantics + (geom_id, COLLADASW::NORMAL), 0); + + til.push_back(input1); + til.push_back(input2); + + // if mesh has uv coords writes <input> for TEXCOORD + int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE); + + for (i = 0; i < num_layers; i++) { + char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i); + COLLADASW::Input input3(COLLADASW::TEXCOORD, + makeUrl(makeTexcoordSourceId(geom_id, i)), + 1, // offset always 1, this is only until we have optimized UV sets + i // set number equals UV layer index + ); + til.push_back(input3); + } + + // sets <vcount> + polylist.setVCountList(vcount_list); + + // performs the actual writing + polylist.prepareToAppendValues(); + + // <p> + int texindex = 0; + for (i = 0; i < totfaces; i++) { + MFace *f = &mfaces[i]; + + if ((has_material && f->mat_nr == material_index) || !has_material) { + + unsigned int *v = &f->v1; + for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) { + polylist.appendValues(v[j]); + + if (has_uvs) + polylist.appendValues(texindex + j); + } + } + + texindex += 3; + if (f->v4 != 0) + texindex++; + } + + polylist.finish(); + } + + // creates <source> for positions + void createVertsSource(std::string geom_id, Mesh *me) + { +#if 0 + int totverts = dm->getNumVerts(dm); + MVert *verts = dm->getVertArray(dm); +#endif + int totverts = me->totvert; + MVert *verts = me->mvert; + + COLLADASW::FloatSourceF source(mSW); + source.setId(getIdBySemantics(geom_id, COLLADASW::POSITION)); + source.setArrayId(getIdBySemantics(geom_id, COLLADASW::POSITION) + + ARRAY_ID_SUFFIX); + source.setAccessorCount(totverts); + source.setAccessorStride(3); + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("X"); + param.push_back("Y"); + param.push_back("Z"); + /*main function, it creates <source id = "">, <float_array id = "" + count = ""> */ + source.prepareToAppendValues(); + //appends data to <float_array> + int i = 0; + for (i = 0; i < totverts; i++) { + source.appendValues(verts[i].co[0], verts[i].co[1], verts[i].co[2]); + } + + source.finish(); + + } + + std::string makeTexcoordSourceId(std::string& geom_id, int layer_index) + { + char suffix[20]; + sprintf(suffix, "-%d", layer_index); + return getIdBySemantics(geom_id, COLLADASW::TEXCOORD) + suffix; + } + + //creates <source> for texcoords + void createTexcoordsSource(std::string geom_id, Mesh *me) + { +#if 0 + int totfaces = dm->getNumFaces(dm); + MFace *mfaces = dm->getFaceArray(dm); +#endif + int totfaces = me->totface; + MFace *mfaces = me->mface; + + int totuv = 0; + int i; + + // count totuv + for (i = 0; i < totfaces; i++) { + MFace *f = &mfaces[i]; + if (f->v4 == 0) { + totuv+=3; + } + else { + totuv+=4; + } + } + + int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE); + + // write <source> for each layer + // each <source> will get id like meshName + "map-channel-1" + for (int a = 0; a < num_layers; a++) { + MTFace *tface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, a); + char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, a); + + COLLADASW::FloatSourceF source(mSW); + std::string layer_id = makeTexcoordSourceId(geom_id, a); + source.setId(layer_id); + source.setArrayId(layer_id + ARRAY_ID_SUFFIX); + + source.setAccessorCount(totuv); + source.setAccessorStride(2); + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("X"); + param.push_back("Y"); + + source.prepareToAppendValues(); + + for (i = 0; i < totfaces; i++) { + MFace *f = &mfaces[i]; + + for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) { + source.appendValues(tface[i].uv[j][0], + tface[i].uv[j][1]); + } + } + + source.finish(); + } + } + + + //creates <source> for normals + void createNormalsSource(std::string geom_id, Mesh *me) + { +#if 0 + int totverts = dm->getNumVerts(dm); + MVert *verts = dm->getVertArray(dm); +#endif + + int totverts = me->totvert; + MVert *verts = me->mvert; + + COLLADASW::FloatSourceF source(mSW); + source.setId(getIdBySemantics(geom_id, COLLADASW::NORMAL)); + source.setArrayId(getIdBySemantics(geom_id, COLLADASW::NORMAL) + + ARRAY_ID_SUFFIX); + source.setAccessorCount(totverts); + source.setAccessorStride(3); + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("X"); + param.push_back("Y"); + param.push_back("Z"); + + source.prepareToAppendValues(); + + int i = 0; + + for( i = 0; i < totverts; ++i ){ + + source.appendValues(float(verts[i].no[0]/32767.0), + float(verts[i].no[1]/32767.0), + float(verts[i].no[2]/32767.0)); + + } + source.finish(); + } + + std::string