This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/collada/ArmatureExporter.cpp
Campbell Barton 1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00

318 lines
9.3 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/ArmatureExporter.cpp
* \ingroup collada
*/
#include "COLLADASWBaseInputElement.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWSource.h"
#include "DNA_action_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
extern "C" {
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_global.h"
#include "BKE_library.h"
}
#include "ED_armature.h"
#include "BLI_listbase.h"
#include "GeometryExporter.h"
#include "ArmatureExporter.h"
#include "SceneExporter.h"
#include "collada_utils.h"
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
// we make controller ids then?
ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {
}
// write bone nodes
void ArmatureExporter::add_armature_bones(const EvaluationContext *eval_ctx, Object *ob_arm,
Scene *sce, SceneExporter *se,
std::list<Object *>& child_objects)
{
// write bone nodes
bArmature * armature = (bArmature *)ob_arm->data;
bool is_edited = armature->edbo != NULL;
if (!is_edited)
ED_armature_to_edit(armature);
for (Bone *bone = (Bone *)armature->bonebase.first; bone; bone = bone->next) {
// start from root bones
if (!bone->parent)
add_bone_node(eval_ctx, bone, ob_arm, sce, se, child_objects);
}
if (!is_edited) {
ED_armature_from_edit(armature);
ED_armature_edit_free(armature);
}
}
void ArmatureExporter::write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone)
{
if (bc_is_root_bone(bone, this->export_settings->deform_bones_only))
ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
else {
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
write_bone_URLs(ins, ob_arm, child);
}
}
}
bool ArmatureExporter::add_instance_controller(Object *ob)
{
Object *ob_arm = bc_get_assigned_armature(ob);
bArmature *arm = (bArmature *)ob_arm->data;
const std::string& controller_id = get_controller_id(ob_arm, ob);
COLLADASW::InstanceController ins(mSW);
ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id));
Mesh *me = (Mesh *)ob->data;
if (!me->dvert) return false;
// write root bone URLs
Bone *bone;
for (bone = (Bone *)arm->bonebase.first; bone; bone = bone->next) {
write_bone_URLs(ins, ob_arm, bone);
}
InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob, this->export_settings->active_uv_only);
ins.add();
return true;
}
#if 0
void ArmatureExporter::operator()(Object *ob)
{
Object *ob_arm = bc_get_assigned_armature(ob);
}
bool ArmatureExporter::already_written(Object *ob_arm)
{
return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end();
}
void ArmatureExporter::wrote(Object *ob_arm)
{
written_armatures.push_back(ob_arm);
}
void ArmatureExporter::find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce)
{
objects.clear();
Base *base = (Base *) sce->base.first;
while (base) {
Object *ob = base->object;
if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) {
objects.push_back(ob);
}
base = base->next;
}
}
#endif
// parent_mat is armature-space
void ArmatureExporter::add_bone_node(const EvaluationContext *eval_ctx, Bone *bone, Object *ob_arm, Scene *sce,
SceneExporter *se,
std::list<Object *>& child_objects)
{
if (!(this->export_settings->deform_bones_only && bone->flag & BONE_NO_DEFORM)) {
std::string node_id = get_joint_id(bone, ob_arm);
std::string node_name = std::string(bone->name);
std::string node_sid = get_joint_sid(bone, ob_arm);
COLLADASW::Node node(mSW);
node.setType(COLLADASW::Node::JOINT);
node.setNodeId(node_id);
node.setNodeName(node_name);
node.setNodeSid(node_sid);
if (this->export_settings->use_blender_profile)
{
if (bone->parent) {
if (bone->flag & BONE_CONNECTED) {
node.addExtraTechniqueParameter("blender", "connect", true);
}
}
std::string layers = BoneExtended::get_bone_layers(bone->layer);
node.addExtraTechniqueParameter("blender", "layer", layers);
bArmature *armature = (bArmature *)ob_arm->data;
EditBone *ebone = bc_get_edit_bone(armature, bone->name);
if (ebone && ebone->roll != 0)
{
node.addExtraTechniqueParameter("blender", "roll", ebone->roll);
}
if (bc_is_leaf_bone(bone))
{
node.addExtraTechniqueParameter("blender", "tip_x", bone->arm_tail[0] - bone->arm_head[0]);
node.addExtraTechniqueParameter("blender", "tip_y", bone->arm_tail[1] - bone->arm_head[1]);
node.addExtraTechniqueParameter("blender", "tip_z", bone->arm_tail[2] - bone->arm_head[2]);
}
}
node.start();
add_bone_transform(ob_arm, bone, node);
// Write nodes of childobjects, remove written objects from list
std::list<Object *>::iterator i = child_objects.begin();
while (i != child_objects.end()) {
if ((*i)->partype == PARBONE && STREQ((*i)->parsubstr, bone->name)) {
float backup_parinv[4][4];
copy_m4_m4(backup_parinv, (*i)->parentinv);
// crude, temporary change to parentinv
// so transform gets exported correctly.
