For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7,410a6efb74). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
310 lines
9.0 KiB
C++
310 lines
9.0 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#include "COLLADASWBaseInputElement.h"
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#include "COLLADASWInstanceController.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWSource.h"
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#include "DNA_action_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "ED_armature.h"
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#include "BLI_listbase.h"
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#include "ArmatureExporter.h"
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#include "GeometryExporter.h"
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#include "SceneExporter.h"
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void ArmatureExporter::add_armature_bones(Object *ob_arm,
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ViewLayer *view_layer,
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SceneExporter *se,
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std::vector<Object *> &child_objects)
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{
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/* write bone nodes */
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bArmature *armature = (bArmature *)ob_arm->data;
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bool is_edited = armature->edbo != nullptr;
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if (!is_edited) {
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ED_armature_to_edit(armature);
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}
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for (Bone *bone = (Bone *)armature->bonebase.first; bone; bone = bone->next) {
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add_bone_node(bone, ob_arm, se, child_objects);
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}
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if (!is_edited) {
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ED_armature_edit_free(armature);
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}
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}
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void ArmatureExporter::write_bone_URLs(COLLADASW::InstanceController &ins,
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Object *ob_arm,
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Bone *bone)
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{
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if (bc_is_root_bone(bone, this->export_settings.get_deform_bones_only())) {
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std::string joint_id = translate_id(id_name(ob_arm) + "_" + bone->name);
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ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, joint_id));
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}
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else {
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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write_bone_URLs(ins, ob_arm, child);
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}
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}
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}
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bool ArmatureExporter::add_instance_controller(Object *ob)
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{
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Object *ob_arm = bc_get_assigned_armature(ob);
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bArmature *arm = (bArmature *)ob_arm->data;
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const std::string &controller_id = get_controller_id(ob_arm, ob);
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COLLADASW::InstanceController ins(mSW);
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ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id));
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Mesh *me = (Mesh *)ob->data;
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if (BKE_mesh_deform_verts(me) == nullptr) {
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return false;
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}
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/* write root bone URLs */
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Bone *bone;
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for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) {
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write_bone_URLs(ins, ob_arm, bone);
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}
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InstanceWriter::add_material_bindings(
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ins.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
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ins.add();
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return true;
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}
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#if 0
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void ArmatureExporter::operator()(Object *ob)
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{
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Object *ob_arm = bc_get_assigned_armature(ob);
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}
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bool ArmatureExporter::already_written(Object *ob_arm)
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{
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return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) !=
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written_armatures.end();
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}
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void ArmatureExporter::wrote(Object *ob_arm)
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{
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written_armatures.push_back(ob_arm);
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}
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void ArmatureExporter::find_objects_using_armature(Object *ob_arm,
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std::vector<Object *> &objects,
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Scene *sce)
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{
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objects.clear();
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Base *base = (Base *)sce->base.first;
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while (base) {
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Object *ob = base->object;
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if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) {
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objects.push_back(ob);
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}
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base = base->next;
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}
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}
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#endif
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void ArmatureExporter::add_bone_node(Bone *bone,
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Object *ob_arm,
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SceneExporter *se,
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std::vector<Object *> &child_objects)
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{
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if (can_export(bone)) {
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std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name);
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std::string node_name = std::string(bone->name);
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std::string node_sid = get_joint_sid(bone);
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COLLADASW::Node node(mSW);
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node.setType(COLLADASW::Node::JOINT);
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node.setNodeId(node_id);
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node.setNodeName(node_name);
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node.setNodeSid(node_sid);
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if (this->export_settings.get_use_blender_profile()) {
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if (!is_export_root(bone)) {
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if (bone->flag & BONE_CONNECTED) {
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node.addExtraTechniqueParameter("blender", "connect", true);
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}
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}
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std::string layers = BoneExtended::get_bone_layers(bone->layer);
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node.addExtraTechniqueParameter("blender", "layer", layers);
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bArmature *armature = (bArmature *)ob_arm->data;
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EditBone *ebone = bc_get_edit_bone(armature, bone->name);
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if (ebone && ebone->roll != 0) {
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node.addExtraTechniqueParameter("blender", "roll", ebone->roll);
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}
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if (bc_is_leaf_bone(bone)) {
