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test2/source/blender/io/collada/ArmatureExporter.cpp
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00

312 lines
8.9 KiB
C++

/* SPDX-FileCopyrightText: 2010-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \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"
#include "BKE_global.h"
#include "BKE_mesh.hh"
#include "ED_armature.hh"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "ArmatureExporter.h"
#include "GeometryExporter.h"
#include "SceneExporter.h"
void ArmatureExporter::add_armature_bones(Object *ob_arm,
ViewLayer *view_layer,
SceneExporter *se,
std::vector<Object *> &child_objects)
{
/* write bone nodes */
bArmature *armature = (bArmature *)ob_arm->data;
bool is_edited = armature->edbo != nullptr;
if (!is_edited) {
ED_armature_to_edit(armature);
}
LISTBASE_FOREACH (Bone *, bone, &armature->bonebase) {
add_bone_node(bone, ob_arm, se, child_objects);
}
if (!is_edited) {
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.get_deform_bones_only())) {
std::string joint_id = translate_id(id_name(ob_arm) + "_" + bone->name);
ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, joint_id));
}
else {
LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
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 (BKE_mesh_deform_verts(me) == nullptr) {
return false;
}
/* write root bone URLs */
LISTBASE_FOREACH (Bone *, bone, &arm->bonebase) {
write_bone_URLs(ins, ob_arm, bone);
}
InstanceWriter::add_material_bindings(
ins.getBindMaterial(), ob, this->export_settings.get_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
void ArmatureExporter::add_bone_node(Bone *bone,
Object *ob_arm,
SceneExporter *se,
std::vector<Object *> &child_objects)
{
if (can_export(bone)) {
std::string node_id = translate_id(id_name(ob_arm) + "_" + bone->name);
std::string node_name = std::string(bone->name);
std::string node_sid = get_joint_sid(bone);
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.get_use_blender_profile()) {
if (!is_export_root(bone)) {
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)) {
Vector head, tail;
const BCMatrix &global_transform = this->export_settings.get_global_transform();
if (this->export_settings.get_apply_global_orientation()) {
bc_add_global_transform(head, bone->arm_head, global_transform);
bc_add_global_transform(tail, bone->arm_tail, global_transform);
}
else {
copy_v3_v3(head, bone->arm_head);
copy_v3_v3(tail, bone->arm_tail);
}
node.addExtraTechniqueParameter("blender", "tip_x", tail[0] - head[0]);
node.addExtraTechniqueParameter("blender", "tip_y", tail[1] - head[1]);
node.addExtraTechniqueParameter("blender", "tip_z", tail[2] - head[2]);
}
}
node.start();
add_bone_transform(ob_arm, bone, node);
/* Write nodes of child-objects, remove written objects from list. */
std::vector<Object *>::iterator iter = child_objects.begin();
while (iter != child_objects.end()) {
Object *ob = *iter;
if (ob->partype == PARBONE && STREQ(ob->parsubstr, bone->name)) {
float backup_parinv[4][4];
copy_m4_m4(backup_parinv, ob->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 its head, seems arbitrary. */
ob->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.get_open_sim()) {
/* Tweak objects parent-inverse 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(ob->parentinv, temp, ob->parentinv);
}
se->writeNode(ob);
copy_m4_m4(ob->parentinv, backup_parinv);
iter = child_objects.erase(iter);
}
else {
iter++;
}
}
LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
add_bone_node(child, ob_arm, se, child_objects);
}
node.end();
}
else {
LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
add_bone_node(child, ob_arm, se, child_objects);
}
}
}
bool ArmatureExporter::is_export_root(Bone *bone)
{
Bone *entry = bone->parent;
while (entry) {
if (can_export(entry)) {
return false;
}
entry = entry->parent;
}
return can_export(bone);
}
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 rest-pose matrix stored, try old style <= Blender 2.78. */
bc_create_restpose_mat(this->export_settings, bone, bone_rest_mat, bone->arm_mat, true);
if (is_export_root(bone)) {
copy_m4_m4(mat, bone_rest_mat);
}
else {
Matrix parent_inverse;
bc_create_restpose_mat(
this->export_settings, bone->parent, parent_rest_mat, bone->parent->arm_mat, true);
invert_m4_m4(parent_inverse, parent_rest_mat);
mul_m4_m4m4(mat, parent_inverse, bone_rest_mat);
}
/* OPEN_SIM_COMPATIBILITY */
if (export_settings.get_open_sim()) {
/* Remove rotations vs armature from transform
* parent_rest_rot * mat * irest_rot */
Matrix workmat;
copy_m4_m4(workmat, bone_rest_mat);
workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
invert_m4(workmat);
mul_m4_m4m4(mat, mat, workmat);
if (!is_export_root(bone)) {
copy_m4_m4(workmat, parent_rest_mat);
workmat[3][0] = workmat[3][1] = workmat[3][2] = 0.0f;
mul_m4_m4m4(mat, workmat, mat);
}
}
}
if (this->export_settings.get_limit_precision()) {
BCMatrix::sanitize(mat, LIMITTED_PRECISION);
}
TransformWriter::add_joint_transform(node, mat, nullptr, this->export_settings, has_restmat);
}
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;
}