getIdBySemantics(std::string geom_id, COLLADASW::Semantics type, std::string other_suffix = "") { + return geom_id + getSuffixBySemantic(type) + other_suffix; + } + + + COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::Semantics type, std::string other_suffix = "") { + + std::string id(getIdBySemantics(geom_id, type, other_suffix)); + return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id); + + } + + COLLADASW::URI makeUrl(std::string id) + { + return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id); + } + + + /* int getTriCount(MFace *faces, int totface) { + int i; + int tris = 0; + for (i = 0; i < totface; i++) { + // if quad + if (faces[i].v4 != 0) + tris += 2; + else + tris++; + } + + return tris; + }*/ +}; + +class TransformWriter : protected TransformBase +{ +protected: + void add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4]) + { + float loc[3], rot[3], size[3]; + float local[4][4]; + + if (parent_mat) { + float invpar[4][4]; + Mat4Invert(invpar, parent_mat); + Mat4MulMat4(local, mat, invpar); + } + else { + Mat4CpyMat4(local, mat); + } + + TransformBase::decompose(local, loc, rot, size); + + /* + // this code used to create a single <rotate> representing object rotation + float quat[4]; + float axis[3]; + float angle; + double angle_deg; + EulToQuat(rot, quat); + NormalQuat(quat); + QuatToAxisAngle(quat, axis, &angle); + angle_deg = angle * 180.0f / M_PI; + node.addRotate(axis[0], axis[1], axis[2], angle_deg); + */ + node.addTranslate("location", loc[0], loc[1], loc[2]); + + node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2])); + node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1])); + node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0])); + + node.addScale("scale", size[0], size[1], size[2]); + } +}; + +class InstanceWriter +{ +protected: + void add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob) + { + for(int a = 0; a < ob->totcol; a++) { + Material *ma = give_current_material(ob, a+1); + + COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList(); + + if (ma) { + std::string matid(id_name(ma)); + COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid)); + + // create <bind_vertex_input> for each uv layer + Mesh *me = (Mesh*)ob->data; + int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE); + + for (int b = 0; b < totlayer; b++) { + char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, b); + im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b)); + } + + iml.push_back(im); + } + } + } +}; + +// 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? +class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter +{ +private: + Scene *scene; + +public: + ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {} + + // write bone nodes + void 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 is_skinned_mesh(Object *ob) + { + return get_assigned_armature(ob) != NULL; + } + + void 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); + + 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 export_controllers(Scene *sce) + { + scene = sce; + + openLibrary(); + + forEachMeshObjectInScene(sce, *this); + + closeLibrary(); + } + + void operator()(Object *ob) + { + Object *ob_arm = get_assigned_armature(ob); + + if (ob_arm /*&& !already_written(ob_arm)*/) + export_controller(ob, ob_arm); + } + +private: + + UnitConverter converter; + +#if 0 + std::vector<Object*> written_armatures; + + bool already_written(Object *ob_arm) + { + return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end(); + } + + void wrote(Object *ob_arm) + { + written_armatures.push_back(ob_arm); + } + + void 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 *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 get_joint_id(Bone *bone, Object *ob_arm) + { + return id_name(ob_arm) + "_" + bone->name; + } + + std::string get_joint_sid(Bone *bone) + { + char name[100]; + BLI_strncpy(name, bone->name, sizeof(name)); + + // these chars have special meaning in SID + replace_chars(name, ".