COLLADA: Split ArmatureExporter, InstanceWriter and TransformWriter into separate files.

This commit is contained in:
Nathan Letwory 2010-10-06 11:02:44 +00:00
parent d50cadbe0d
commit 7245280f6c
7 changed files with 866 additions and 558 deletions

@ -0,0 +1,469 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#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 "BLI_listBase.h"
#include "GeometryExporter.h"
#include "ArmatureExporter.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) : COLLADASW::LibraryControllers(sw) {}
// write bone nodes
void ArmatureExporter::add_armature_bones(Object *ob_arm, Scene *sce)
{
// 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);
}
}
bool ArmatureExporter::is_skinned_mesh(Object *ob)
{
return get_assigned_armature(ob) != NULL;
}
void ArmatureExporter::add_instance_controller(Object *ob)
{
Object *ob_arm = 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));
// write root bone URLs
Bone *bone;
for (bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
if (!bone->parent)
ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
}
InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob);
ins.add();
}
void ArmatureExporter::export_controllers(Scene *sce)
{
scene = sce;
openLibrary();
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this);
closeLibrary();
}
void ArmatureExporter::operator()(Object *ob)
{
Object *ob_arm = get_assigned_armature(ob);
if (ob_arm /*&& !already_written(ob_arm)*/)
export_controller(ob, ob_arm);
}
#if 0
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
Object *ArmatureExporter::get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod = (ModifierData*)ob->modifiers.first;
while (mod) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData*)mod)->object;
}
mod = mod->next;
}
}
return ob_arm;
}
std::string ArmatureExporter::get_joint_sid(Bone *bone, Object *ob_arm)
{
return get_joint_id(bone, ob_arm);
}
// parent_mat is armature-space
void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm)
{
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);
node.start();
add_bone_transform(ob_arm, bone, node);
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm);
}
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);
float mat[4][4];
if (bone->parent) {
// get bone-space matrix from armature-space
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name);
float invpar[4][4];
invert_m4_m4(invpar, parchan->pose_mat);
mul_m4_m4m4(mat, pchan->pose_mat, invpar);
}
else {
// get world-space from armature-space
mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat);
}
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;
}
// ob should be of type OB_MESH
// both args are required
void ArmatureExporter::export_controller(Object* ob, Object *ob_arm)
{
// joint names
// joint inverse bind matrices
// vertex weights
// input:
// joint names: ob -> vertex group names
// vertex group weights: me->dvert -> groups -> index, weight
/*
me->dvert:
typedef struct MDeformVert {
struct MDeformWeight *dw;
int totweight;
int flag; // flag only in use for weightpaint now
} MDeformVert;
typedef struct MDeformWeight {
int def_nr;
float weight;
} MDeformWeight;
*/
Mesh *me = (Mesh*)ob->data;
if (!me->dvert) return;
std::string controller_name = id_name(ob_arm);
std::string controller_id = get_controller_id(ob_arm, ob);
openSkin(controller_id, controller_name,
COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
add_bind_shape_mat(ob);
std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
std::string weights_source_id = add_weights_source(me, controller_id);
add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase);
closeSkin();
closeController();
}
void ArmatureExporter::add_joints_element(ListBase *defbase,
const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
{
COLLADASW::JointsElement joints(mSW);
COLLADASW::InputList &input = joints.getInputList();
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
input.push_back(COLLADASW::Input(COLLADASW::BINDMATRIX,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
joints.add();
}
void ArmatureExporter::add_bind_shape_mat(Object *ob)
{
double bind_mat[4][4];
converter.mat4_to_dae_double(bind_mat, ob->obmat);
addBindShapeTransform(bind_mat);
