Added new feature: Collada: global axis rotation upon export (UI)
The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)
- Refactor:Added new utility methods to collada_utils
Made BCMatrix class more powerfull
moved Blender related structures into new BlenderContext class
added class wrapper to encapsulate ExportSettings structure
Added blender context getters to ExportSettings
added access methods to BlenderContext into ExportSettings class
Moved class BCMatrix into BlenderContext
moved utility functions from collada_util into BlenderContext
replace own function for parenting by a call to ED_object_parent_set()
- Cleanup: removed obsolete parameters from methods
renamed parameters for better understanding
cleanup whitespace and indentation
removed obsolete comments
269 lines
9.4 KiB
C++
269 lines
9.4 KiB
C++
/*
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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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#ifndef __BC_ANIMATION_EXPORTER_H__
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#define __BC_ANIMATION_EXPORTER_H__
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include "BCAnimationCurve.h"
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extern "C" {
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_action_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_light_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_material_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math.h"
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#include "BLI_string.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BKE_fcurve.h"
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#include "BKE_animsys.h"
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#include "BKE_scene.h"
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#include "BKE_action.h" // pose functions
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#include "BKE_armature.h"
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#include "BKE_object.h"
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#include "BKE_constraint.h"
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#include "BIK_api.h"
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#include "ED_object.h"
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}
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "COLLADASWSource.h"
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#include "COLLADASWInstanceGeometry.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWVertices.h"
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#include "COLLADASWLibraryAnimations.h"
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#include "COLLADASWParamTemplate.h"
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#include "COLLADASWParamBase.h"
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#include "COLLADASWSampler.h"
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#include "COLLADASWConstants.h"
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#include "COLLADASWBaseInputElement.h"
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#include "EffectExporter.h"
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#include "BCAnimationSampler.h"
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#include "collada_internal.h"
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#include "IK_solver.h"
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#include <vector>
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#include <map>
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#include <algorithm> // std::find
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struct Depsgraph;
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typedef enum BC_animation_source_type {
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BC_SOURCE_TYPE_VALUE,
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BC_SOURCE_TYPE_ANGLE,
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BC_SOURCE_TYPE_TIMEFRAME,
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} BC_animation_source_type;
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typedef enum BC_global_rotation_type {
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BC_NO_ROTATION,
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BC_OBJECT_ROTATION,
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BC_DATA_ROTATION
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} BC_global_rotation_type;
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class AnimationExporter : COLLADASW::LibraryAnimations {
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private:
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COLLADASW::StreamWriter *sw;
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BCExportSettings &export_settings;
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BC_global_rotation_type get_global_rotation_type(Object *ob);
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public:
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AnimationExporter(COLLADASW::StreamWriter *sw, BCExportSettings &export_settings)
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: COLLADASW::LibraryAnimations(sw), sw(sw), export_settings(export_settings)
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{
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}
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bool exportAnimations();
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// called for each exported object
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void operator()(Object *ob);
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protected:
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void export_object_constraint_animation(Object *ob);
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void export_morph_animation(Object *ob);
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void write_bone_animation_matrix(Object *ob_arm, Bone *bone);
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void write_bone_animation(Object *ob_arm, Bone *bone);
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void sample_and_write_bone_animation(Object *ob_arm, Bone *bone, int transform_type);
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void sample_and_write_bone_animation_matrix(Object *ob_arm, Bone *bone);
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void sample_animation(float *v,
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std::vector<float> &frames,
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int type,
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Bone *bone,
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Object *ob_arm,
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bPoseChannel *pChan);
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void sample_animation(std::vector<float[4][4]> &mats,
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std::vector<float> &frames,
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Bone *bone,
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Object *ob_arm,
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bPoseChannel *pChan);
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// dae_bone_animation -> add_bone_animation
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// (blend this into dae_bone_animation)
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void dae_bone_animation(std::vector<float> &fra,
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float *v,
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int tm_type,
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int axis,
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std::string ob_name,
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std::string bone_name);
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void dae_baked_animation(std::vector<float> &fra, Object *ob_arm, Bone *bone);
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void dae_baked_object_animation(std::vector<float> &fra, Object *ob);
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float convert_time(float frame);
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float convert_angle(float angle);
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std::vector<std::vector<std::string>> anim_meta;