()", '_'); + + return name; + } + + // parent_mat is armature-space + void 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); + + 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 add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node) + { + bPose *pose = ob_arm->pose; + + 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]; + Mat4Invert(invpar, parchan->pose_mat); + Mat4MulMat4(mat, pchan->pose_mat, invpar); + } + else { + // get world-space from armature-space + Mat4MulMat4(mat, pchan->pose_mat, ob_arm->obmat); + } + + TransformWriter::add_node_transform(node, mat, NULL); + } + + std::string get_controller_id(Object *ob_arm) + { + return id_name(ob_arm) + SKIN_CONTROLLER_ID_SUFFIX; + } + + // ob should be of type OB_MESH + // both args are required + void 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); + + 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 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(); + + int offset = 0; + 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 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 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)); + } + + source.finish(); + + return source_id; + } + + std::string 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 + Mat4MulMat4(world, pchan->pose_mat, ob_arm->obmat); + + Mat4Invert(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 *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 is_bone_defgroup(Object *ob_arm, bDeformGroup* def) + { + return get_bone_from_defgroup(ob_arm, def) != NULL; + } + + std::string 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 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(); + } +}; + +class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter +{ + ArmatureExporter *arm_exporter; +public: + SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm) : COLLADASW::LibraryVisualScenes(sw), + arm_exporter(arm) {} + + void exportScene(Scene *sce) { + // <library_visual_scenes> <visual_scene> + openVisualScene(id_name(sce)); + + // write <node>s + //forEachMeshObjectInScene(sce, *this); + //forEachCameraObjectInScene(sce, *this); + //forEachLampObjectInScene(sce, *this); + exportHierarchy(sce); + + // </visual_scene> </library_visual_scenes> + closeVisualScene(); + + closeLibrary(); + } + + void exportHierarchy(Scene *sce) + { + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (!ob->parent) { + switch(ob->type) { + case OB_MESH: + case OB_CAMERA: + case OB_LAMP: + case OB_EMPTY: + case OB_ARMATURE: + // write nodes.... + writeNodes(ob, sce); + break; + } + } + + base= base->next; + } + } + + + // called for each object + //void operator()(Object *ob) { + void writeNodes(Object *ob, Scene *sce) + { + COLLADASW::Node node(mSW); + node.setNodeId(id_name(ob)); + node.setType(COLLADASW::Node::NODE); + + node.start(); + + bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob); + + float mat[4][4]; + + if (ob->type == OB_MESH && is_skinned_mesh) + // for skinned mesh we write obmat in <bind_shape_matrix> + Mat4One(mat); + else + Mat4CpyMat4(mat, ob->obmat); + + TransformWriter::add_node_transform(node, mat, ob->parent ? ob->parent->obmat : NULL); + + // <instance_geometry> + if (ob->type == OB_MESH) { + if (is_skinned_mesh) { + arm_exporter->add_instance_controller(ob); + } + else { + COLLADASW::InstanceGeometry instGeom(mSW); + instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob))); + + InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob); + + instGeom.add(); + } + } + + // <instance_controller> + else if (ob->type == OB_ARMATURE) { + arm_exporter->add_armature_bones(ob, sce); + + // XXX this looks unstable... + node.end(); + } + + // <instance_camera> + else if (ob->type == OB_CAMERA) { + COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob))); + instCam.add(); + } + + // <instance_light> + else if (ob->type == OB_LAMP) { + COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob))); + instLa.add(); + } + + // empty object + else if (ob->type == OB_EMPTY) { + } + + // write nodes for child objects + Base *b = (Base*) sce->base.first; + while(b) { + // cob - child object + Object *cob = b->object; + + if (cob->parent == ob) { + switch(cob->type) { + case OB_MESH: + case OB_CAMERA: + case OB_LAMP: + case OB_EMPTY: + case OB_ARMATURE: + // write node... + writeNodes(cob, sce); + break; + } + } + + b = b->next; + } + + if (ob->type != OB_ARMATURE) + node.end(); + } +}; + +class ImagesExporter: COLLADASW::LibraryImages +{ + const char *mfilename; + std::vector<std::string> mImages; // contains list of written images, to avoid duplicates +public: + ImagesExporter(COLLADASW::StreamWriter *sw, const char* filename) : COLLADASW::LibraryImages(sw), mfilename(filename) + {} + + void exportImages(Scene *sce) + { + openLibrary(); + + forEachMaterialInScene(sce, *this); + + closeLibrary(); + } + + void