}
std::string ArmatureExporter::add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
int totjoint = 0;
bDeformGroup *def;
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def))
totjoint++;
}
COLLADASW::NameSource source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totjoint);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("JOINT");
source.prepareToAppendValues();
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
Bone *bone = get_bone_from_defgroup(ob_arm, def);
if (bone)
source.appendValues(get_joint_sid(bone, ob_arm));
}
source.finish();
return source_id;
}
std::string ArmatureExporter::add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(BLI_countlist(defbase));
source.setAccessorStride(16);
source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("TRANSFORM");
source.prepareToAppendValues();
bPose *pose = ob_arm->pose;
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
// put armature in rest position
if (!(arm->flag & ARM_RESTPOS)) {
arm->flag |= ARM_RESTPOS;
where_is_pose(scene, ob_arm);
}
for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def)) {
bPoseChannel *pchan = get_pose_channel(pose, def->name);
float mat[4][4];
float world[4][4];
float inv_bind_mat[4][4];
// make world-space matrix, pose_mat is armature-space
mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat);
invert_m4_m4(mat, world);
converter.mat4_to_dae(inv_bind_mat, mat);
source.appendValues(inv_bind_mat);
}
}
// back from rest positon
if (!(flag & ARM_RESTPOS)) {
arm->flag = flag;
where_is_pose(scene, ob_arm);
}
source.finish();
return source_id;
}
Bone *ArmatureExporter::get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, def->name);
return pchan ? pchan->bone : NULL;
}
bool ArmatureExporter::is_bone_defgroup(Object *ob_arm, bDeformGroup* def)
{
return get_bone_from_defgroup(ob_arm, def) != NULL;
}
std::string ArmatureExporter::add_weights_source(Mesh *me, const std::string& controller_id)
{
std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
int i;
int totweight = 0;
for (i = 0; i < me->totvert; i++) {
totweight += me->dvert[i].totweight;
}
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totweight);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("WEIGHT");
source.prepareToAppendValues();
// NOTE: COLLADA spec says weights should be normalized
for (i = 0; i < me->totvert; i++) {
MDeformVert *vert = &me->dvert[i];
for (int j = 0; j < vert->totweight; j++) {
source.appendValues(vert->dw[j].weight);
}
}
source.finish();
return source_id;
}
void ArmatureExporter::add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase)
{
COLLADASW::VertexWeightsElement weights(mSW);
COLLADASW::InputList &input = weights.getInputList();
int offset = 0;
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
input.push_back(COLLADASW::Input(COLLADASW::WEIGHT,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
weights.setCount(me->totvert);
// write number of deformers per vertex
COLLADASW::PrimitivesBase::VCountList vcount;
int i;
for (i = 0; i < me->totvert; i++) {
vcount.push_back(me->dvert[i].totweight);
}
weights.prepareToAppendVCountValues();
weights.appendVertexCount(vcount);
// def group index -> joint index
std::map<int, int> joint_index_by_def_index;
bDeformGroup *def;
int j;
for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) {
if (is_bone_defgroup(ob_arm, def))
joint_index_by_def_index[i] = j++;
else
joint_index_by_def_index[i] = -1;
}
weights.CloseVCountAndOpenVElement();
// write deformer index - weight index pairs
int weight_index = 0;
for (i = 0; i < me->totvert; i++) {
MDeformVert *dvert = &me->dvert[i];
for (int j = 0; j < dvert->totweight; j++) {
weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]);
weights.appendValues(weight_index++);
}
}
weights.finish();
}

@ -0,0 +1,137 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#ifndef __ARMATUREEXPORTER_H__
#define __ARMATUREEXPORTER_H__
#include <string>
//#include <vector>
#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInputList.h"
#include "COLLADASWNode.h"
#include "DNA_armature_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "TransformWriter.h"
#include "InstanceWriter.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?