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Vector head, tail;
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const BCMatrix &global_transform = this->export_settings.get_global_transform();
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if (this->export_settings.get_apply_global_orientation()) {
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bc_add_global_transform(head, bone->arm_head, global_transform);
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bc_add_global_transform(tail, bone->arm_tail, global_transform);
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}
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else {
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copy_v3_v3(head, bone->arm_head);
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copy_v3_v3(tail, bone->arm_tail);
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}
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node.addExtraTechniqueParameter("blender", "tip_x", tail[0] - head[0]);
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node.addExtraTechniqueParameter("blender", "tip_y", tail[1] - head[1]);
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node.addExtraTechniqueParameter("blender", "tip_z", tail[2] - head[2]);
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}
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}
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node.start();
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add_bone_transform(ob_arm, bone, node);
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/* Write nodes of child-objects, remove written objects from list. */
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std::vector<Object *>::iterator iter = child_objects.begin();
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while (iter != child_objects.end()) {
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Object *ob = *iter;
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if (ob->partype == PARBONE && STREQ(ob->parsubstr, bone->name)) {
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float backup_parinv[4][4];
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copy_m4_m4(backup_parinv, ob->parentinv);
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/* Crude, temporary change to parentinv
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* so transform gets exported correctly. */
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/* Add bone tail- translation... don't know why
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* bone parenting is against the tail of a bone
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* and not its head, seems arbitrary. */
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ob->parentinv[3][1] += bone->length;
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/* OPEN_SIM_COMPATIBILITY
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* TODO: when such objects are animated as
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* single matrix the tweak must be applied
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* to the result. */
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if (export_settings.get_open_sim()) {
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/* Tweak objects parent-inverse to match compatibility. */
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float temp[4][4];
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copy_m4_m4(temp, bone->arm_mat);
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temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
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mul_m4_m4m4(ob->parentinv, temp, ob->parentinv);
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}
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se->writeNode(ob);
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copy_m4_m4(ob->parentinv, backup_parinv);
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iter = child_objects.erase(iter);
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}
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else {
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iter++;
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}
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}
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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add_bone_node(child, ob_arm, se, child_objects);
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}
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node.end();
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}
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else {
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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add_bone_node(child, ob_arm, se, child_objects);
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}
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}
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}
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bool ArmatureExporter::is_export_root(Bone *bone)
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{
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Bone *entry = bone->parent;
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while (entry) {
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if (can_export(entry)) {
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return false;
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}
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entry = entry->parent;
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}
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return can_export(bone);
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}
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void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node &node)
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{
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// bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone->name);
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float mat[4][4];
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float bone_rest_mat[4][4]; /* derived from bone->arm_mat */
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float parent_rest_mat[4][4]; /* derived from bone->parent->arm_mat */
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bool has_restmat = bc_get_property_matrix(bone, "rest_mat", mat);
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if (!has_restmat) {
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/* Have no restpose matrix stored, try old style <= Blender 2.78 */
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bc_create_restpose_mat(this->export_settings, bone, bone_rest_mat, bone->arm_mat, true);
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if (is_export_root(bone)) {
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copy_m4_m4(mat, bone_rest_mat);
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}
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else {
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Matrix parent_inverse;
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bc_create_restpose_mat(
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this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
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invert_m4_m4(parent_inverse, parent_rest_mat);
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mul_m4_m4m4(mat, parent_inverse, bone_rest_mat);
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}
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/* OPEN_SIM_COMPATIBILITY */
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if (export_settings.get_open_sim()) {
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/* Remove rotations vs armature from transform
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* parent_rest_rot * mat * irest_rot */
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Matrix workmat;
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copy_m4_m4(workmat, bone_rest_mat);
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workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
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invert_m4(workmat);
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mul_m4_m4m4(mat, mat, workmat);
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if (!is_export_root(bone)) {
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copy_m4_m4(workmat, parent_rest_mat);
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workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
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mul_m4_m4m4(mat, workmat, mat);
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}
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}
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}
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if (this->export_settings.get_limit_precision()) {
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BCMatrix::sanitize(mat, LIMITTED_PRECISION);
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}
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TransformWriter::add_joint_transform(node, mat, nullptr, this->export_settings, has_restmat);
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}
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std::string ArmatureExporter::get_controller_id(Object *ob_arm, Object *ob)
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{
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return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) +
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SKIN_CONTROLLER_ID_SUFFIX;
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}
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