Age | Commit message (Collapse) | Author |
|
|
|
Automated using clang-tidy.
|
|
|
|
|
|
Maya bindpose
|
|
Added new feature: Collada: global axis rotation upon export (UI)
The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)
- Refactor:Added new utility methods to collada_utils
Made BCMatrix class more powerfull
moved Blender related structures into new BlenderContext class
added class wrapper to encapsulate ExportSettings structure
Added blender context getters to ExportSettings
added access methods to BlenderContext into ExportSettings class
Moved class BCMatrix into BlenderContext
moved utility functions from collada_util into BlenderContext
replace own function for parenting by a call to ED_object_parent_set()
- Cleanup: removed obsolete parameters from methods
renamed parameters for better understanding
cleanup whitespace and indentation
removed obsolete comments
|
|
|
|
|
|
|
|
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
|
|
While \file doesn't need an argument, it can't have another doxy
command after it.
|
|
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
|
|
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
|
|
The problem was that removing entries from a vetor while iterating
the vector was implemented badly. This caused the failure when only
one element was in vector.
|
|
|
|
- Class constructors without body (only attribute initialisations)
can safely be kept in the class header files
- Constructor variables should be initialized in the order of their
definition in the header files
This change is also aimed to remove a couple of
build warnings from the linux builds.
|
|
Most important changes are in the Animation exporter and Animation Importer.
There is still some cleaning up to be done. But the Exporter/Importer basically
work within Blender 2.8
Some details:
User Interface:
The interface has been reorganized to look more like the FBX interface.
New options in user interface:
* keep_keyframes:
When sampling the distance between 2 keyframes is defined by
the sampling rate. Furthermore the keyframes defined in the
FCurves are not exported. However when this option is enabled
then also the defined keyframes will be added to the exported fcurves
* keep_smooth_curves:
When sampling we do not use FCurves. So we also have no Curve handles
for smooth exporting. However when this option is enabled, Blender
does its best to recreate the handles for export. This is a very
experimental feature and it is know to break when:
- the exported animated objects have parent inverse matrices
different from the unit matrix
- The exported objects have negative scaling
There may be many other situations when this feature breaks.
This needs to be further tested. It may be removed later or replaced
by something less wonky.
BlenderContext:
is a new class that contains the bridge to Blender. It contains
pointers to the current export/import context plus derived values
of Depsgraph, Scene, Main
Reporting:
I reorganized the output on the Blender Console to become more
informative and more readable
Preservation of Item names:
name attributes are now encoded with XML entities. This makes
sure that i can export/import names exactly defined in the tool.
This affects material names, bone names and object names.
Hierarchy export:
* Object and Bone Hierarchies are now exported correctly
by taking the Blender parent/child hierarchy into account
* Export also not selected intermediate objects
Problem:
When we export an Object Hierarchy, then we must export
all elements of the hierarchy to maintain the transforms. This
is especially important when exporting animated objects, because the
animation curves are exported as relative curves based on the
parent-child hierarchy. If an intermediate animated object is missing
then the exported animation breaks.
Solution:
If the "Selected" Optioon is enabled, then take care
to also export all objects which are not selected and hidden,
but which are parents of selected objects.
Node Based Material Importer (wip):
Added basic support for Materials with diffuse color and
diffuse textures. More properties (opacity, emission) need
changes in the used shader.
Note: Materials are all constructed by using the principled BSDF shader.
Animation Exporter:
* Massive optimization of the Animation Bake tool (Animation Sampler).
Instead of sampling each fcurve separately, i now sample all
exported fcurves simultaneously. So i avoid many (many!)
scene updates during animation export.
* Add support for Continuous Acceleration (Fcurve handles)
This allows us to create smoother FCurves during importing Collada
Animation curves. Possibly this should become an option ionstead of
a fixed import feature.
* Add support for sampling curves (to bake animations)
* The animation sampler now can be used for any animation curve.