class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
private:
Scene *scene;
public:
ArmatureExporter(COLLADASW::StreamWriter *sw);
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce);
bool is_skinned_mesh(Object *ob);
void add_instance_controller(Object *ob);
void export_controllers(Scene *sce);
void operator()(Object *ob);
private:
UnitConverter converter;
#if 0
std::vector<Object*> written_armatures;
bool already_written(Object *ob_arm);
void wrote(Object *ob_arm);
void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
#endif
Object *get_assigned_armature(Object *ob);
std::string get_joint_sid(Bone *bone, Object *ob_arm);
// parent_mat is armature-space
void add_bone_node(Bone *bone, Object *ob_arm);
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
std::string get_controller_id(Object *ob_arm, Object *ob);
// ob should be of type OB_MESH
// both args are required
void export_controller(Object* ob, Object *ob_arm);
void add_joints_element(ListBase *defbase,
const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
void add_bind_shape_mat(Object *ob);
std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def);
bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
std::string add_weights_source(Mesh *me, const std::string& controller_id);
void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase);
};
/*
struct GeometryFunctor {
// f should have
// void operator()(Object* ob)
template<class Functor>
void forEachMeshObjectInScene(Scene *sce, Functor &f)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (ob->type == OB_MESH && ob->data) {
f(ob);
}
base= base->next;
}
}
};*/
#endif

@ -34,8 +34,6 @@ extern "C"
#include "DNA_image_types.h" #include "DNA_image_types.h"
#include "DNA_material_types.h" #include "DNA_material_types.h"
#include "DNA_texture_types.h" #include "DNA_texture_types.h"
//#include "DNA_camera_types.h"
//#include "DNA_lamp_types.h"
#include "DNA_anim_types.h" #include "DNA_anim_types.h"
#include "DNA_action_types.h" #include "DNA_action_types.h"
#include "DNA_curve_types.h" #include "DNA_curve_types.h"
@ -74,7 +72,6 @@ extern char build_rev[];
#include "COLLADASWAsset.h" #include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h" #include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h" #include "COLLADASWNode.h"
//#include "COLLADASWLibraryGeometries.h"
#include "COLLADASWSource.h" #include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h" #include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h" #include "COLLADASWInputList.h"
@ -95,11 +92,8 @@ extern char build_rev[];
#include "COLLADASWTexture.h" #include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h" #include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h" #include "COLLADASWBindMaterial.h"
//#include "COLLADASWLibraryCameras.h"
//#include "COLLADASWLibraryLights.h"
#include "COLLADASWInstanceCamera.h" #include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h" #include "COLLADASWInstanceLight.h"
//#include "COLLADASWCameraOptic.h"
#include "COLLADASWConstants.h" #include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h" #include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h" #include "COLLADASWInstanceController.h"
@ -108,14 +102,19 @@ extern char build_rev[];
#include "collada_internal.h" #include "collada_internal.h"
#include "DocumentExporter.h" #include "DocumentExporter.h"
#include "ArmatureExporter.h"
#include "CameraExporter.h" #include "CameraExporter.h"
#include "LightExporter.h"
#include "GeometryExporter.h" #include "GeometryExporter.h"
#include "LightExporter.h"
// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include <vector> #include <vector>
#include <algorithm> // std::find #include <algorithm> // std::find
char *CustomData_get_layer_name(const struct CustomData *data, int type, int n) char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{ {
int layer_index = CustomData_get_layer_index(data, type); int layer_index = CustomData_get_layer_index(data, type);
if(layer_index < 0) return NULL; if(layer_index < 0) return NULL;
@ -123,7 +122,7 @@ char *CustomData_get_layer_name(const struct CustomData *data, int type, int n)
return data->layers[layer_index+n].name; return data->layers[layer_index+n].name;
} }
char *CustomData_get_active_layer_name(const CustomData *data, int type) char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{ {
/* get the layer index of the active layer of type */ /* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type); int layer_index = CustomData_get_active_layer_index(data, type);
@ -133,7 +132,6 @@ char *CustomData_get_active_layer_name(const CustomData *data, int type)
} }
/* /*
Utilities to avoid code duplication. Utilities to avoid code duplication.
Definition can take some time to understand, but they should be useful. Definition can take some time to understand, but they should be useful.
