Fix rest of #27022, collada export: add bone parenting of objects

- SceneExporter collects a list of child-objects for armature-object and passes it onto ArmatureExporter
- SceneExporter's writeNodes is then called from ArmatureExporter for matching child-objects for bone.
- ArmatureExporter removes written child-objects from list, objects not exported as being bone parented are exported as direct children of the armature-node.
- Should play nice with current Second Life-compatibility.

A nicer implementation would require some design changes, will have to wait.
This commit is contained in:
Juha Mäki-Kanto
2012-02-18 16:55:41 +00:00
parent 7beddb7506
commit f75bf20c81
4 changed files with 91 additions and 31 deletions

View File

@@ -43,6 +43,7 @@
#include "GeometryExporter.h"
#include "ArmatureExporter.h"
#include "SceneExporter.h"
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
@@ -50,14 +51,16 @@
ArmatureExporter::ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryControllers(sw), export_settings(export_settings) {}
// write bone nodes
void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce)
void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene* sce,
SceneExporter* se,
std::list<Object*>& child_objects)
{
// write bone nodes
bArmature *arm = (bArmature*)ob_arm->data;
for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
// start from root bones
if (!bone->parent)
add_bone_node(bone, ob_arm);
add_bone_node(bone, ob_arm, sce, se, child_objects);
}
}
@@ -163,7 +166,9 @@ std::string ArmatureExporter::get_joint_sid(Bone *bone, Object *ob_arm)
}
// parent_mat is armature-space
void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm)
void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm, Scene* sce,
SceneExporter* se,
std::list<Object*>& child_objects)
{
std::string node_id = get_joint_id(bone, ob_arm);
std::string node_name = std::string(bone->name);
@@ -183,14 +188,54 @@ void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm)
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 && (0 == strcmp((*i)->parsubstr, bone->name)))
{
float backup_parinv[4][4];
// SECOND_LIFE_COMPATIBILITY
// crude, temporary change to parentinv
// so transform gets exported correctly.
// TODO: when such objects are animated as
// single matrix the tweak must be applied
// to the result.
if(export_settings->second_life)
{
copy_m4_m4(backup_parinv, (*i)->parentinv);
// tweak objects parentinverse to match
// the second life- compatibility
float temp[4][4];
copy_m4_m4(temp, bone->arm_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
mult_m4_m4m4((*i)->parentinv, temp, backup_parinv);
}
se->writeNodes(*i, sce);
// restore original parentinv
if(export_settings->second_life)
{
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(child, ob_arm);
add_bone_node(child, ob_arm, sce, se, child_objects);
}
node.end();
//}
}
void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node)
/*void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADASW::Node& node)
{
node.start();
@@ -201,11 +246,11 @@ void ArmatureExporter::add_blender_leaf_bone(Bone *bone, Object *ob_arm, COLLADA
node.addExtraTechniqueParameter("blender", "tip_z", bone->tail[2] );
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm);
add_bone_node(child, ob_arm, sce, se, child_objects);
}
node.end();
}
}*/
void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);

View File

@@ -28,6 +28,7 @@
#ifndef __ARMATUREEXPORTER_H__
#define __ARMATUREEXPORTER_H__
#include <list>
#include <string>
//#include <vector>
@@ -47,6 +48,8 @@
#include "ExportSettings.h"
class SceneExporter;
// 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?
@@ -56,7 +59,8 @@ public:
ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce);
void add_armature_bones(Object *ob_arm, Scene* sce, SceneExporter* se,
std::list<Object*>& child_objects);
bool is_skinned_mesh(Object *ob);
@@ -85,8 +89,10 @@ private:
std::string get_joint_sid(Bone *bone, Object *ob_arm);
// parent_mat is armature-space
void add_bone_node(Bone *bone, Object *ob_arm);
// Scene, SceneExporter and the list of child_objects
// are required for writing bone parented objects
void add_bone_node(Bone *bone, Object *ob_arm, Scene* sce, SceneExporter* se,
std::list<Object*>& child_objects);
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);

View File

@@ -77,6 +77,29 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
node.start();
bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
std::list<Object*> child_objects;
// list child objects
Base *b = (Base*) sce->base.first;
while(b) {
// cob - child object
Object *cob = b->object;
if (cob->parent == ob) {
switch(cob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
child_objects.push_back(cob);
break;
}
}
b = b->next;
}
if (ob->type == OB_MESH && is_skinned_mesh)
// for skinned mesh we write obmat in <bind_shape_matrix>
@@ -101,7 +124,7 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(ob, sce);
arm_exporter->add_armature_bones(ob, sce, this, child_objects);
// XXX this looks unstable...
node.end();
@@ -131,28 +154,12 @@ void SceneExporter::writeNodes(Object *ob, Scene *sce)
}
}
// write nodes for child objects
Base *b = (Base*) sce->base.first;
while(b) {
// cob - child object
Object *cob = b->object;
if (cob->parent == ob) {
switch(cob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
// write node...
writeNodes(cob, sce);
break;
}
}
b = b->next;
for(std::list<Object*>::iterator i= child_objects.begin(); i != child_objects.end(); ++i)
{
writeNodes(*i, sce);
}
if (ob->type != OB_ARMATURE)
node.end();
}

View File

@@ -97,6 +97,8 @@ public:
void exportScene(Scene *sce);
private:
// required for writeNodes() for bone-parented objects
friend class ArmatureExporter;
void exportHierarchy(Scene *sce);
void writeNodes(Object *ob, Scene *sce);