diff options
Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r-- | source/blender/collada/SceneExporter.cpp | 52 |
1 files changed, 45 insertions, 7 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp index d258f4ef5e1..510107272cd 100644 --- a/source/blender/collada/SceneExporter.cpp +++ b/source/blender/collada/SceneExporter.cpp @@ -25,6 +25,7 @@ */ #include "SceneExporter.h" +#include "collada_utils.h" SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm, const ExportSettings *export_settings) : COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm), export_settings(export_settings) @@ -40,19 +41,36 @@ void SceneExporter::exportScene(Scene *sce) closeLibrary(); } +// Returns true if the parent chain does not contain any selected object +// Otherwise return false (ob has selected predecessor) +bool is_exported_base_node(Object *ob, bool selection_only) { + + if (selection_only && ob->flag & SELECT) { + // Move up towards root object, + // stop at first selected predecessor's child, + // or at root, if no parent was selected + while (ob->parent && (ob->parent->type==OB_ARMATURE || !(ob->parent->flag & SELECT))) + { + ob = ob->parent; + } + } + + return !ob->parent; +} + void SceneExporter::exportHierarchy(Scene *sce) { Base *base= (Base*) sce->base.first; while (base) { Object *ob = base->object; - if (!ob->parent) { + bool is_export_base_node = is_exported_base_node(ob, this->export_settings->selected); + if (is_export_base_node) { if (sce->lay & ob->lay) { switch (ob->type) { case OB_MESH: case OB_CAMERA: case OB_LAMP: - case OB_ARMATURE: case OB_EMPTY: if (this->export_settings->selected && !(ob->flag & SELECT)) { break; @@ -70,6 +88,14 @@ void SceneExporter::exportHierarchy(Scene *sce) void SceneExporter::writeNodes(Object *ob, Scene *sce) { + + // Add associated armature first if available + if (this->export_settings->include_armatures) { + Object *ob_arm = bc_get_assigned_armature(ob); + if(ob_arm != NULL) + writeNodes(ob_arm, sce); + } + COLLADASW::Node node(mSW); node.setNodeId(translate_id(id_name(ob))); node.setNodeName(translate_id(id_name(ob))); @@ -80,8 +106,19 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce) bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob); std::list<Object*> child_objects; + // XXX Not sure about this. + // For me this looks more like a very special case for a very special purpose. + // Wouldn't it be better to have only one option here ? + // + // - include children + // + // Instead of "include_bone_children" ? + // then we could just ask: + // if (this->export_settings->include_children) + // ... + if (this->export_settings->include_armatures + && this->export_settings->include_bone_children) { - if (this->export_settings->include_bone_children) { // list child objects Base *b = (Base*) sce->base.first; while (b) { @@ -105,7 +142,7 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce) } - if (ob->type == OB_MESH && is_skinned_mesh) + if (ob->type == OB_MESH && this->export_settings->include_armatures && is_skinned_mesh) // for skinned mesh we write obmat in <bind_shape_matrix> TransformWriter::add_node_transform_identity(node); else @@ -113,10 +150,11 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce) // <instance_geometry> if (ob->type == OB_MESH) { - if (is_skinned_mesh) { - arm_exporter->add_instance_controller(ob); + bool instance_controller_created = false; + if (this->export_settings->include_armatures && is_skinned_mesh) { + instance_controller_created = arm_exporter->add_instance_controller(ob); } - else { + if (!instance_controller_created){ COLLADASW::InstanceGeometry instGeom(mSW); instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, this->export_settings->use_object_instantiation))); |