The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
318 lines
9.3 KiB
C++
318 lines
9.3 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 blender/collada/ArmatureExporter.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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}
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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 "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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ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {
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}
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// write bone nodes
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void ArmatureExporter::add_armature_bones(Depsgraph *depsgraph, Object *ob_arm,
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Scene *sce, SceneExporter *se,
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std::list<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 != NULL;
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if (!is_edited)
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ED_armature_to_edit(armature);
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for (Bone *bone = (Bone *)armature->bonebase.first; bone; bone = bone->next) {
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// start from root bones
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if (!bone->parent)
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add_bone_node(depsgraph, bone, ob_arm, sce, se, child_objects);
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}
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if (!is_edited) {
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ED_armature_from_edit(armature);
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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, 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(ob_arm, bone)));
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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 (!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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#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) != 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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// parent_mat is armature-space
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void ArmatureExporter::add_bone_node(Depsgraph *depsgraph, Bone *bone, Object *ob_arm, Scene *sce,
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SceneExporter *se,
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std::list<Object *>& child_objects)
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{
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if (!(this->export_settings->deform_bones_only && bone->flag & BONE_NO_DEFORM)) {
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std::string node_id = get_joint_id(ob_arm, bone);
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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->use_blender_profile)
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{
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if (bone->parent) {
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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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{
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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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{
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node.addExtraTechniqueParameter("blender", "tip_x", bone->arm_tail[0] - bone->arm_head[0]);
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node.addExtraTechniqueParameter("blender", "tip_y", bone->arm_tail[1] - bone->arm_head[1]);
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node.addExtraTechniqueParameter("blender", "tip_z", bone->arm_tail[2] - bone->arm_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 childobjects, remove written objects from list
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std::list<Object *>::iterator i = child_objects.begin();
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while (i != child_objects.end()) {
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if ((*i)->partype == PARBONE && STREQ((*i)->parsubstr, bone->name)) {
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float backup_parinv[4][4];
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copy_m4_m4(backup_parinv, (*i)->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 it's head, seems arbitrary.
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(*i)->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->open_sim) {
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// tweak objects parentinverse 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((*i)->parentinv, temp, (*i)->parentinv);
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}
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se->writeNodes(depsgraph, *i, sce);
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copy_m4_m4((*i)->parentinv, backup_parinv);
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child_objects.erase(i++);
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}
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else i++;
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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(depsgraph, child, ob_arm, sce, 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(depsgraph, child, ob_arm, sce, se, child_objects);
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}
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}
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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 (bone->parent) {
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// get bone-space matrix from parent pose
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/*bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name);
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float invpar[4][4];
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invert_m4_m4(invpar, parchan->pose_mat);
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mul_m4_m4m4(mat, invpar, pchan->pose_mat);*/
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float invpar[4][4];
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bc_create_restpose_mat(this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
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invert_m4_m4(invpar, parent_rest_mat);
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mul_m4_m4m4(mat, invpar, bone_rest_mat);
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}
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else {
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copy_m4_m4(mat, bone_rest_mat);
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}
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// OPEN_SIM_COMPATIBILITY
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if (export_settings->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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float temp[4][4];
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copy_m4_m4(temp, bone_rest_mat);
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temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
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invert_m4(temp);
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mul_m4_m4m4(mat, mat, temp);
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if (bone->parent) {
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copy_m4_m4(temp, parent_rest_mat);
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temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
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mul_m4_m4m4(mat, temp, mat);
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}
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}
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}
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if (this->export_settings->limit_precision)
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bc_sanitize_mat(mat, 6);
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TransformWriter::add_node_transform(node, mat, NULL);
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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)) + SKIN_CONTROLLER_ID_SUFFIX;
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}
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