- SceneExporter collects a list of child-objects for armature-object and passes it onto ArmatureExporter - SceneExporter's writeNodes is then called from ArmatureExporter for matching child-objects for bone. - ArmatureExporter removes written child-objects from list, objects not exported as being bone parented are exported as direct children of the armature-node. - Should play nice with current Second Life-compatibility. A nicer implementation would require some design changes, will have to wait.
		
			
				
	
	
		
			128 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			128 lines
		
	
	
		
			3.9 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
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file ArmatureExporter.h
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 *  \ingroup collada
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 */
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#ifndef __ARMATUREEXPORTER_H__
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#define __ARMATUREEXPORTER_H__
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#include <list>
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#include <string>
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//#include <vector>
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#include "COLLADASWStreamWriter.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWNode.h"
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#include "DNA_armature_types.h"
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#include "DNA_listBase.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "TransformWriter.h"
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#include "InstanceWriter.h"
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#include "ExportSettings.h"
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class SceneExporter;
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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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class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
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{
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public:
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	ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
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	// write bone nodes
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	void add_armature_bones(Object *ob_arm, Scene* sce, SceneExporter* se,
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							std::list<Object*>& child_objects);
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	bool is_skinned_mesh(Object *ob);
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	void add_instance_controller(Object *ob);
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	void export_controllers(Scene *sce);
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	void operator()(Object *ob);
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private:
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	Scene *scene;
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	UnitConverter converter;
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	const ExportSettings *export_settings;
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#if 0
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	std::vector<Object*> written_armatures;
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	bool already_written(Object *ob_arm);
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	void wrote(Object *ob_arm);
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	void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
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#endif
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	Object *get_assigned_armature(Object *ob);
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	std::string get_joint_sid(Bone *bone, Object *ob_arm);
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	// Scene, SceneExporter and the list of child_objects
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	// are required for writing bone parented objects
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	void add_bone_node(Bone *bone, Object *ob_arm, Scene* sce, SceneExporter* se,
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					   std::list<Object*>& child_objects);
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	void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
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	void add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node);
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	std::string get_controller_id(Object *ob_arm, Object *ob);
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	// ob should be of type OB_MESH
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	// both args are required
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	void export_controller(Object* ob, Object *ob_arm);
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	void 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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	void add_bind_shape_mat(Object *ob);
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	std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
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	std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
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	Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def);
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	bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
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	std::string add_weights_source(Mesh *me, const std::string& controller_id,
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								   const std::list<float>& weights);
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	void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
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									const std::list<int>& vcount, const std::list<int>& joints);
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};
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#endif
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