695 lines
19 KiB
C++
695 lines
19 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory, Sukhitha Jayathilake
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/ControllerExporter.cpp
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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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extern "C" {
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BKE_global.h"
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#include "BKE_library.h"
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#include "BKE_idprop.h"
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}
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#include "ED_armature.h"
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#include "BLI_listbase.h"
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#include "GeometryExporter.h"
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#include "ArmatureExporter.h"
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#include "ControllerExporter.h"
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#include "SceneExporter.h"
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#include "collada_utils.h"
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// XXX exporter writes wrong data for shared armatures. A separate
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// controller should be written for each armature-mesh binding how do
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// we make controller ids then?
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ControllerExporter::ControllerExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {
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}
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bool ControllerExporter::is_skinned_mesh(Object *ob)
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{
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return bc_get_assigned_armature(ob) != NULL;
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}
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void ControllerExporter::write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone)
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{
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if (bc_is_root_bone(bone, this->export_settings->deform_bones_only))
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ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
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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 ControllerExporter::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 (!me->dvert) return false;
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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(ins.getBindMaterial(), ob, this->export_settings->active_uv_only);
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ins.add();
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return true;
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}
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void ControllerExporter::export_controllers(Scene *sce)
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{
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scene = sce;
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openLibrary();
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GeometryFunctor gf;
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gf.forEachMeshObjectInExportSet<ControllerExporter>(sce, *this, this->export_settings->export_set);
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closeLibrary();
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}
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void ControllerExporter::operator()(Object *ob)
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{
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Object *ob_arm = bc_get_assigned_armature(ob);
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Key *key = BKE_key_from_object(ob);
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if (ob_arm) {
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export_skin_controller(ob, ob_arm);
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}
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if (key && this->export_settings->include_shapekeys) {
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export_morph_controller(ob, key);
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}
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}
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#if 0
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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) != 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, std::vector<Object *>& objects, 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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std::string ControllerExporter::get_joint_sid(Bone *bone, Object *ob_arm)
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{
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return get_joint_id(bone, ob_arm);
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}
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std::string ControllerExporter::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)) + SKIN_CONTROLLER_ID_SUFFIX;
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}
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std::string ControllerExporter::get_controller_id(Key *key, Object *ob)
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{
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return translate_id(id_name(ob)) + MORPH_CONTROLLER_ID_SUFFIX;
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}
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// ob should be of type OB_MESH
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// both args are required
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void ControllerExporter::export_skin_controller(Object *ob, Object *ob_arm)
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{
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// joint names
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// joint inverse bind matrices
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// vertex weights
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// input:
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// joint names: ob -> vertex group names
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// vertex group weights: me->dvert -> groups -> index, weight
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#if 0
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me->dvert :
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typedef struct MDeformVert {
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struct MDeformWeight *dw;
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int totweight;
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int flag; // flag only in use for weightpaint now
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} MDeformVert;
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typedef struct MDeformWeight {
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int def_nr;
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float weight;
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} MDeformWeight;
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#endif
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bool use_instantiation = this->export_settings->use_object_instantiation;
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Mesh *me;
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me = bc_get_mesh_copy(scene,
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ob,
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this->export_settings->export_mesh_type,
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this->export_settings->apply_modifiers,
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this->export_settings->triangulate);
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if (!me->dvert) return;
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std::string controller_name = id_name(ob_arm);
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std::string controller_id = get_controller_id(ob_arm, ob);
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openSkin(controller_id, controller_name,
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COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, use_instantiation)));
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add_bind_shape_mat(ob);
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std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
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std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
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std::list<int> vcounts;
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std::list<int> joints;
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std::list<float> weights;
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{
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int i, j;
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// def group index -> joint index
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std::vector<int> joint_index_by_def_index;
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bDeformGroup *def;
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for (def = (bDeformGroup *)ob->defbase.first, i = 0, j = 0; def; def = def->next, i++) {
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if (is_bone_defgroup(ob_arm, def))
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joint_index_by_def_index.push_back(j++);
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else
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joint_index_by_def_index.push_back(-1);
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}
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int oob_counter = 0;
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for (i = 0; i < me->totvert; i++) {
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MDeformVert *vert = &me->dvert[i];
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std::map<int, float> jw;
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// We're normalizing the weights later
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float sumw = 0.0f;
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for (j = 0; j < vert->totweight; j++) {
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int idx = vert->dw[j].def_nr;
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if (idx >= joint_index_by_def_index.size()) {
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// XXX: Maybe better find out where and
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// why the Out Of Bound indexes get created ?
