/** * $Id$ * * ***** 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, * Nathan Letwory * * ***** END GPL LICENSE BLOCK ***** */ #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" #include "BLI_listbase.h" #include "GeometryExporter.h" #include "ArmatureExporter.h" // 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? ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {} // write bone nodes void ArmatureExporter::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 ArmatureExporter::is_skinned_mesh(Object *ob) { return get_assigned_armature(ob) != NULL; } void ArmatureExporter::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, ob); 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 ArmatureExporter::export_controllers(Scene *sce) { scene = sce; openLibrary(); GeometryFunctor gf; gf.forEachMeshObjectInScene(sce, *this); closeLibrary(); } void ArmatureExporter::operator()(Object *ob) { Object *ob_arm = get_assigned_armature(ob); if (ob_arm /*&& !already_written(ob_arm)*/) export_controller(ob, ob_arm); } #if 0 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& 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 *ArmatureExporter::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 ArmatureExporter::get_joint_sid(Bone *bone, Object *ob_arm) { return get_joint_id(bone, ob_arm); } // parent_mat is armature-space void ArmatureExporter::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, ob_arm); 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 ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node) { 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]; invert_m4_m4(invpar, parchan->pose_mat); mul_m4_m4m4(mat, pchan->pose_mat, invpar); } else { // get world-space from armature-space mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat); } TransformWriter::add_node_transform(node, mat, NULL); } 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; } // ob should be of type OB_MESH // both args are required void ArmatureExporter::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, ob); 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 ArmatureExporter::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(); 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 ArmatureExporter::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 ArmatureExporter::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, ob_arm)); } source.finish(); return source_id; } std::string ArmatureExporter::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 mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat); invert_m4_m4(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 *ArmatureExporter::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 ArmatureExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup* def) { return get_bone_from_defgroup(ob_arm, def) != NULL; } std::string ArmatureExporter::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 ArmatureExporter::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 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(); }