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Diffstat (limited to 'source/blender/io/collada/ArmatureExporter.cpp')
-rw-r--r--source/blender/io/collada/ArmatureExporter.cpp328
1 files changed, 328 insertions, 0 deletions
diff --git a/source/blender/io/collada/ArmatureExporter.cpp b/source/blender/io/collada/ArmatureExporter.cpp
new file mode 100644
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+++ b/source/blender/io/collada/ArmatureExporter.cpp
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+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup collada
+ */
+
+#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"
+
+extern "C" {
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+}
+
+#include "ED_armature.h"
+
+#include "BLI_listbase.h"
+
+#include "GeometryExporter.h"
+#include "ArmatureExporter.h"
+#include "SceneExporter.h"
+
+// write bone nodes
+void ArmatureExporter::add_armature_bones(Object *ob_arm,
+ ViewLayer *view_layer,
+ SceneExporter *se,
+ std::vector<Object *> &child_objects)
+
+{
+ // write bone nodes
+
+ bArmature *armature = (bArmature *)ob_arm->data;
+ bool is_edited = armature->edbo != NULL;
+
+ if (!is_edited) {
+ ED_armature_to_edit(armature);
+ }
+
+ for (Bone *bone = (Bone *)armature->bonebase.first; bone; bone = bone->next) {
+ add_bone_node(bone, ob_arm, se, child_objects);
+ }
+
+ if (!is_edited) {
+ ED_armature_edit_free(armature);
+ }
+}
+
+void ArmatureExporter::write_bone_URLs(COLLADASW::InstanceController &ins,
+ Object *ob_arm,
+ Bone *bone)
+{
+ if (bc_is_root_bone(bone, this->export_settings.get_deform_bones_only())) {
+ std::string joint_id = translate_id(id_name(ob_arm) + "_" + bone->name);
+ ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, joint_id));
+ }
+ else {
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ write_bone_URLs(ins, ob_arm, child);
+ }
+ }
+}
+
+bool ArmatureExporter::add_instance_controller(Object *ob)
+{
+ Object *ob_arm = bc_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));
+
+ Mesh *me = (Mesh *)ob->data;
+ if (!me->dvert) {
+ return false;
+ }
+
+ // write root bone URLs
+ Bone *bone;
+ for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) {
+ write_bone_URLs(ins, ob_arm, bone);
+ }
+
+ InstanceWriter::add_material_bindings(
+ ins.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
+
+ ins.add();
+ return true;
+}
+
+#if 0
+void ArmatureExporter::operator()(Object *ob)
+{
+ Object *ob_arm = bc_get_assigned_armature(ob);
+}
+
+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
+
+// parent_mat is armature-space
+void ArmatureExporter::add_bone_node(Bone *bone,
+ Object *ob_arm,
+ SceneExporter *se,
+ std::vector<Object *> &child_objects)
+{
+ if (can_export(bone)) {
+ std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name);
+ 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);
+
+ if (this->export_settings.get_use_blender_profile()) {
+ if (!is_export_root(bone)) {
+ if (bone->flag & BONE_CONNECTED) {
+ node.addExtraTechniqueParameter("blender", "connect", true);
+ }
+ }
+ std::string layers = BoneExtended::get_bone_layers(bone->layer);
+ node.addExtraTechniqueParameter("blender", "layer", layers);
+
+ bArmature *armature = (bArmature *)ob_arm->data;
+ EditBone *ebone = bc_get_edit_bone(armature, bone->name);
+ if (ebone && ebone->roll != 0) {
+ node.addExtraTechniqueParameter("blender", "roll", ebone->roll);
+ }
+ if (bc_is_leaf_bone(bone)) {
+ Vector head, tail;
+ const BCMatrix &global_transform = this->export_settings.get_global_transform();
+ if (this->export_settings.get_apply_global_orientation()) {
+ bc_add_global_transform(head, bone->arm_head, global_transform);
+ bc_add_global_transform(tail, bone->arm_tail, global_transform);
+ }
+ else {
+ copy_v3_v3(head, bone->arm_head);
+ copy_v3_v3(tail, bone->arm_tail);
+ }
+ node.addExtraTechniqueParameter("blender", "tip_x", tail[0] - head[0]);
+ node.addExtraTechniqueParameter("blender", "tip_y", tail[1] - head[1]);
+ node.addExtraTechniqueParameter("blender", "tip_z", tail[2] - head[2]);
+ }
+ }
+
+ node.start();
+
+ add_bone_transform(ob_arm, bone, node);
+
+ // Write nodes of childobjects, remove written objects from list
+ std::vector<Object *>::iterator iter = child_objects.begin();
+
+ while (iter != child_objects.end()) {
+ Object *ob = *iter;
+ if (ob->partype == PARBONE && STREQ(ob->parsubstr, bone->name)) {
+ float backup_parinv[4][4];
+ copy_m4_m4(backup_parinv, ob->parentinv);
+
+ // crude, temporary change to parentinv
+ // so transform gets exported correctly.
