/* * ***** 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" #include "ED_armature.h" #include "BLI_listbase.h" #include "GeometryExporter.h" #include "ArmatureExporter.h" #include "SceneExporter.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 *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, sce, se, child_objects); } } 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, this->export_settings->selected); 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, Scene* sce, SceneExporter* se, std::list& child_objects) { 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 ( bone->childbase.first == NULL || BLI_countlist(&(bone->childbase))>=2) add_blender_leaf_bone( bone, ob_arm , node ); else{*/ 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 && (0 == strcmp((*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; // SECOND_LIFE_COMPATIBILITY // TODO: when such objects are animated as // single matrix the tweak must be applied // to the result. if (export_settings->second_life) { // 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; mult_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(); //} } /*void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node) { node.start(); add_bone_transform(ob_arm, bone, node); node.addExtraTechniqueParameter("blender", "tip_x", bone->tail[0] ); node.addExtraTechniqueParameter("blender", "tip_y", bone->tail[1] ); node.addExtraTechniqueParameter("blender", "tip_z", bone->tail[2] ); for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) { add_bone_node(child, ob_arm, sce, se, child_objects); } node.end(); }*/ 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]; if (bone->parent) { // get bone-space matrix from armature-space bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name); float invpar[4][4]; invert_m4_m4(invpar, parchan->pose_mat); mult_m4_m4m4(mat, invpar, pchan->pose_mat); } else { copy_m4_m4(mat, pchan->pose_mat); // Why? Joint's localspace is still it's parent node //get world-space from armature-space //mult_m4_m4m4(mat, ob_arm->obmat, pchan->pose_mat); } // SECOND_LIFE_COMPATIBILITY if (export_settings->second_life) { // Remove rotations vs armature from transform // parent_rest_rot * mat * irest_rot float temp[4][4]; copy_m4_m4(temp, bone->arm_mat); temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; invert_m4(temp); mult_m4_m4m4(mat, mat, temp); if (bone->parent) { copy_m4_m4(temp, bone->parent->arm_mat); temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; mult_m4_m4m4(mat, temp, mat); } } 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::list vcounts; std::list joints; std::list weights; { int i, j; // def group index -> joint index std::vector joint_index_by_def_index; bDeformGroup *def; for (def = (bDeformGroup*)ob->defbase.first, i = 0, j = 0; def; def = def->next, i++) { if (is_bone_defgroup(ob_arm, def)) joint_index_by_def_index.push_back(j++); else joint_index_by_def_index.push_back(-1); } for (i = 0; i < me->totvert; i++) { MDeformVert *vert = &me->dvert[i]; std::map jw; // We're normalizing the weights later float sumw = 0.0f; for (j = 0; j < vert->totweight; j++) { int joint_index = joint_index_by_def_index[vert->dw[j].def_nr]; if (joint_index != -1 && vert->dw[j].weight > 0.0f) { jw[joint_index] += vert->dw[j].weight; sumw += vert->dw[j].weight; } } if (sumw > 0.0f) { float invsumw = 1.0f/sumw; vcounts.push_back(jw.size()); for (std::map::iterator m = jw.begin(); m != jw.end(); ++m) { joints.push_back((*m).first); weights.push_back(invsumw*(*m).second); } } else { vcounts.push_back(0); /*vcounts.push_back(1); joints.push_back(-1); weights.push_back(1.0f);*/ } } } std::string weights_source_id = add_weights_source(me, controller_id, weights); add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id); add_vertex_weights_element(weights_source_id, joints_source_id, vcounts, joints); 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::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id))); input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::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; int totjoint = 0; for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) { if (is_bone_defgroup(ob_arm, def)) totjoint++; } COLLADASW::FloatSourceF source(mSW); source.setId(source_id); source.setArrayId(source_id + ARRAY_ID_SUFFIX); source.setAccessorCount(totjoint); //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; BKE_pose_where_is(scene, ob_arm); } for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) { if (is_bone_defgroup(ob_arm, def)) { bPoseChannel *pchan = BKE_pose_channel_find_name(pose, def->name); float mat[4][4]; float world[4][4]; float inv_bind_mat[4][4]; // SECOND_LIFE_COMPATIBILITY if (export_settings->second_life) { // Only translations, no rotation vs armature float temp[4][4]; unit_m4(temp); copy_v3_v3(temp[3], pchan->bone->arm_mat[3]); mult_m4_m4m4(world, ob_arm->obmat, temp); } else { // make world-space matrix, arm_mat is armature-space mult_m4_m4m4(world, ob_arm->obmat, pchan->bone->arm_mat); } 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; BKE_pose_where_is(scene, ob_arm); } source.finish(); return source_id; } Bone *ArmatureExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def) { bPoseChannel *pchan = BKE_pose_channel_find_name(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, const std::list& weights) { std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX; COLLADASW::FloatSourceF source(mSW); source.setId(source_id); source.setArrayId(source_id + ARRAY_ID_SUFFIX); source.setAccessorCount(weights.size()); source.setAccessorStride(1); COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList(); param.push_back("WEIGHT"); source.prepareToAppendValues(); for (std::list::const_iterator i = weights.begin(); i != weights.end(); ++i) { source.appendValues(*i); } source.finish(); return source_id; } void ArmatureExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, const std::list& vcounts, const std::list& joints) { COLLADASW::VertexWeightsElement weightselem(mSW); COLLADASW::InputList &input = weightselem.getInputList(); int offset = 0; input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++)); input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::WEIGHT, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++)); weightselem.setCount(vcounts.size()); // write number of deformers per vertex COLLADASW::PrimitivesBase::VCountList vcountlist; vcountlist.resize(vcounts.size()); std::copy(vcounts.begin(), vcounts.end(), vcountlist.begin()); weightselem.prepareToAppendVCountValues(); weightselem.appendVertexCount(vcountlist); weightselem.CloseVCountAndOpenVElement(); // write deformer index - weight index pairs int weight_index = 0; for (std::list::const_iterator i = joints.begin(); i != joints.end(); ++i) { weightselem.appendValues(*i, weight_index++); } weightselem.finish(); }