/* * ***** 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 ***** */ /** \file blender/collada/ArmatureExporter.cpp * \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_main.h" #include "BKE_mesh.h" #include "BKE_global.h" #include "BKE_library.h" } #include "ED_armature.h" #include "BLI_listbase.h" #include "GeometryExporter.h" #include "ArmatureExporter.h" #include "SceneExporter.h" #include "collada_utils.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, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) { } // write bone nodes void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce, SceneExporter *se, std::list& 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) { // start from root bones if (!bone->parent) add_bone_node(bone, ob_arm, sce, se, child_objects); } if (!is_edited) { ED_armature_from_edit(armature); 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->deform_bones_only)) ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm))); 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->active_uv_only, this->export_settings->export_texture_type); 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& 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, Scene *sce, SceneExporter *se, std::list& child_objects) { if (!(this->export_settings->deform_bones_only && bone->flag & BONE_NO_DEFORM)) { 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); if (this->export_settings->use_blender_profile) { if (bone->parent) { 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)) { node.addExtraTechniqueParameter("blender", "tip_x", bone->arm_tail[0] - bone->arm_head[0]); node.addExtraTechniqueParameter("blender", "tip_y", bone->arm_tail[1] - bone->arm_head[1]); node.addExtraTechniqueParameter("blender", "tip_z", bone->arm_tail[2] - bone->arm_head[2]); } } node.start(); add_bone_transform(ob_arm, bone, node); // Write nodes of childobjects, remove written objects from list std::list::iterator i = child_objects.begin(); while (i != child_objects.end()) { if ((*i)->partype == PARBONE && STREQ((*i)->parsubstr, bone->name)) { float backup_parinv[4][4]; copy_m4_m4(backup_parinv, (*i)->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. (*i)->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->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((*i)->parentinv, temp, (*i)->parentinv); } se->writeNodes(*i, sce); copy_m4_m4((*i)->parentinv, backup_parinv); child_objects.erase(i++); } else i++; } for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) { add_bone_node(child, ob_arm, sce, se, child_objects); } node.end(); } else { for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) { add_bone_node(child, ob_arm, sce, se, child_objects); } } } 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 (bone->parent) { // get bone-space matrix from parent pose /*bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name); float invpar[4][4]; invert_m4_m4(invpar, parchan->pose_mat); mul_m4_m4m4(mat, invpar, pchan->pose_mat);*/ float invpar[4][4]; bc_create_restpose_mat(this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true); invert_m4_m4(invpar, parent_rest_mat); mul_m4_m4m4(mat, invpar, bone_rest_mat); } else { copy_m4_m4(mat, bone_rest_mat); } // OPEN_SIM_COMPATIBILITY if (export_settings->open_sim) { // Remove rotations vs armature from transform // parent_rest_rot * mat * irest_rot float temp[4][4]; copy_m4_m4(temp, bone_rest_mat); temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; invert_m4(temp); mul_m4_m4m4(mat, mat, temp); if (bone->parent) { copy_m4_m4(temp, parent_rest_mat); temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; mul_m4_m4m4(mat, temp, mat); } } } if (this->export_settings->limit_precision) bc_sanitize_mat(mat, 6); 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; }