/* * ***** 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. * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include extern "C" { #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "DNA_anim_types.h" #include "DNA_action_types.h" #include "DNA_curve_types.h" #include "DNA_lamp_types.h" #include "DNA_camera_types.h" #include "DNA_armature_types.h" #include "DNA_material_types.h" #include "DNA_constraint_types.h" #include "DNA_scene_types.h" #include "BLI_math.h" #include "BLI_string.h" #include "BLI_listbase.h" #include "BLI_utildefines.h" #include "BKE_DerivedMesh.h" #include "BKE_fcurve.h" #include "BKE_animsys.h" #include "BKE_scene.h" #include "BKE_action.h" // pose functions #include "BKE_armature.h" #include "BKE_object.h" #include "BKE_constraint.h" #include "BIK_api.h" #include "BKE_global.h" #include "ED_object.h" #ifdef NAN_BUILDINFO extern char build_rev[]; #endif } #include "MEM_guardedalloc.h" #include "RNA_access.h" #include "COLLADASWSource.h" #include "COLLADASWInstanceGeometry.h" #include "COLLADASWInputList.h" #include "COLLADASWPrimitves.h" #include "COLLADASWVertices.h" #include "COLLADASWLibraryAnimations.h" #include "COLLADASWParamTemplate.h" #include "COLLADASWParamBase.h" #include "COLLADASWSampler.h" #include "COLLADASWConstants.h" #include "COLLADASWBaseInputElement.h" #include "EffectExporter.h" #include "collada_internal.h" #include "IK_solver.h" #include #include // std::find class AnimationExporter: COLLADASW::LibraryAnimations { private: Scene *scene; COLLADASW::StreamWriter *sw; public: AnimationExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings): COLLADASW::LibraryAnimations(sw), export_settings(export_settings) { this->sw = sw; } bool exportAnimations(Scene *sce); // called for each exported object void operator() (Object *ob); protected: const ExportSettings *export_settings; void dae_animation(Object *ob, FCurve *fcu, char *transformName, bool is_param, Material *ma = NULL); void export_object_constraint_animation(Object *ob); void export_morph_animation(Object *ob); void write_bone_animation_matrix(Object *ob_arm, Bone *bone); void write_bone_animation(Object *ob_arm, Bone *bone); void sample_and_write_bone_animation(Object *ob_arm, Bone *bone, int transform_type); bool is_bone_deform_group(Bone * bone); void sample_and_write_bone_animation_matrix(Object *ob_arm, Bone *bone); void sample_animation(float *v, std::vector &frames, int type, Bone *bone, Object *ob_arm, bPoseChannel *pChan); void sample_animation(std::vector &mats, std::vector &frames, Bone *bone, Object *ob_arm, bPoseChannel *pChan); // dae_bone_animation -> add_bone_animation // (blend this into dae_bone_animation) void dae_bone_animation(std::vector &fra, float *v, int tm_type, int axis, std::string ob_name, std::string bone_name); void dae_baked_animation(std::vector &fra, Object *ob_arm, Bone *bone); void dae_baked_object_animation(std::vector &fra, Object *ob); float convert_time(float frame); float convert_angle(float angle); std::string get_semantic_suffix(COLLADASW::InputSemantic::Semantics semantic); void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param, COLLADASW::InputSemantic::Semantics semantic, bool is_rot, const char *axis, bool transform); void get_source_values(BezTriple *bezt, COLLADASW::InputSemantic::Semantics semantic, bool rotation, float *values, int *length); float* get_eul_source_for_quat(Object *ob ); std::string create_source_from_fcurve(COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id, const char *axis_name); std::string create_lens_source_from_fcurve(Camera *cam, COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id); std::string create_source_from_array(COLLADASW::InputSemantic::Semantics semantic, float *v, int tot, bool is_rot, const std::string& anim_id, const char *axis_name); std::string create_source_from_vector(COLLADASW::InputSemantic::Semantics semantic, std::vector &fra, bool is_rot, const std::string& anim_id, const char *axis_name); std::string create_xyz_source(float *v, int tot, const std::string& anim_id); std::string create_4x4_source(std::vector &frames, Object * ob_arm, Bone *bone, const std::string& anim_id); std::string create_interpolation_source(FCurve *fcu, const std::string& anim_id, const char *axis_name, bool *has_tangents); std::string fake_interpolation_source(int tot, const std::string& anim_id, const char *axis_name); // for rotation, axis name is always appended and the value of append_axis is ignored std::string get_transform_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis); std::string get_light_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis); std::string get_camera_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis); void find_frames(Object *ob, std::vector &fra, const char *prefix, const char *tm_name); void find_frames(Object *ob, std::vector &fra); void make_anim_frames_from_targets(Object *ob, std::vector &frames ); void find_rotation_frames(Object *ob, std::vector &fra, const char *prefix, int rotmode); // enable fcurves driving a specific bone, disable all the rest // if bone_name = NULL enable all fcurves void enable_fcurves(bAction *act, char *bone_name); bool hasAnimations(Scene *sce); char *extract_transform_name(char *rna_path); std::string getObjectBoneName(Object *ob, const FCurve * fcu); std::string getAnimationPathId(const FCurve *fcu); void getBakedPoseData(Object *obarm, int startFrame, int endFrame, bool ActionBake, bool ActionBakeFirstFrame); bool validateConstraints(bConstraint *con); void calc_ob_mat_at_time(Object *ob, float ctime , float mat[][4]); };