This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
648 lines
19 KiB
C++
648 lines
19 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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/** \file
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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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#include "BKE_deform.h"
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#include "BKE_global.h"
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#include "BKE_idprop.h"
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#include "BKE_lib_id.h"
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#include "BKE_mesh.h"
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#include "ED_armature.h"
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#include "BLI_listbase.h"
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#include "ArmatureExporter.h"
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#include "ControllerExporter.h"
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#include "GeometryExporter.h"
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#include "SceneExporter.h"
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#include "collada_utils.h"
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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) != nullptr;
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}
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void ControllerExporter::write_bone_URLs(COLLADASW::InstanceController &ins,
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Object *ob_arm,
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Bone *bone)
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{
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if (bc_is_root_bone(bone, this->export_settings.get_deform_bones_only())) {
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std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name);
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ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, node_id));
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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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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) {
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return false;
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}
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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(
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ins.getBindMaterial(), ob, this->export_settings.get_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()
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{
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Scene *sce = blender_context.get_scene();
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openLibrary();
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GeometryFunctor gf;
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gf.forEachMeshObjectInExportSet<ControllerExporter>(
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sce, *this, this->export_settings.get_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.get_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) !=
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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,
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std::vector<Object *> &objects,
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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_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)) +
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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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bool use_instantiation = this->export_settings.get_use_object_instantiation();
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Mesh *me;
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if (((Mesh *)ob->data)->dvert == nullptr) {
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return;
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}
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me = bc_get_mesh_copy(blender_context,
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ob,
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this->export_settings.get_export_mesh_type(),
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this->export_settings.get_apply_modifiers(),
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this->export_settings.get_triangulate());
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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,
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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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const ListBase *defbase = BKE_object_defgroup_list(ob);
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std::string joints_source_id = add_joints_source(ob_arm, defbase, controller_id);
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std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, 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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const bDeformGroup *def;
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for (def = (const bDeformGroup *)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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}
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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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}
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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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uint 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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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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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 (auto &index_and_weight : jw) {
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joints.push_back(index_and_weight.first);
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weights.push_back(invsumw * index_and_weight.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,
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"Ignored %d Vertex weights which use index to non existing VGroup %zu.\n",
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oob_counter,
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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(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_id_free(nullptr, 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.get_use_object_instantiation();
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Mesh *me;
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me = bc_get_mesh_copy(blender_context,
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ob,
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this->export_settings.get_export_mesh_type(),
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this->export_settings.get_apply_modifiers(),
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this->export_settings.get_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(
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controller_id,
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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(
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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(
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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_id_free(nullptr, 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 implement 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(const ListBase *defbase,
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const std::string &joints_source_id,
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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(
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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(
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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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float f_obmat[4][4];
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BKE_object_matrix_local_get(ob, f_obmat);
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if (export_settings.get_apply_global_orientation()) {
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/* do nothing, rotation is going to be applied to the Data */
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}
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else {
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bc_add_global_transform(f_obmat, export_settings.get_global_transform());
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}
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// UnitConverter::mat4_to_dae_double(bind_mat, ob->obmat);
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UnitConverter::mat4_to_dae_double(bind_mat, f_obmat);
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if (this->export_settings.get_limit_precision()) {
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BCMatrix::sanitize(bind_mat, LIMITTED_PRECISION);
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}
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addBindShapeTransform(bind_mat);
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}
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std::string ControllerExporter::add_joints_source(Object *ob_arm,
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const ListBase *defbase,
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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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}
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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));
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}
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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_inv_bind_mats_source(Object *ob_arm,
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const ListBase *defbase,
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const std::string &controller_id)
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{
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std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
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int totjoint = 0;
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for (bDeformGroup *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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}
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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(totjoint); // BLI_listbase_count(defbase));
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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)) {
|
|
Depsgraph *depsgraph = blender_context.get_depsgraph();
|
|
Scene *scene = blender_context.get_scene();
|
|
|
|
arm->flag |= ARM_RESTPOS;
|
|
BKE_pose_where_is(depsgraph, 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];
|
|
|
|
float bind_mat[4][4]; /* derived from bone->arm_mat */
|
|
|
|
bool has_bindmat = bc_get_property_matrix(pchan->bone, "bind_mat", bind_mat);
|
|
|
|
if (!has_bindmat) {
|
|
|
|
/* Have no bind matrix stored, try old style <= Blender 2.78 */
|
|
|
|
bc_create_restpose_mat(
|
|
this->export_settings, pchan->bone, bind_mat, pchan->bone->arm_mat, true);
|
|
|
|
/* SL/OPEN_SIM COMPATIBILITY */
|
|
if (export_settings.get_open_sim()) {
|
|
float loc[3];
|
|
float rot[3] = {0, 0, 0};
|
|
float scale[3];
|
|
bc_decompose(bind_mat, loc, nullptr, nullptr, scale);
|
|
|
|
/* Only translations, no rotation vs armature */
|
|
loc_eulO_size_to_mat4(bind_mat, loc, rot, scale, 6);
|
|
}
|
|
}
|
|
|
|
/* make world-space matrix (bind_mat is armature-space) */
|
|
mul_m4_m4m4(world, ob_arm->obmat, bind_mat);
|
|
|
|
if (!has_bindmat) {
|
|
if (export_settings.get_apply_global_orientation()) {
|
|
bc_apply_global_transform(world, export_settings.get_global_transform());
|
|
}
|
|
}
|
|
|
|
invert_m4_m4(mat, world);
|
|
UnitConverter::mat4_to_dae(inv_bind_mat, mat);
|
|
if (this->export_settings.get_limit_precision()) {
|
|
BCMatrix::sanitize(inv_bind_mat, LIMITTED_PRECISION);
|
|
}
|
|
source.appendValues(inv_bind_mat);
|
|
}
|
|
}
|
|
|
|
/* back from rest position */
|
|
if (!(flag & ARM_RESTPOS)) {
|
|
Depsgraph *depsgraph = blender_context.get_depsgraph();
|
|
Scene *scene = blender_context.get_scene();
|
|
arm->flag = flag;
|
|
BKE_pose_where_is(depsgraph, scene, ob_arm);
|
|
}
|
|
|
|
source.finish();
|
|
|
|
return source_id;
|
|
}
|
|
|
|
Bone *ControllerExporter::get_bone_from_defgroup(Object *ob_arm, const bDeformGroup *def)
|
|
{
|
|
bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, def->name);
|
|
return pchan ? pchan->bone : nullptr;
|
|
}
|
|
|
|
bool ControllerExporter::is_bone_defgroup(Object *ob_arm, const bDeformGroup *def)
|
|
{
|
|
return get_bone_from_defgroup(ob_arm, def) != nullptr;
|
|
}
|
|
|
|
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 (float weight : weights) {
|
|
source.appendValues(weight);
|
|
}
|
|
|
|
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 (int joint_index : joints) {
|
|
weightselem.appendValues(joint_index, weight_index++);
|
|
}
|
|
|
|
weightselem.finish();
|
|
}
|