operator()(Material *ma, Object *ob) + { + int a; + for (a = 0; a < MAX_MTEX; a++) { + MTex *mtex = ma->mtex[a]; + if (mtex && mtex->tex && mtex->tex->ima) { + + Image *image = mtex->tex->ima; + std::string name(id_name(image)); + char rel[FILE_MAX]; + char abs[FILE_MAX]; + char src[FILE_MAX]; + char dir[FILE_MAX]; + + BLI_split_dirfile_basic(mfilename, dir, NULL); + + BKE_get_image_export_path(image, dir, abs, sizeof(abs), rel, sizeof(rel)); + + if (strlen(abs)) { + + // make absolute source path + BLI_strncpy(src, image->name, sizeof(src)); + BLI_convertstringcode(src, G.sce); + + // make dest directory if it doesn't exist + BLI_make_existing_file(abs); + + if (BLI_copy_fileops(src, abs) != 0) { + fprintf(stderr, "Cannot copy image to file's directory. \n"); + } + } + + if (find(mImages.begin(), mImages.end(), name) == mImages.end()) { + COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(rel)), name); + img.add(mSW); + + mImages.push_back(name); + } + } + } + } +}; + + +class EffectsExporter: COLLADASW::LibraryEffects +{ +public: + EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){} + void exportEffects(Scene *sce) + { + openLibrary(); + + forEachMaterialInScene(sce, *this); + + closeLibrary(); + } + + void operator()(Material *ma, Object *ob) + { + // create a list of indices to textures of type TEX_IMAGE + std::vector<int> tex_indices; + createTextureIndices(ma, tex_indices); + + openEffect(id_name(ma) + "-effect"); + + COLLADASW::EffectProfile ep(mSW); + ep.setProfileType(COLLADASW::EffectProfile::COMMON); + ep.openProfile(); + // set shader type - one of three blinn, phong or lambert + if (ma->spec_shader == MA_SPEC_BLINN) { + ep.setShaderType(COLLADASW::EffectProfile::BLINN); + // shininess + ep.setShininess(ma->spec); + } + else if (ma->spec_shader == MA_SPEC_PHONG) { + ep.setShaderType(COLLADASW::EffectProfile::PHONG); + // shininess + // XXX not sure, stolen this from previous Collada plugin + ep.setShininess(ma->har / 4); + } + else { + // XXX write warning "Current shader type is not supported" + ep.setShaderType(COLLADASW::EffectProfile::LAMBERT); + } + // index of refraction + if (ma->mode & MA_RAYTRANSP) { + ep.setIndexOfRefraction(ma->ang); + } + else { + ep.setIndexOfRefraction(1.0f); + } + // transparency + ep.setTransparency(ma->alpha); + // emission + COLLADASW::ColorOrTexture cot = getcol(0.0f, 0.0f, 0.0f, 1.0f); + ep.setEmission(cot); + ep.setTransparent(cot); + // diffuse + cot = getcol(ma->r, ma->g, ma->b, 1.0f); + ep.setDiffuse(cot); + // ambient + cot = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f); + ep.setAmbient(cot); + // reflective, reflectivity + if (ma->mode & MA_RAYMIRROR) { + cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f); + ep.setReflective(cot); + ep.setReflectivity(ma->ray_mirror); + } + else { + cot = getcol(0.0f, 0.0f, 0.0f, 1.0f); + ep.setReflective(cot); + ep.setReflectivity(0.0f); + } + // specular + if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) { + cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f); + ep.setSpecular(cot); + } + + // XXX make this more readable if possible + + // create <sampler> and <surface> for each image + COLLADASW::Sampler samplers[MAX_MTEX]; + //COLLADASW::Surface surfaces[MAX_MTEX]; + //void *samp_surf[MAX_MTEX][2]; + void *samp_surf[MAX_MTEX][1]; + + // image to index to samp_surf map + // samp_surf[index] stores 2 pointers, sampler and surface + std::map<std::string, int> im_samp_map; + + unsigned int a, b; + for (a = 0, b = 0; a < tex_indices.size(); a++) { + MTex *t = ma->mtex[tex_indices[a]]; + Image *ima = t->tex->ima; + + std::string key(id_name(ima)); + + // create only one <sampler>/<surface> pair for each unique image + if (im_samp_map.find(key) == im_samp_map.end()) { + //<newparam> <surface> <init_from> + // COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D, +// key + COLLADASW::Surface::SURFACE_SID_SUFFIX); +// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM); +// sio.setImageReference(key); +// surface.setInitOption(sio); + + //<newparam> <sampler> <source> + COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D, + key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX, + key + COLLADASW::Sampler::SURFACE_SID_SUFFIX); + sampler.setImageId(key); + // copy values to arrays since they will live longer + samplers[a] = sampler; + //surfaces[a] = surface; + + // store pointers so they can be used later when we create <texture>s + samp_surf[b][0] = &samplers[a]; + //samp_surf[b][1] = &surfaces[a]; + + im_samp_map[key] = b; + b++; + } + } + + // used as fallback when MTex->uvname is "" (this is pretty common) + // it is indeed the correct value to use in that case + std::string active_uv(getActiveUVLayerName(ob)); + + // write textures + // XXX very slow + for (a = 0; a < tex_indices.size(); a++) { + MTex *t = ma->mtex[tex_indices[a]]; + Image *ima = t->tex->ima; + + // we assume map input is always TEXCO_UV + + std::string key(id_name(ima)); + int i = im_samp_map[key]; + COLLADASW::Sampler *sampler = (COLLADASW::Sampler*)samp_surf[i][0]; + //COLLADASW::Surface *surface = (COLLADASW::Surface*)samp_surf[i][1]; + + std::string uvname = strlen(t->uvname) ? t->uvname : active_uv; + + // color + if (t->mapto & MAP_COL) { + ep.setDiffuse(createTexture(ima, uvname, sampler)); + } + // ambient + if (t->mapto & MAP_AMB) { + ep.setAmbient(createTexture(ima, uvname, sampler)); + } + // specular + if (t->mapto & MAP_SPEC) { + ep.setSpecular(createTexture(ima, uvname, sampler)); + } + // emission + if (t->mapto & MAP_EMIT) { + ep.setEmission(createTexture(ima, uvname, sampler)); + } + // reflective + if (t->mapto & MAP_REF) { + ep.setReflective(createTexture(ima, uvname, sampler)); + } + if (t->mapto & MAP_ALPHA) { + ep.setTransparent(createTexture(ima, uvname, sampler)); + } + } + // performs the actual writing + ep.addProfileElements(); + ep.closeProfile(); + closeEffect(); + } + + COLLADASW::ColorOrTexture createTexture(Image *ima, + std::string& uv_layer_name, + COLLADASW::Sampler *sampler + /*COLLADASW::Surface *surface*/) + { + + COLLADASW::Texture texture(id_name(ima)); + texture.setTexcoord(uv_layer_name); + //texture.setSurface(*surface); + texture.setSampler(*sampler); + + COLLADASW::ColorOrTexture cot(texture); + return cot; + } + + COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a) + { + COLLADASW::Color color(r,g,b,a); + COLLADASW::ColorOrTexture cot(color); + return cot; + } + + //returns the array of mtex indices which have image + //need this for exporting textures + void createTextureIndices(Material *ma, std::vector<int> &indices) + { + indices.clear(); + + for (int a = 0; a < MAX_MTEX; a++) { + if (ma->mtex[a] && + ma->mtex[a]->tex->type == TEX_IMAGE && + ma->mtex[a]->texco == TEXCO_UV){ + indices.push_back(a); + } + } + } +}; + +class MaterialsExporter: COLLADASW::LibraryMaterials +{ +public: + MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){} + void exportMaterials(Scene *sce) + { + openLibrary(); + + forEachMaterialInScene(sce, *this); + + closeLibrary(); + } + + void operator()(Material *ma, Object *ob) + { + std::string name(id_name(ma)); + + openMaterial(name); + + std::string efid = name + "-effect"; + addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid)); + + closeMaterial(); + } +}; + +class CamerasExporter: COLLADASW::LibraryCameras +{ +public: + CamerasExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryCameras(sw){} + void exportCameras(Scene *sce) + { + openLibrary(); + + forEachCameraObjectInScene(sce, *this); + + closeLibrary(); + } + void operator()(Object *ob, Scene *sce) + { + // XXX add other params later + Camera *cam = (Camera*)ob->data; + std::string cam_id(get_camera_id(ob)); + std::string cam_name(id_name(cam)); + + if (cam->type == CAM_PERSP) { + COLLADASW::PerspectiveOptic persp(mSW); + persp.setXFov(1.0); + persp.setAspectRatio(0.1); + persp.setZFar(cam->clipend); + persp.setZNear(cam->clipsta); + COLLADASW::Camera ccam(mSW, &persp, cam_id, cam_name); + addCamera(ccam); + } + else { + COLLADASW::OrthographicOptic ortho(mSW); + ortho.setXMag(1.0); + ortho.setAspectRatio(0.1); + ortho.setZFar(cam->clipend); + ortho.setZNear(cam->clipsta); + COLLADASW::Camera ccam(mSW, &ortho, cam_id, cam_name); + addCamera(ccam); + } + } +}; + +class LightsExporter: COLLADASW::LibraryLights +{ +public: + LightsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryLights(sw){} + void exportLights(Scene *sce) + { + openLibrary(); + + forEachLampObjectInScene(sce, *this); + + closeLibrary(); + } + void operator()(Object *ob) + { + Lamp *la = (Lamp*)ob->data; + std::string la_id(get_light_id(ob)); + std::string la_name(id_name(la)); + COLLADASW::Color col(la->r, la->g, la->b); + float e = la->energy; + + // sun + if (la->type == LA_SUN) { + COLLADASW::DirectionalLight cla(mSW, la_id, la_name, e); + cla.setColor(col); + addLight(cla); + } + // hemi + else if (la->type == LA_HEMI) { + COLLADASW::AmbientLight cla(mSW, la_id, la_name, e); + cla.setColor(col); + addLight(cla); + } + // spot + else if (la->type == LA_SPOT) { + COLLADASW::SpotLight cla(mSW, la_id, la_name, e); + cla.setColor(col); + cla.setFallOffAngle(la->spotsize); + cla.setFallOffExponent(la->spotblend); + cla.setLinearAttenuation(la->att1); + cla.setQuadraticAttenuation(la->att2); + addLight(cla); + } + // lamp + else if (la->type == LA_LOCAL) { + COLLADASW::PointLight cla(mSW, la_id, la_name, e); + cla.setColor(col); + cla.setLinearAttenuation(la->att1); + cla.setQuadraticAttenuation(la->att2); + addLight(cla); + } + // area lamp is not supported + // it will be exported as a local lamp + else { + COLLADASW::PointLight cla(mSW, la_id, la_name, e); + cla.setColor(col); + cla.setLinearAttenuation(la->att1); + cla.setQuadraticAttenuation(la->att2); + addLight(cla); + } + } +}; + +// TODO: it would be better to instantiate animations rather than create a new one per object +// COLLADA allows this through multiple <channel>s in <animation>. +// For this to work, we need to know objects that use a certain action. +class AnimationExporter: COLLADASW::LibraryAnimations +{ + Scene *scene; + std::map<bActionGroup*, std::vector<FCurve*> > fcurves_actionGroup_map; + std::map<bActionGroup*, std::vector<FCurve*> > rotfcurves_actionGroup_map; +public: + AnimationExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryAnimations(sw) {} + + void exportAnimations(Scene *sce) + { + this->scene = sce; + + openLibrary(); + + forEachObjectInScene(sce, *this); + + closeLibrary(); + } + + // create <animation> for each transform axis + + float convert_time(float frame) { + return FRA2TIME(frame); + } + + float convert_angle(float angle) { + return COLLADABU::Math::Utils::radToDegF(angle); + } + + std::string get_semantic_suffix(Sampler::Semantic semantic) { + switch(semantic) { + case Sampler::INPUT: + return INPUT_SOURCE_ID_SUFFIX; + case Sampler::OUTPUT: + return OUTPUT_SOURCE_ID_SUFFIX; + case Sampler::INTERPOLATION: + return INTERPOLATION_SOURCE_ID_SUFFIX; + case Sampler::IN_TANGENT: + return INTANGENT_SOURCE_ID_SUFFIX; + case Sampler::OUT_TANGENT: + return OUTTANGENT_SOURCE_ID_SUFFIX; + } + return ""; + } + + void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param, + Sampler::Semantic semantic, bool rotation, const char *axis) { + switch(semantic) { + case Sampler::INPUT: + param.push_back("TIME"); + break; + case Sampler::OUTPUT: + if (rotation) { + param.push_back("ANGLE"); + } + else { + param.push_back(axis); + } + break; + case Sampler::IN_TANGENT: + case Sampler::OUT_TANGENT: + param.push_back("X"); + param.push_back("Y"); + break; + } + } + + void get_source_values(BezTriple *bezt, Sampler::Semantic semantic, bool rotation, float *values, int *length) + { + switch (semantic) { + case Sampler::INPUT: + *length = 1; + values[0] = convert_time(bezt->vec[1][0]); + break; + case Sampler::OUTPUT: + *length = 1; + if (rotation) { + values[0] = convert_angle(bezt->vec[1][1]); + } + else { + values[0] = bezt->vec[1][1]; + } + break; + case Sampler::IN_TANGENT: + case Sampler::OUT_TANGENT: + // XXX + *length = 2; + break; + } + } + + std::string create_source(Sampler::Semantic semantic, FCurve *fcu, std::string& anim_id, const char *axis_name) + { + std::string source_id = anim_id + get_semantic_suffix(semantic); + + //bool is_rotation = !strcmp(fcu->rna_path, "rotation"); + bool is_rotation = false; + + if (strstr(fcu->rna_path, "rotation")) is_rotation = true; + + COLLADASW::FloatSourceF source(mSW); + source.setId(source_id); + source.setArrayId(source_id + ARRAY_ID_SUFFIX); + source.setAccessorCount(fcu->totvert); + source.setAccessorStride(1); + + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + add_source_parameters(param, semantic, is_rotation, axis_name); + + source.prepareToAppendValues(); + + for (int i = 0; i < fcu->totvert; i++) { + float values[3]; // be careful! + int length; + + get_source_values(&fcu->bezt[i], semantic, is_rotation, values, &length); + for (int j = 0; j < length; j++) + source.appendValues(values[j]); + } + + source.finish(); + + return source_id; + } + + std::string create_interpolation_source(FCurve *fcu, std::string& anim_id, const char *axis_name) + { + std::string source_id = anim_id + get_semantic_suffix(Sampler::INTERPOLATION); + + //bool is_rotation = !strcmp(fcu->rna_path, "rotation"); + + COLLADASW::NameSource