@ -198,558 +196,11 @@ std::string getActiveUVLayerName(Object *ob)
int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE); int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if (num_layers) if (num_layers)
return std::string(CustomData_get_active_layer_name(&me->fdata, CD_MTFACE)); return std::string(bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
return ""; return "";
} }
class TransformWriter : protected TransformBase
{
protected:
void add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4])
{
float loc[3], rot[3], scale[3];
float local[4][4];
if (parent_mat) {
float invpar[4][4];
invert_m4_m4(invpar, parent_mat);
mul_m4_m4m4(local, mat, invpar);
}
else {
copy_m4_m4(local, mat);
}
TransformBase::decompose(local, loc, rot, NULL, scale);
add_transform(node, loc, rot, scale);
}
void add_node_transform_ob(COLLADASW::Node& node, Object *ob)
{
float rot[3], loc[3], scale[3];
if (ob->parent) {
float C[4][4], tmat[4][4], imat[4][4], mat[4][4];
// factor out scale from obmat
copy_v3_v3(scale, ob->size);
ob->size[0] = ob->size[1] = ob->size[2] = 1.0f;
object_to_mat4(ob, C);
copy_v3_v3(ob->size, scale);
mul_serie_m4(tmat, ob->parent->obmat, ob->parentinv, C, NULL, NULL, NULL, NULL, NULL);
// calculate local mat
invert_m4_m4(imat, ob->parent->obmat);
mul_m4_m4m4(mat, tmat, imat);
// done
mat4_to_eul(rot, mat);
copy_v3_v3(loc, mat[3]);
}
else {
copy_v3_v3(loc, ob->loc);
copy_v3_v3(rot, ob->rot);
copy_v3_v3(scale, ob->size);
}
add_transform(node, loc, rot, scale);
}
void add_node_transform_identity(COLLADASW::Node& node)
{
float loc[] = {0.0f, 0.0f, 0.0f}, scale[] = {1.0f, 1.0f, 1.0f}, rot[] = {0.0f, 0.0f, 0.0f};
add_transform(node, loc, rot, scale);
}
private:
void add_transform(COLLADASW::Node& node, float loc[3], float rot[3], float scale[3])
{
node.addTranslate("location", loc[0], loc[1], loc[2]);
node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0]));
node.addScale("scale", scale[0], scale[1], scale[2]);
}
};
class InstanceWriter
{
protected:
void add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob)
{
for(int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
if (ma) {
std::string matid(id_name(ma));
matid = translate_id(matid);
COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
// create <bind_vertex_input> for each uv layer
Mesh *me = (Mesh*)ob->data;
int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
for (int b = 0; b < totlayer; b++) {
char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
}
iml.push_back(im);
}
}
}
};
// 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?
class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
private:
Scene *scene;
public:
ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {}
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce)
{
// 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);
}
}
bool is_skinned_mesh(Object *ob)
{
return get_assigned_armature(ob) != NULL;
}
void add_instance_controller(Object *ob)
{
Object *ob_arm = 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));
// write root bone URLs
Bone *bone;
for (bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
if (!bone->parent)
ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
}
InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob);
ins.add();
}
void export_controllers(Scene *sce)
{
scene = sce;
openLibrary();
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this);
closeLibrary();
}
void operator()(Object *ob)
{
Object *ob_arm = get_assigned_armature(ob);
if (ob_arm /*&& !already_written(ob_arm)*/)
export_controller(ob, ob_arm);
}
private:
UnitConverter converter;
#if 0
std::vector<Object*> written_armatures;
bool already_written(Object *ob_arm)
{
return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end();
}
void wrote(Object *ob_arm)
{
written_armatures.push_back(ob_arm);
}
void 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
Object *get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod = (ModifierData*)ob->modifiers.first;
while (mod) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData*)mod)->object;
}
mod = mod->next;
}
}
return ob_arm;
}
std::string get_joint_sid(Bone *bone, Object *ob_arm)
{
return get_joint_id(bone, ob_arm);
}
// parent_mat is armature-space
void add_bone_node(Bone *bone, Object *ob_arm)
{
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);
node.start();
add_bone_transform(ob_arm, bone, node);
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm);
}
node.end();
}
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
float mat[4][4];
if (bone->parent) {
// get bone-space matrix from armature-space
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name);
float invpar[4][4];
