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blender-archive/source/blender/collada/ArmatureExporter.cpp
Brecht Van Lommel 3311164b24 Math lib: matrix multiplication order fix for two functions that were
inconsistent with similar functions & math notation:

mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)

For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
2011-12-16 19:53:12 +00:00

493 lines
13 KiB
C++

/*
* ***** 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"
// 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)
{
// 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);
}
}
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<ArmatureExporter>(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<Object *>& 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)
{
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);
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm);
}
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);
}
node.end();
}
void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
float mat[4][4];
if (bone->parent) {
// get bone-space matrix from armature-space
bPoseChannel *parchan = get_pose_channel(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 {
// get world-space from armature-space
mult_m4_m4m4(mat, ob_arm->obmat, pchan->pose_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::string weights_source_id = add_weights_source(me, controller_id);
add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase);
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 &param = 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;
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(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;
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
// put armature in rest position
if (!(arm->flag & ARM_RESTPOS)) {
arm->flag |= ARM_RESTPOS;
where_is_pose(scene, ob_arm);
}
for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def)) {
bPoseChannel *pchan = get_pose_channel(pose, def->name);
float mat[4][4];
float world[4][4];
float inv_bind_mat[4][4];
// 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;
where_is_pose(scene, ob_arm);
}
source.finish();
return source_id;
}
Bone *ArmatureExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def)
{
bPoseChannel *pchan = get_pose_channel(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)
{
std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
int i;
int totweight = 0;
for (i = 0; i < me->totvert; i++) {
totweight += me->dvert[i].totweight;
}
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totweight);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("WEIGHT");
source.prepareToAppendValues();
// NOTE: COLLADA spec says weights should be normalized
for (i = 0; i < me->totvert; i++) {
MDeformVert *vert = &me->dvert[i];
for (int j = 0; j < vert->totweight; j++) {
source.appendValues(vert->dw[j].weight);
}
}
source.finish();
return source_id;
}
void ArmatureExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase)
{
COLLADASW::VertexWeightsElement weights(mSW);
COLLADASW::InputList &input = weights.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++));
weights.setCount(me->totvert);
// write number of deformers per vertex
COLLADASW::PrimitivesBase::VCountList vcount;
int i;
for (i = 0; i < me->totvert; i++) {
vcount.push_back(me->dvert[i].totweight);
}
weights.prepareToAppendVCountValues();
weights.appendVertexCount(vcount);
// def group index -> joint index
std::map<int, int> joint_index_by_def_index;
bDeformGroup *def;
int j;
for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) {
if (is_bone_defgroup(ob_arm, def))
joint_index_by_def_index[i] = j++;
else
joint_index_by_def_index[i] = -1;
}
weights.CloseVCountAndOpenVElement();
// write deformer index - weight index pairs
int weight_index = 0;
for (i = 0; i < me->totvert; i++) {
MDeformVert *dvert = &me->dvert[i];
for (int j = 0; j < dvert->totweight; j++) {
weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]);
weights.appendValues(weight_index++);
}
}
weights.finish();
}