source(mSW); + source.setId(source_id); + source.setArrayId(source_id + ARRAY_ID_SUFFIX); + source.setAccessorCount(fcu->totvert); + source.setAccessorStride(1); + + COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); + param.push_back("INTERPOLATION"); + + source.prepareToAppendValues(); + + for (int i = 0; i < fcu->totvert; i++) { + // XXX + source.appendValues(LINEAR_NAME); + } + + source.finish(); + + return source_id; + } + + std::string get_transform_sid(char *rna_path, const char *axis_name) + { + // if (!strcmp(rna_path, "rotation")) +// return std::string(rna_path) + axis_name; + +// return std::string(rna_path) + "." + axis_name; + std::string new_rna_path; + + if (strstr(rna_path, "rotation")) { + new_rna_path = strstr(rna_path, "rotation"); + return new_rna_path + axis_name; + } + else if (strstr(rna_path, "location")) { + new_rna_path = strstr(rna_path, "location"); + return new_rna_path + "." + axis_name; + } + else if (strstr(rna_path, "scale")) { + new_rna_path = strstr(rna_path, "scale"); + return new_rna_path + "." + axis_name; + } + return NULL; + } + + void add_animation(FCurve *fcu, std::string ob_name) + { + const char *axis_names[] = {"X", "Y", "Z"}; + const char *axis_name = NULL; + char c_anim_id[100]; // careful! + + if (fcu->array_index < 3) + axis_name = axis_names[fcu->array_index]; + + BLI_snprintf(c_anim_id, sizeof(c_anim_id), "%s.%s.%s", (char*)ob_name.c_str(), fcu->rna_path, axis_names[fcu->array_index]); + std::string anim_id(c_anim_id); + + // check rna_path is one of: rotation, scale, location + + openAnimation(anim_id); + + // create input source + std::string input_id = create_source(Sampler::INPUT, fcu, anim_id, axis_name); + + // create output source + std::string output_id = create_source(Sampler::OUTPUT, fcu, anim_id, axis_name); + + // create interpolations source + std::string interpolation_id = create_interpolation_source(fcu, anim_id, axis_name); + + std::string sampler_id = anim_id + SAMPLER_ID_SUFFIX; + COLLADASW::LibraryAnimations::Sampler sampler(sampler_id); + std::string empty; + sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id)); + sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id)); + + // this input is required + sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id)); + + addSampler(sampler); + + std::string target = ob_name + "/" + get_transform_sid(fcu->rna_path, axis_name); + addChannel(COLLADABU::URI(empty, sampler_id), target); + + closeAnimation(); + } + + void add_bone_animation(FCurve *fcu, std::string ob_name, std::string bone_name) + { + const char *axis_names[] = {"X", "Y", "Z"}; + const char *axis_name = NULL; + char c_anim_id[100]; // careful! + + if (fcu->array_index < 3) + axis_name = axis_names[fcu->array_index]; + + std::string transform_sid = get_transform_sid(fcu->rna_path, axis_name); + + BLI_snprintf(c_anim_id, sizeof(c_anim_id), "%s.%s.%s", (char*)ob_name.c_str(), (char*)bone_name.c_str(), (char*)transform_sid.c_str()); + std::string anim_id(c_anim_id); + + // check rna_path is one of: rotation, scale, location + + openAnimation(anim_id); + + // create input source + std::string input_id = create_source(Sampler::INPUT, fcu, anim_id, axis_name); + + // create output source + std::string output_id = create_source(Sampler::OUTPUT, fcu, anim_id, axis_name); + + // create interpolations source + std::string interpolation_id = create_interpolation_source(fcu, anim_id, axis_name); + + std::string sampler_id = anim_id + SAMPLER_ID_SUFFIX; + COLLADASW::LibraryAnimations::Sampler sampler(sampler_id); + std::string empty; + sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id)); + sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id)); + + // this input is required + sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id)); + + addSampler(sampler); + + std::string target = ob_name + "_" + bone_name + "/" + transform_sid; + addChannel(COLLADABU::URI(empty, sampler_id), target); + + closeAnimation(); + } + + FCurve *create_fcurve(int array_index, char *rna_path) + { + FCurve *fcu = (FCurve*)MEM_callocN(sizeof(FCurve), "FCurve"); + + fcu->flag = (FCURVE_VISIBLE|FCURVE_AUTO_HANDLES|FCURVE_SELECTED); + fcu->rna_path = BLI_strdupn(rna_path, strlen(rna_path)); + fcu->array_index = array_index; + return fcu; + } + + void create_bezt(FCurve *fcu, float frame, float output) + { + BezTriple bez; + memset(&bez, 0, sizeof(BezTriple)); + bez.vec[1][0] = frame; + bez.vec[1][1] = output; + bez.ipo = U.ipo_new; /* use