Before the sampler only looked at curves which are supported by
Standard Collada 1.4. However the Collada exporter currently
ignores all animation curves which are not covered by the 1.4.1
Collada Standards. There is still some room for improvements
here (work in progres)
Known issues:
* Some exports do currently not work reliably, among those
are the camera animations, material animations and light animations
those animations will be added back next (work in progres)
* Exporting animation curves with keyframes (and tangents)
sometimes results in odd curves (when parent inverse matrix is involved)
This needs to be checked in more depth (probably it can not be solved).
* Export of "all animations in scene" is disabled because the
Collada Importer can not handle this reliably at the
moment (work in progres).
* Support for Animation Clip export
Added one extra level to the exported animations
such that now all scene animations are enclosed:
<Animation name="id_name(ob)_Action">
<Animation>...</Animation>
...
</Animation>
Animation Importer:
* Import of animations for objects with multiple materials
When importing multiple materials for one object,
the imported material animation curves have all been
assigned to the first material in the object.
Error handling (wip):
The Importer was a bit confused as it sometimes ignored fatal
parsing errors and continued to import. I did my best to
unconfuse it, but i believe that this needs to be tested more.
Refactoring:
update : move generation of effect id names into own function
update : adjust importer/exporter for no longer supported HEMI lights
cleanup: Removed no lopnger existing attribute from the exporter presets
cleanup: Removed not needed Context attribute from DocumentExporter
fix : Avoid duplicate deletion of temporary items
cleanup: fixed indentation and white space issues
update : Make BCAnimation class more self contained
cleanup: Renamed classes, updated comments for better reading
cleanup: Moved static class functions to collada_utils
cleanup: Moved typedefs to more intuitive locations
cleanup: indentation and class method declarations
cleanup: Removed no longer needed methods
update : Moved Classes into separate files
cleanup: Added comments
cleanup: take care of name conventions
... : many more small changes, not helpful to list them all
|
|
Makes it simpler to make some changes...
Also fix order of some includes (use alphabetical please).
|
|
|
|
|
|
|
|
Remove from blender/nodes, collada, blenfont & render.
|
|
|
|
Conflicts:
source/blender/collada/ArmatureExporter.cpp
source/blender/collada/ArmatureExporter.h
source/blender/collada/DocumentExporter.cpp
source/blender/collada/DocumentExporter.h
source/blender/collada/SceneExporter.cpp
source/blender/collada/SceneExporter.h
source/blender/collada/collada.cpp
source/blender/collada/collada.h
source/blender/editors/armature/armature_edit.c
source/blender/editors/armature/editarmature_retarget.c
source/blender/editors/armature/pose_transform.c
source/blender/editors/include/ED_armature.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_screen.h
source/blender/editors/io/io_collada.c
source/blender/editors/object/object_transform.c
source/blender/editors/screen/screen_edit.c
source/blender/editors/screen/screen_ops.c
source/blender/windowmanager/intern/wm.c
source/blender/windowmanager/intern/wm_files.c
source/blender/windowmanager/intern/wm_window.c
source/blenderplayer/bad_level_call_stubs/stubs.c
|
|
|
|
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
|
|
|
|
* In the Collada Module parameters are typically ordered
in a similar way. I changed this to:
extern std::string get_joint_id(Object *ob, Bone *bone);
* The Object parameter was not used in get_joint_sid().
I changed this to:
extern std::string get_joint_sid(Bone *bone);
|
|
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
|
|
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
|
|
avoids wrong texture data when multiple objects are exported. Note: This
commit might possiblyt not work fully. The full feature is added with the
next commit)
|
|
debugging
|
|
use_bind_info option is enabled and the properties exist)
|
|
armatures. Co-authored-by: Gaia <gaia.clary@machiniamtrix.org>
|
|
Armature edit mode
|
|
Armature edit mode
|
|
|
|
Differential Revision: https://developer.blender.org/D2034
|
|
|
|
improved: add support for bone tail export/import using Blender Collada profile
Differential Revision: https://developer.blender.org/D2031
|
|
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
|
|
|
|
|
|
|
|
|
|
- mult_m4_m4m4 -> mul_m4_m4m4
- mult_m3_m3m4 -> mul_m3_m3m4
these temporary names were used to avoid problems when argument order was switched.
|
|
|
|
|
|
|
|
to indicate bugs, left a comment about those.
|