Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
312 lines
8.9 KiB
C++
312 lines
8.9 KiB
C++
/* SPDX-FileCopyrightText: 2010-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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_global.h"
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#include "BKE_mesh.hh"
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#include "ED_armature.hh"
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#include "BLI_listbase.h"
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#include "BLI_math_matrix.h"
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#include "ArmatureExporter.h"
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#include "GeometryExporter.h"
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#include "SceneExporter.h"
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void ArmatureExporter::add_armature_bones(Object *ob_arm,
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ViewLayer *view_layer,
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SceneExporter *se,
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std::vector<Object *> &child_objects)
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{
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/* write bone nodes */
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bArmature *armature = (bArmature *)ob_arm->data;
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bool is_edited = armature->edbo != nullptr;
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if (!is_edited) {
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ED_armature_to_edit(armature);
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}
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LISTBASE_FOREACH (Bone *, bone, &armature->bonebase) {
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add_bone_node(bone, ob_arm, se, child_objects);
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}
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if (!is_edited) {
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ED_armature_edit_free(armature);
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}
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}
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void ArmatureExporter::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 joint_id = translate_id(id_name(ob_arm) + "_" + bone->name);
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ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, joint_id));
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}
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else {
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LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
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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 ArmatureExporter::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 (BKE_mesh_deform_verts(me) == nullptr) {
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return false;
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}
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/* write root bone URLs */
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LISTBASE_FOREACH (Bone *, bone, &arm->bonebase) {
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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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#if 0
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void ArmatureExporter::operator()(Object *ob)
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{
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Object *ob_arm = bc_get_assigned_armature(ob);
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}
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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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void ArmatureExporter::add_bone_node(Bone *bone,
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Object *ob_arm,
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SceneExporter *se,
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std::vector<Object *> &child_objects)
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{
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if (can_export(bone)) {
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std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name);
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std::string node_name = std::string(bone->name);
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std::string node_sid = get_joint_sid(bone);
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COLLADASW::Node node(mSW);
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node.setType(COLLADASW::Node::JOINT);
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node.setNodeId(node_id);
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node.setNodeName(node_name);
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node.setNodeSid(node_sid);
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if (this->export_settings.get_use_blender_profile()) {
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if (!is_export_root(bone)) {
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if (bone->flag & BONE_CONNECTED) {
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node.addExtraTechniqueParameter("blender", "connect", true);
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}
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}
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std::string layers = BoneExtended::get_bone_layers(bone->layer);
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node.addExtraTechniqueParameter("blender", "layer", layers);
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bArmature *armature = (bArmature *)ob_arm->data;
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EditBone *ebone = bc_get_edit_bone(armature, bone->name);
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if (ebone && ebone->roll != 0) {
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node.addExtraTechniqueParameter("blender", "roll", ebone->roll);
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}
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if (bc_is_leaf_bone(bone)) {
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Vector head, tail;
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const BCMatrix &global_transform = this->export_settings.get_global_transform();
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if (this->export_settings.get_apply_global_orientation()) {
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bc_add_global_transform(head, bone->arm_head, global_transform);
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bc_add_global_transform(tail, bone->arm_tail, global_transform);
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}
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else {
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copy_v3_v3(head, bone->arm_head);
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copy_v3_v3(tail, bone->arm_tail);
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}
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node.addExtraTechniqueParameter("blender", "tip_x", tail[0] - head[0]);
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node.addExtraTechniqueParameter("blender", "tip_y", tail[1] - head[1]);
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node.addExtraTechniqueParameter("blender", "tip_z", tail[2] - head[2]);
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}
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}
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node.start();
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add_bone_transform(ob_arm, bone, node);
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/* Write nodes of child-objects, remove written objects from list. */
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std::vector<Object *>::iterator iter = child_objects.begin();
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while (iter != child_objects.end()) {
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Object *ob = *iter;
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if (ob->partype == PARBONE && STREQ(ob->parsubstr, bone->name)) {
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float backup_parinv[4][4];
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copy_m4_m4(backup_parinv, ob->parentinv);
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/* Crude, temporary change to parentinv
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* so transform gets exported correctly. */
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/* Add bone tail- translation... don't know why
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* bone parenting is against the tail of a bone
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* and not its head, seems arbitrary. */
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ob->parentinv[3][1] += bone->length;
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/* OPEN_SIM_COMPATIBILITY
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* TODO: when such objects are animated as
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* single matrix the tweak must be applied
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* to the result. */
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if (export_settings.get_open_sim()) {
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/* Tweak objects parent-inverse to match compatibility. */
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float temp[4][4];
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copy_m4_m4(temp, bone->arm_mat);
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temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
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mul_m4_m4m4(ob->parentinv, temp, ob->parentinv);
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}
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se->writeNode(ob);
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copy_m4_m4(ob->parentinv, backup_parinv);
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iter = child_objects.erase(iter);
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}
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else {
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iter++;
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}
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}
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LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
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add_bone_node(child, ob_arm, se, child_objects);
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}
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node.end();
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}
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else {
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LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
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add_bone_node(child, ob_arm, se, child_objects);
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}
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}
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}
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bool ArmatureExporter::is_export_root(Bone *bone)
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{
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Bone *entry = bone->parent;
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while (entry) {
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if (can_export(entry)) {
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return false;
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}
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entry = entry->parent;
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}
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return can_export(bone);
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}
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void ArmatureExporter::add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node &node)
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{
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// bPoseChannel *pchan = BKE_pose_channel_find_name(ob_arm->pose, bone->name);
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float mat[4][4];
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float bone_rest_mat[4][4]; /* derived from bone->arm_mat */
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float parent_rest_mat[4][4]; /* derived from bone->parent->arm_mat */
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bool has_restmat = bc_get_property_matrix(bone, "rest_mat", mat);
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if (!has_restmat) {
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/* Have no rest-pose matrix stored, try old style <= Blender 2.78. */
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bc_create_restpose_mat(this->export_settings, bone, bone_rest_mat, bone->arm_mat, true);
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if (is_export_root(bone)) {
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copy_m4_m4(mat, bone_rest_mat);
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}
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else {
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Matrix parent_inverse;
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bc_create_restpose_mat(
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this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
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invert_m4_m4(parent_inverse, parent_rest_mat);
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mul_m4_m4m4(mat, parent_inverse, bone_rest_mat);
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}
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/* OPEN_SIM_COMPATIBILITY */
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if (export_settings.get_open_sim()) {
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/* Remove rotations vs armature from transform
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* parent_rest_rot * mat * irest_rot */
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Matrix workmat;
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copy_m4_m4(workmat, bone_rest_mat);
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workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
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invert_m4(workmat);
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mul_m4_m4m4(mat, mat, workmat);
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if (!is_export_root(bone)) {
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copy_m4_m4(workmat, parent_rest_mat);
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workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
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mul_m4_m4m4(mat, workmat, mat);
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}
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}
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}
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if (this->export_settings.get_limit_precision()) {
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BCMatrix::sanitize(mat, LIMITTED_PRECISION);
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}
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TransformWriter::add_joint_transform(node, mat, nullptr, this->export_settings, has_restmat);
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}
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std::string ArmatureExporter::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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