// Add bone tail- translation... don't know why
// bone parenting is against the tail of a bone
// and not it's head, seems arbitrary.
(*i)->parentinv[3][1] += bone->length;
// OPEN_SIM_COMPATIBILITY
// TODO: when such objects are animated as
// single matrix the tweak must be applied
// to the result.
if (export_settings->open_sim) {
// tweak objects parentinverse to match compatibility
float temp[4][4];
copy_m4_m4(temp, bone->arm_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
mul_m4_m4m4((*i)->parentinv, temp, (*i)->parentinv);
}
se->writeNodes(eval_ctx, *i, sce);
copy_m4_m4((*i)->parentinv, backup_parinv);
child_objects.erase(i++);
}
else i++;
}
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
add_bone_node(eval_ctx, child, ob_arm, sce, se, child_objects);
}
node.end();
}
else {
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
add_bone_node(eval_ctx, child, ob_arm, sce, se, child_objects);
}
}
}
void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
//bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone->name);
float mat[4][4];
float bone_rest_mat[4][4]; /* derived from bone->arm_mat */
float parent_rest_mat[4][4]; /* derived from bone->parent->arm_mat */
bool has_restmat = bc_get_property_matrix(bone, "rest_mat", mat);
if (!has_restmat) {
/* Have no restpose matrix stored, try old style <= Blender 2.78 */
bc_create_restpose_mat(this->export_settings, bone, bone_rest_mat, bone->arm_mat, true);
if (bone->parent) {
// get bone-space matrix from parent pose
/*bPoseChannel *parchan = BKE_pose_channel_find_name(ob_arm->pose, bone->parent->name);
float invpar[4][4];
invert_m4_m4(invpar, parchan->pose_mat);
mul_m4_m4m4(mat, invpar, pchan->pose_mat);*/
float invpar[4][4];
bc_create_restpose_mat(this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
invert_m4_m4(invpar, parent_rest_mat);
mul_m4_m4m4(mat, invpar, bone_rest_mat);
}
else {
copy_m4_m4(mat, bone_rest_mat);
}
// OPEN_SIM_COMPATIBILITY
if (export_settings->open_sim) {
// Remove rotations vs armature from transform
// parent_rest_rot * mat * irest_rot
float temp[4][4];
copy_m4_m4(temp, bone_rest_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
invert_m4(temp);
mul_m4_m4m4(mat, mat, temp);
if (bone->parent) {
copy_m4_m4(temp, parent_rest_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
mul_m4_m4m4(mat, temp, mat);
}
}
}
if (this->export_settings->limit_precision)
bc_sanitize_mat(mat, 6);
TransformWriter::add_node_transform(node, mat, NULL);
}
std::string ArmatureExporter::get_controller_id(Object *ob_arm, Object *ob)
{
return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX;
}