Set Edit bone roll on Armature Import.
+ Light->Color Sid for testing.
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@@ -776,36 +776,7 @@ void AnimationImporter::translate_Animations_NEW ( COLLADAFW::Node * node ,
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ob->rotmode = ROT_MODE_EUL;
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}
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}
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// if (is_joint)
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//{
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// float mat[4][4];
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// float obmat[4][4];
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// // object-space
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// get_node_mat(obmat, node, NULL, NULL);
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// bPoseChannel *chan = get_pose_channel(ob->pose, bone_name);
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//
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// bArmature * arm = (bArmature *) ob->data;
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//
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// Bone *cur = get_named_bone( arm , bone_name );
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// if (cur->parent){
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// COLLADAFW::Node * parent = armature_importer->joint_parent_map.find(node->getUniqueId());
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// float[4][4] parent_mat;
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// get_node_mat ( parent_mat, parent, NULL, NULL );
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// mul_m4_m4m4(mat, obmat, parent_mat);
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// bPoseChannel *parchan = get_pose_channel(ob->pose, cur->parent->name);
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// if ( parchan && chan)
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// mul_m4_m4m4(pchan->pose_mat, mat , parchan->pose_mat);
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// }
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// else {
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// copy_m4_m4(mat, obmat);
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// float invObmat[4][4];
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// invert_m4_m4(invObmat, ob->obmat);
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// if(pchan)
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// mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
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// }
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//}
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}
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}
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@@ -351,12 +351,17 @@ std::string ArmatureExporter::add_inv_bind_mats_source(Object *ob_arm, ListBase
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bPoseChannel *pchan = get_pose_channel(pose, def->name);
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float pose_mat[4][4];
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float mat[4][4];
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float world[4][4];
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float inv_bind_mat[4][4];
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// pose_mat is the same as pchan->pose_mat, but without the rotation
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unit_m4(pose_mat);
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translate_m4(pose_mat, pchan->pose_head[0], pchan->pose_head[1], pchan->pose_head[2]);
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// make world-space matrix, pose_mat is armature-space
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mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat);
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mul_m4_m4m4(world, pose_mat, ob_arm->obmat);
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invert_m4_m4(mat, world);
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converter.mat4_to_dae(inv_bind_mat, mat);
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@@ -96,13 +96,17 @@ void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *p
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bPoseChannel *pchan = get_pose_channel(ob_arm->pose, (char*)bc_get_joint_name(node));
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if (parent) bone->parent = parent;
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float ax[3];
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float angle = NULL;
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// get world-space
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if (parent){
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mul_m4_m4m4(mat, obmat, parent_mat);
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bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parent->name);
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if ( parchan && pchan)
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mul_m4_m4m4(pchan->pose_mat, mat , parchan->pose_mat);
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mat4_to_axis_angle(ax,&angle,mat);
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bone->roll = angle;
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}
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else {
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copy_m4_m4(mat, obmat);
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@@ -110,6 +114,8 @@ void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *p
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invert_m4_m4(invObmat, ob_arm->obmat);
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if(pchan)
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mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
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mat4_to_axis_angle(ax,&angle,mat);
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bone->roll = angle;
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}
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@@ -545,7 +551,8 @@ void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node
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float obmat[4][4];
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bArmature * arm = (bArmature * ) ob_arm-> data ;
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EditBone *edbone = NULL ;
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float ax[3];
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float angle = NULL;
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// object-space
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get_node_mat(obmat, root_node, NULL, NULL);
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@@ -560,15 +567,18 @@ void ArmatureImporter::set_pose ( Object * ob_arm , COLLADAFW::Node * root_node
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bPoseChannel *parchan = get_pose_channel(ob_arm->pose, parentname);
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mul_m4_m4m4(pchan->pose_mat, mat , parchan->pose_mat);
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}
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else {
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copy_m4_m4(mat, obmat);
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float invObmat[4][4];
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invert_m4_m4(invObmat, ob_arm->obmat);
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mul_m4_m4m4(pchan->pose_mat, mat, invObmat);
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}
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mat4_to_axis_angle(ax,&angle,mat);
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pchan->bone->roll = angle;
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COLLADAFW::NodePointerArray& children = root_node->getChildNodes();
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@@ -632,7 +642,8 @@ void ArmatureImporter::make_armatures(bContext *C)
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// free memory stolen from SkinControllerData
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skin.free();
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}
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//for bones without skins
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create_armature_bones();
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}
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@@ -73,7 +73,7 @@ void CamerasExporter::operator()(Object *ob, Scene *sce)
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if (cam->type == CAM_PERSP) {
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COLLADASW::PerspectiveOptic persp(mSW);
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persp.setXFov(lens_to_angle(cam->lens)*(180.0f/M_PI));
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persp.setAspectRatio((float)(sce->r.xsch)/(float)(sce->r.ysch));
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persp.setAspectRatio((float)(sce->r.xsch)/(float)(sce->r.ysch),false,cam_name);
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persp.setZFar(cam->clipend);
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persp.setZNear(cam->clipsta);
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COLLADASW::Camera ccam(mSW, &persp, cam_id, cam_name);
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@@ -101,7 +101,7 @@ void LightsExporter::operator()(Object *ob)
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// spot
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else if (la->type == LA_SPOT) {
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COLLADASW::SpotLight cla(mSW, la_id, la_name);
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cla.setColor(col);
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cla.setColor(col,false,"Color");
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cla.setFallOffAngle(la->spotsize);
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cla.setFallOffExponent(la->spotblend);
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cla.setConstantAttenuation(constatt);
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