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oob_counter += 1;
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}
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else {
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if (idx >= 0) {
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int joint_index = joint_index_by_def_index[idx];
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if (joint_index != -1 && vert->dw[j].weight > 0.0f) {
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jw[joint_index] += vert->dw[j].weight;
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sumw += vert->dw[j].weight;
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}
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}
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}
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}
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if (sumw > 0.0f) {
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float invsumw = 1.0f / sumw;
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vcounts.push_back(jw.size());
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for (std::map<int, float>::iterator m = jw.begin(); m != jw.end(); ++m) {
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joints.push_back((*m).first);
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weights.push_back(invsumw * (*m).second);
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}
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}
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else {
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vcounts.push_back(0);
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#if 0
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vcounts.push_back(1);
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joints.push_back(-1);
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weights.push_back(1.0f);
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#endif
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}
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}
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if (oob_counter > 0) {
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fprintf(stderr, "Ignored %d Vertex weigths which use index to non existing VGroup %ld.\n", oob_counter, joint_index_by_def_index.size());
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}
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}
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std::string weights_source_id = add_weights_source(me, controller_id, weights);
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add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
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add_vertex_weights_element(weights_source_id, joints_source_id, vcounts, joints);
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BKE_libblock_free_us(G.main, me);
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closeSkin();
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closeController();
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}
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void ControllerExporter::export_morph_controller(Object *ob, Key *key)
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{
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bool use_instantiation = this->export_settings->use_object_instantiation;
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Mesh *me;
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me = bc_get_mesh_copy(scene,
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ob,
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this->export_settings->export_mesh_type,
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this->export_settings->apply_modifiers,
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this->export_settings->triangulate);
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std::string controller_name = id_name(ob) + "-morph";
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std::string controller_id = get_controller_id(key, ob);
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openMorph(controller_id, controller_name,
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COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, use_instantiation)));
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std::string targets_id = add_morph_targets(key, ob);
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std::string morph_weights_id = add_morph_weights(key, ob);
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COLLADASW::TargetsElement targets(mSW);
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COLLADASW::InputList &input = targets.getInputList();
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input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::MORPH_TARGET, // constant declared in COLLADASWInputList.h
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, targets_id)));
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input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::MORPH_WEIGHT,
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, morph_weights_id)));
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targets.add();
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BKE_libblock_free_us(G.main, me);
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//support for animations
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//can also try the base element and param alternative
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add_weight_extras(key);
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closeMorph();
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closeController();
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}
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std::string ControllerExporter::add_morph_targets(Key *key, Object *ob)
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{
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std::string source_id = translate_id(id_name(ob)) + TARGETS_SOURCE_ID_SUFFIX;
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COLLADASW::IdRefSource source(mSW);
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source.setId(source_id);
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source.setArrayId(source_id + ARRAY_ID_SUFFIX);
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source.setAccessorCount(key->totkey - 1);
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source.setAccessorStride(1);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("IDREF");
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source.prepareToAppendValues();
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KeyBlock *kb = (KeyBlock *)key->block.first;
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//skip the basis
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kb = kb->next;
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for (; kb; kb = kb->next) {
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std::string geom_id = get_geometry_id(ob, false) + "_morph_" + translate_id(kb->name);
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source.appendValues(geom_id);
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}
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source.finish();
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return source_id;
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}
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std::string ControllerExporter::add_morph_weights(Key *key, Object *ob)
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{
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std::string source_id = translate_id(id_name(ob)) + WEIGHTS_SOURCE_ID_SUFFIX;
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COLLADASW::FloatSourceF source(mSW);
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source.setId(source_id);
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source.setArrayId(source_id + ARRAY_ID_SUFFIX);
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source.setAccessorCount(key->totkey - 1);
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source.setAccessorStride(1);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("MORPH_WEIGHT");
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source.prepareToAppendValues();
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KeyBlock *kb = (KeyBlock *)key->block.first;
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//skip the basis
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kb = kb->next;
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for (; kb; kb = kb->next) {
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float weight = kb->curval;
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source.appendValues(weight);
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}
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source.finish();
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return source_id;
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}
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//Added to implemente support for animations.
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void ControllerExporter::add_weight_extras(Key *key)
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{
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// can also try the base element and param alternative
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COLLADASW::BaseExtraTechnique extra;
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KeyBlock * kb = (KeyBlock *)key->block.first;
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//skip the basis
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kb = kb->next;
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for (; kb; kb = kb->next) {
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// XXX why is the weight not used here and set to 0.0?