+
+ // Add bone tail- translation... don't know why
+ // bone parenting is against the tail of a bone
+ // and not it's head, seems arbitrary.
+ ob->parentinv[3][1] += bone->length;
+
+ // OPEN_SIM_COMPATIBILITY
+ // TODO: when such objects are animated as
+ // single matrix the tweak must be applied
+ // to the result.
+ if (export_settings.get_open_sim()) {
+ // tweak objects parentinverse to match compatibility
+ float temp[4][4];
+
+ copy_m4_m4(temp, bone->arm_mat);
+ temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
+
+ mul_m4_m4m4(ob->parentinv, temp, ob->parentinv);
+ }
+
+ se->writeNode(ob);
+ copy_m4_m4(ob->parentinv, backup_parinv);
+ iter = child_objects.erase(iter);
+ }
+ else {
+ iter++;
+ }
+ }
+
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ add_bone_node(child, ob_arm, se, child_objects);
+ }
+ node.end();
+ }
+ else {
+ for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
+ add_bone_node(child, ob_arm, se, child_objects);
+ }
+ }
+}
+
+bool ArmatureExporter::is_export_root(Bone *bone)
+{
+ Bone *entry = bone->parent;
+ while (entry) {
+ if (can_export(entry)) {
+ return false;
+ }
+ entry = entry->parent;
+ }
+ return can_export(bone);
+}
+
+void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node &node)
+{
+ // bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone->name);
+
+ float mat[4][4];
+ float bone_rest_mat[4][4]; /* derived from bone->arm_mat */
+ float parent_rest_mat[4][4]; /* derived from bone->parent->arm_mat */
+
+ bool has_restmat = bc_get_property_matrix(bone, "rest_mat", mat);
+
+ if (!has_restmat) {
+
+ /* Have no restpose matrix stored, try old style <= Blender 2.78 */
+
+ bc_create_restpose_mat(this->export_settings, bone, bone_rest_mat, bone->arm_mat, true);
+
+ if (is_export_root(bone)) {
+ copy_m4_m4(mat, bone_rest_mat);
+ }
+ else {
+ Matrix parent_inverse;
+ bc_create_restpose_mat(
+ this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
+
+ invert_m4_m4(parent_inverse, parent_rest_mat);
+ mul_m4_m4m4(mat, parent_inverse, bone_rest_mat);
+ }
+
+ // OPEN_SIM_COMPATIBILITY
+
+ if (export_settings.get_open_sim()) {
+ // Remove rotations vs armature from transform
+ // parent_rest_rot * mat * irest_rot
+ Matrix workmat;
+ copy_m4_m4(workmat, bone_rest_mat);
+
+ workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
+ invert_m4(workmat);
+
+ mul_m4_m4m4(mat, mat, workmat);
+
+ if (!is_export_root(bone)) {
+ copy_m4_m4(workmat, parent_rest_mat);
+ workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
+
+ mul_m4_m4m4(mat, workmat, mat);
+ }
+ }
+ }
+
+ if (this->export_settings.get_limit_precision()) {
+ BCMatrix::sanitize(mat, LIMITTED_PRECISION);
+ }
+
+ TransformWriter::add_joint_transform(node, mat, NULL, this->export_settings, has_restmat);
+}
+
+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;
+}