default interpolation mode here... */ + bez.f1 = bez.f2 = bez.f3 = SELECT; + bez.h1 = bez.h2 = HD_AUTO; + insert_bezt_fcurve(fcu, &bez, 0); + calchandles_fcurve(fcu); + } + + void change_quat_to_eul(Object *ob, bActionGroup *grp, char *grpname) + { + std::vector<FCurve*> &rot_fcurves = rotfcurves_actionGroup_map[grp]; + + FCurve *quatcu[4] = {NULL, NULL, NULL, NULL}; + int i; + + for (i = 0; i < rot_fcurves.size(); i++) + quatcu[rot_fcurves[i]->array_index] = rot_fcurves[i]; + + char *rna_path = rot_fcurves[0]->rna_path; + + FCurve *eulcu[3] = { + create_fcurve(0, rna_path), + create_fcurve(1, rna_path), + create_fcurve(2, rna_path) + }; + + for (i = 0; i < 4; i++) { + + FCurve *cu = quatcu[i]; + + if (!cu) continue; + + for (int j = 0; j < cu->totvert; j++) { + float frame = cu->bezt[j].vec[1][0]; + + float quat[4] = { + quatcu[0] ? evaluate_fcurve(quatcu[0], frame) : 0.0f, + quatcu[1] ? evaluate_fcurve(quatcu[1], frame) : 0.0f, + quatcu[2] ? evaluate_fcurve(quatcu[2], frame) : 0.0f, + quatcu[3] ? evaluate_fcurve(quatcu[3], frame) : 0.0f + }; + + float eul[3]; + + QuatToEul(quat, eul); + + for (int k = 0; k < 3; k++) + create_bezt(eulcu[k], frame, eul[k]); + } + } + + for (i = 0; i < 3; i++) { + add_bone_animation(eulcu[i], id_name(ob), std::string(grpname)); + free_fcurve(eulcu[i]); + } + } + + // called for each exported object + void operator() (Object *ob) + { + if (!ob->adt || !ob->adt->action) return; + + FCurve *fcu = (FCurve*)ob->adt->action->curves.first; + + if (ob->type == OB_ARMATURE) { + + while (fcu) { + + if (strstr(fcu->rna_path, ".rotation")) + rotfcurves_actionGroup_map[fcu->grp].push_back(fcu); + else fcurves_actionGroup_map[fcu->grp].push_back(fcu); + + fcu = fcu->next; + } + + for (bPoseChannel *pchan = (bPoseChannel*)ob->pose->chanbase.first; pchan; pchan = pchan->next) { + int i; + char *grpname = pchan->name; + bActionGroup *grp = action_groups_find_named(ob->adt->action, grpname); + + if (!grp) continue; + + // write animation for location & scaling + if (fcurves_actionGroup_map.find(grp) == fcurves_actionGroup_map.end()) continue; + + std::vector<FCurve*> &fcurves = fcurves_actionGroup_map[grp]; + for (i = 0; i < fcurves.size(); i++) + add_bone_animation(fcurves[i], id_name(ob), std::string(grpname)); + + // ... for rotation + if (rotfcurves_actionGroup_map.find(grp) == rotfcurves_actionGroup_map.end()) + continue; + + // if rotation mode is euler - no need to convert it + if (pchan->rotmode == ROT_MODE_EUL) { + + std::vector<FCurve*> &rotfcurves = rotfcurves_actionGroup_map[grp]; + + for (i = 0; i < rotfcurves.size(); i++) + add_bone_animation(rotfcurves[i], id_name(ob), std::string(grpname)); + } + + // convert rotation to euler & write animation + else change_quat_to_eul(ob, grp, grpname); + } + } + else { + while (fcu) { + + if (!strcmp(fcu->rna_path, "location") || + !strcmp(fcu->rna_path, "scale") || + !strcmp(fcu->rna_path, "rotation")) { + + add_animation(fcu, id_name(ob)); + } + + fcu = fcu->next; + } + } + } +}; + +void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename) +{ + COLLADABU::NativeString native_filename = + COLLADABU::NativeString(std::string(filename)); + COLLADASW::StreamWriter sw(native_filename); + + // open <Collada> + sw.startDocument(); + + // <asset> + COLLADASW::Asset asset(&sw); + // XXX ask blender devs about this? + asset.setUnit("decimetre", 0.1); + asset.setUpAxisType(COLLADASW::Asset::Z_UP); + asset.add(); + + // <library_cameras> + CamerasExporter ce(&sw); + ce.exportCameras(sce); + + // <library_lights> + LightsExporter le(&sw); + le.exportLights(sce); + + // <library_images> + ImagesExporter ie(&sw, filename); + ie.exportImages(sce); + + // <library_effects> + EffectsExporter ee(&sw); + ee.exportEffects(sce); + + // <library_materials> + MaterialsExporter me(&sw); + me.exportMaterials(sce); + + // <library_geometries> + GeometryExporter ge(&sw); + ge.exportGeom(sce); + + // <library_animations> + AnimationExporter ae(&sw); + ae.exportAnimations(sce); + + // <library_controllers> + ArmatureExporter arm_exporter(&sw); + arm_exporter.export_controllers(sce); + + // <library_visual_scenes> + SceneExporter se(&sw, &arm_exporter); + se.exportScene(sce); + + // <scene> + std::string scene_name(id_name(sce)); + COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, + scene_name)); + scene.add(); + + // close <Collada> + sw.endDocument(); + +} + +void DocumentExporter::exportScenes(const char* filename) +{ +} |