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// float weight = kb->curval;
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extra.addExtraTechniqueParameter ("KHR", "morph_weights" , 0.000, "MORPH_WEIGHT_TO_TARGET");
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}
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}
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void ControllerExporter::add_joints_element(ListBase *defbase,
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const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
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{
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COLLADASW::JointsElement joints(mSW);
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COLLADASW::InputList &input = joints.getInputList();
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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)));
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input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::BINDMATRIX,
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COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
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joints.add();
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}
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void ControllerExporter::add_bind_shape_mat(Object *ob)
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{
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double bind_mat[4][4];
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converter.mat4_to_dae_double(bind_mat, ob->obmat);
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addBindShapeTransform(bind_mat);
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}
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std::string ControllerExporter::add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
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{
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std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
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int totjoint = 0;
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bDeformGroup *def;
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for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
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if (is_bone_defgroup(ob_arm, def))
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totjoint++;
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}
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COLLADASW::NameSource source(mSW);
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source.setId(source_id);
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source.setArrayId(source_id + ARRAY_ID_SUFFIX);
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source.setAccessorCount(totjoint);
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source.setAccessorStride(1);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("JOINT");
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source.prepareToAppendValues();
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for (def = (bDeformGroup *)defbase->first; def; def = def->next) {
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Bone *bone = get_bone_from_defgroup(ob_arm, def);
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if (bone)
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source.appendValues(get_joint_sid(bone, ob_arm));
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}
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source.finish();
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return source_id;
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}
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static float get_property(Bone *bone, const char *key, float def)
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{
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float result = def;
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if (bone->prop) {
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IDProperty *property = IDP_GetPropertyFromGroup(bone->prop, key);
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if (property) {
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switch(property->type) {
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case IDP_INT:
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result = (float)(IDP_Int(property));
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break;
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case IDP_FLOAT:
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result = (float)(IDP_Float(property));
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break;
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case IDP_DOUBLE:
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result = (float)(IDP_Double(property));
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break;
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default:
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result = def;
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}
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}
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}
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return result;
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}
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/**
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* This function creates an arbitrary rest pose matrix from
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* data provided as custom properties. This is a workaround
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* for support of maya's restpose matrix which can be arbitrary
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* in opposition to Blender where the Rest pose Matrix is always
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* the Identity matrix.
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*
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* The custom properties are:
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*
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* restpose_scale_x
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* restpose_scale_y
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* restpose_scale_z
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*
|
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* restpose_rot_x
|
|
* restpose_rot_y
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* restpose_rot_z
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*
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* restpose_loc_x
|
|
* restpose_loc_y
|
|
* restpose_loc_z
|
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*
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* The matrix is only setup if the scale AND the rot properties are defined.
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* The presence of the loc properties is optional.
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*
|
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* This feature has been implemented to support Second Life "Fitted Mesh"
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* TODO: Check if an arbitrary rest pose matrix makes sense within Blender.
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* Eventually leverage the custom property data into an "official"
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|
* Edit_bone Property
|
|
*/
|
|
static void create_restpose_mat(Bone *bone, float mat[4][4])
|
|
{
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float loc[3] = {
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get_property(bone, "restpose_loc_x", 0.0),
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get_property(bone, "restpose_loc_y", 0.0),
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get_property(bone, "restpose_loc_z", 0.0)
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};
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|
|
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float rot[3] = {
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DEG2RADF(get_property(bone, "restpose_rot_x", 0.0)),
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DEG2RADF(get_property(bone, "restpose_rot_y", 0.0)),
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|
DEG2RADF(get_property(bone, "restpose_rot_z", 0.0))
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|
};
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|
|
|
float scale[3] = {
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get_property(bone, "restpose_scale_x", 1.0),
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get_property(bone, "restpose_scale_y", 1.0),
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|
get_property(bone, "restpose_scale_z", 1.0)
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|
};
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|
|
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loc_eulO_size_to_mat4(mat, loc, rot, scale, 6);
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}
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|
|
|
std::string ControllerExporter::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;
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|
|
|
int totjoint = 0;
|
|
for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) {
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|
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];
|
|
|
|
|
|
// SL/OPEN_SIM COMPATIBILITY
|
|
if (export_settings->open_sim) {
|
|
// Only translations, no rotation vs armature
|
|
float temp[4][4];
|
|
unit_m4(temp);
|
|
copy_v3_v3(temp[3], pchan->bone->arm_mat[3]);
|
|
mul_m4_m4m4(world, ob_arm->obmat, temp);
|
|
|
|
// Add Maya restpose matrix (if defined as properties)
|
|
float restpose_mat[4][4];
|
|
create_restpose_mat(pchan->bone, restpose_mat);
|
|
mul_m4_m4m4(world, world, restpose_mat);
|
|
|
|
}
|
|
else {
|
|
// make world-space matrix, arm_mat is armature-space
|
|
mul_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 *ControllerExporter::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 ControllerExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup *def)
|
|
{
|
|
return get_bone_from_defgroup(ob_arm, def) != NULL;
|
|
}
|
|
|
|
std::string ControllerExporter::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 ¶m = 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 ControllerExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
|
|
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
|
|
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<int>::const_iterator i = joints.begin(); i != joints.end(); ++i) {
|
|
weightselem.appendValues(*i, weight_index++);
|
|
}
|
|
|
|
weightselem.finish();
|
|
}
|