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/* Main entry point into Animation export (called for each exported object) */
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void exportAnimation(Object *ob, BCAnimationSampler &sampler);
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/* export animation as separate trans/rot/scale curves */
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void export_curve_animation_set(Object *ob, BCAnimationSampler &sampler, bool export_tm_curves);
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/* export one single curve */
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void export_curve_animation(Object *ob, BCAnimationCurve &curve);
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/* export animation as matrix data */
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void export_matrix_animation(Object *ob, BCAnimationSampler &sampler);
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/* step through the bone hierarchy */
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void export_bone_animations_recursive(Object *ob_arm, Bone *bone, BCAnimationSampler &sampler);
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/* Export for one bone */
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void export_bone_animation(Object *ob, Bone *bone, BCFrames &frames, BCMatrixSampleMap &outmats);
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/* call to the low level collada exporter */
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void export_collada_curve_animation(std::string id,
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std::string name,
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std::string target,
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std::string axis,
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BCAnimationCurve &curve,
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BC_global_rotation_type global_rotation_type);
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/* call to the low level collada exporter */
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void export_collada_matrix_animation(std::string id,
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std::string name,
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std::string target,
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BCFrames &frames,
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BCMatrixSampleMap &outmats,
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BC_global_rotation_type global_rotation_type,
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Matrix &parentinv);
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BCAnimationCurve *get_modified_export_curve(Object *ob,
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BCAnimationCurve &curve,
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BCAnimationCurveMap &curves);
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/* Helper functions */
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void openAnimationWithClip(std::string id, std::string name);
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bool open_animation_container(bool has_container, Object *ob);
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void close_animation_container(bool has_container);
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/* Input and Output sources (single valued) */
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std::string collada_source_from_values(BC_animation_source_type tm_channel,
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COLLADASW::InputSemantic::Semantics semantic,
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std::vector<float> &values,
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const std::string &anim_id,
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const std::string axis_name);
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/* Output sources (matrix data) */
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std::string collada_source_from_values(BCMatrixSampleMap &samples,
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const std::string &anim_id,
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BC_global_rotation_type global_rotation_type,
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Matrix &parentinv);
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/* Interpolation sources */
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std::string collada_linear_interpolation_source(int tot, const std::string &anim_id);
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/* source ID = animation_name + semantic_suffix */
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std::string get_semantic_suffix(COLLADASW::InputSemantic::Semantics semantic);
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void add_source_parameters(COLLADASW::SourceBase::ParameterNameList ¶m,
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COLLADASW::InputSemantic::Semantics semantic,
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bool is_rot,
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const std::string axis,
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bool transform);
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int get_point_in_curve(BCBezTriple &bezt,
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COLLADASW::InputSemantic::Semantics semantic,
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bool is_angle,
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float *values);
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int get_point_in_curve(const BCAnimationCurve &curve,
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float sample_frame,
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COLLADASW::InputSemantic::Semantics semantic,
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bool is_angle,
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float *values);
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std::string collada_tangent_from_curve(COLLADASW::InputSemantic::Semantics semantic,
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BCAnimationCurve &curve,
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const std::string &anim_id,
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const std::string axis_name);
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std::string collada_interpolation_source(const BCAnimationCurve &curve,
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const std::string &anim_id,
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std::string axis_name,
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bool *has_tangents);
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std::string get_axis_name(std::string channel, int id);
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const std::string get_collada_name(std::string channel_target) const;
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std::string get_collada_sid(const BCAnimationCurve &curve, const std::string axis_name);
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/* ===================================== */
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/* Currently unused or not (yet?) needed */
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/* ===================================== */
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bool is_bone_deform_group(Bone *bone);
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#if 0
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BC_animation_transform_type _get_transform_type(const std::string path);
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void get_eul_source_for_quat(std::vector<float> &cache, Object *ob);
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#endif
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#ifdef WITH_MORPH_ANIMATION
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void export_morph_animation(Object *ob, BCAnimationSampler &sampler);
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#endif
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};
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#endif
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