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blender-archive/source/blender/collada/ArmatureExporter.cpp

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/*
* ***** 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 *****
*/
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/** \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"
}
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#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?
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ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {
}
// write bone nodes
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void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce,
SceneExporter *se,
std::list<Object *>& child_objects)
{
// write bone nodes
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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 bc_get_assigned_armature(ob) != NULL;
}
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);
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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;
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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);
ins.add();
return true;
}
void ArmatureExporter::export_controllers(Scene *sce)
{
scene = sce;
openLibrary();
GeometryFunctor gf;
gf.forEachMeshObjectInExportSet<ArmatureExporter>(sce, *this, this->export_settings->export_set);
closeLibrary();
}
void ArmatureExporter::operator()(Object *ob)
{
Object *ob_arm = bc_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<Object *>& objects, Scene *sce)
{
objects.clear();
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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);
}
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base = base->next;
}
}
#endif
std::string ArmatureExporter::get_joint_sid(Bone *bone, Object *ob_arm)
{
return get_joint_id(bone, ob_arm);
}
// parent_mat is armature-space
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void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm, Scene *sce,
SceneExporter *se,
std::list<Object *>& 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 0
if (bone->childbase.first == NULL || BLI_countlist(&(bone->childbase)) >= 2) {
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add_blender_leaf_bone( bone, ob_arm, node);
}
else {
#endif
node.start();
add_bone_transform(ob_arm, bone, node);
// Write nodes of childobjects, remove written objects from list
std::list<Object *>::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();
}
else {
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm, sce, se, child_objects);
}
}
}
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#if 0
void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node)
{
node.start();
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add_bone_transform(ob_arm, bone, node);
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node.addExtraTechniqueParameter("blender", "tip_x", bone->tail[0]);
node.addExtraTechniqueParameter("blender", "tip_y", bone->tail[1]);
node.addExtraTechniqueParameter("blender", "tip_z", bone->tail[2]);
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm, sce, se, child_objects);
}
node.end();
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}
#endif
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);
}
}
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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
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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
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#if 0
me->dvert :
typedef struct MDeformVert {
struct MDeformWeight *dw;
int totweight;
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int flag; // flag only in use for weightpaint now
} MDeformVert;
typedef struct MDeformWeight {
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int def_nr;
float weight;
} MDeformWeight;
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#endif
bool use_instantiation = this->export_settings->use_object_instantiation;
Mesh *me;
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if (this->export_settings->apply_modifiers) {
me = bc_to_mesh_apply_modifiers(scene, ob, this->export_settings->export_mesh_type);
}
else {
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me = (Mesh *)ob->data;
}
BKE_mesh_tessface_ensure(me);
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, use_instantiation)));
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<int> vcounts;
std::list<int> joints;
std::list<float> weights;
{
int i, j;
// def group index -> joint index
std::vector<int> joint_index_by_def_index;
bDeformGroup *def;
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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<int, float> 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) {
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float invsumw = 1.0f / sumw;
vcounts.push_back(jw.size());
for (std::map<int, float>::iterator m = jw.begin(); m != jw.end(); ++m) {
joints.push_back((*m).first);
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weights.push_back(invsumw * (*m).second);
}
}
else {
vcounts.push_back(0);
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#if 0
vcounts.push_back(1);
joints.push_back(-1);
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weights.push_back(1.0f);
#endif
}
}
}
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);
if (this->export_settings->apply_modifiers)
{
BKE_libblock_free_us(&(G.main->mesh), me);
}
closeSkin();
closeController();
}
void ArmatureExporter::add_joints_element(ListBase *defbase,
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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
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::BINDMATRIX,
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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;
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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 &param = source.getParameterNameList();
param.push_back("JOINT");
source.prepareToAppendValues();
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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;
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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 &param = source.getParameterNameList();
param.push_back("TRANSFORM");
source.prepareToAppendValues();
bPose *pose = ob_arm->pose;
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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);
}
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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;
}
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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;
}
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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<float>& 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 &param = source.getParameterNameList();
param.push_back("WEIGHT");
source.prepareToAppendValues();
for (std::list<float>::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,
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const std::list<int>& vcounts,
const std::list<int>& 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
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::WEIGHT,
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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<int>::const_iterator i = joints.begin(); i != joints.end(); ++i) {
weightselem.appendValues(*i, weight_index++);
}
weightselem.finish();
}