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
135 lines
4.1 KiB
C++
135 lines
4.1 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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#pragma once
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#include <list>
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#include <string>
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//#include <vector>
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#include "COLLADASWExtraTechnique.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWInstanceController.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWNode.h"
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#include "COLLADASWStreamWriter.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_key_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 "InstanceWriter.h"
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#include "TransformWriter.h"
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#include "ExportSettings.h"
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#include "BKE_key.h"
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class SceneExporter;
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class ControllerExporter : public COLLADASW::LibraryControllers,
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protected TransformWriter,
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protected InstanceWriter {
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private:
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BlenderContext &blender_context;
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BCExportSettings export_settings;
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public:
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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(BlenderContext &blender_context,
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COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings)
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: COLLADASW::LibraryControllers(sw),
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blender_context(blender_context),
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export_settings(export_settings)
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{
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}
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bool is_skinned_mesh(Object *ob);
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bool add_instance_controller(Object *ob);
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void export_controllers();
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void operator()(Object *ob);
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private:
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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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std::string get_controller_id(Object *ob_arm, Object *ob);
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std::string get_controller_id(Key *key, 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_skin_controller(Object *ob, Object *ob_arm);
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void export_morph_controller(Object *ob, Key *key);
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void 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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void add_bind_shape_mat(Object *ob);
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std::string add_morph_targets(Key *key, Object *ob);
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std::string add_morph_weights(Key *key, Object *ob);
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void add_weight_extras(Key *key);
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std::string 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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std::string 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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Bone *get_bone_from_defgroup(Object *ob_arm, const bDeformGroup *def);
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bool is_bone_defgroup(Object *ob_arm, const bDeformGroup *def);
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std::string add_weights_source(Mesh *me,
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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,
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const std::string &joints_source_id,
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const std::list<int> &vcount,
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const std::list<int> &joints);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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