invert_m4_m4(invpar, parchan->pose_mat);
mul_m4_m4m4(mat, pchan->pose_mat, invpar);
}
else {
// get world-space from armature-space
mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat);
}
TransformWriter::add_node_transform(node, mat, NULL);
}
std::string get_controller_id(Object *ob_arm, Object *ob)
{
return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX;
}
// ob should be of type OB_MESH
// both args are required
void export_controller(Object* ob, Object *ob_arm)
{
// joint names
// joint inverse bind matrices
// vertex weights
// input:
// joint names: ob -> vertex group names
// vertex group weights: me->dvert -> groups -> index, weight
/*
me->dvert:
typedef struct MDeformVert {
struct MDeformWeight *dw;
int totweight;
int flag; // flag only in use for weightpaint now
} MDeformVert;
typedef struct MDeformWeight {
int def_nr;
float weight;
} MDeformWeight;
*/
Mesh *me = (Mesh*)ob->data;
if (!me->dvert) return;
std::string controller_name = id_name(ob_arm);
std::string controller_id = get_controller_id(ob_arm, ob);
openSkin(controller_id, controller_name,
COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
add_bind_shape_mat(ob);
std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
std::string weights_source_id = add_weights_source(me, controller_id);
add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase);
closeSkin();
closeController();
}
void add_joints_element(ListBase *defbase,
const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
{
COLLADASW::JointsElement joints(mSW);
COLLADASW::InputList &input = joints.getInputList();
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
input.push_back(COLLADASW::Input(COLLADASW::BINDMATRIX,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
joints.add();
}
void add_bind_shape_mat(Object *ob)
{
double bind_mat[4][4];
converter.mat4_to_dae_double(bind_mat, ob->obmat);
addBindShapeTransform(bind_mat);
}
std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
int totjoint = 0;
bDeformGroup *def;
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def))
totjoint++;
}
COLLADASW::NameSource source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totjoint);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("JOINT");
source.prepareToAppendValues();
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
Bone *bone = get_bone_from_defgroup(ob_arm, def);
if (bone)
source.appendValues(get_joint_sid(bone, ob_arm));
}
source.finish();
return source_id;
}
std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(BLI_countlist(defbase));
source.setAccessorStride(16);
source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("TRANSFORM");
source.prepareToAppendValues();
bPose *pose = ob_arm->pose;
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
// put armature in rest position
if (!(arm->flag & ARM_RESTPOS)) {
arm->flag |= ARM_RESTPOS;
where_is_pose(scene, ob_arm);
}
for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def)) {
bPoseChannel *pchan = get_pose_channel(pose, def->name);
float mat[4][4];
float world[4][4];
float inv_bind_mat[4][4];
// make world-space matrix, pose_mat is armature-space
mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat);
invert_m4_m4(mat, world);
converter.mat4_to_dae(inv_bind_mat, mat);
source.appendValues(inv_bind_mat);
}
}
// back from rest positon
if (!(flag & ARM_RESTPOS)) {
arm->flag = flag;
where_is_pose(scene, ob_arm);
}
source.finish();
return source_id;
}
Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, def->name);
return pchan ? pchan->bone : NULL;
}
bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def)
{
return get_bone_from_defgroup(ob_arm, def) != NULL;
}
std::string add_weights_source(Mesh *me, const std::string& controller_id)
{
std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
int i;
int totweight = 0;
for (i = 0; i < me->totvert; i++) {
totweight += me->dvert[i].totweight;
}
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totweight);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("WEIGHT");
source.prepareToAppendValues();
// NOTE: COLLADA spec says weights should be normalized
for (i = 0; i < me->totvert; i++) {
MDeformVert *vert = &me->dvert[i];
for (int j = 0; j < vert->totweight; j++) {
source.appendValues(vert->dw[j].weight);
}
}
source.finish();
return source_id;
}
void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase)
{
COLLADASW::VertexWeightsElement weights(mSW);
COLLADASW::InputList &input = weights.getInputList();
int offset = 0;
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
input.push_back(COLLADASW::Input(COLLADASW::WEIGHT,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
weights.setCount(me->totvert);
// write number of deformers per vertex
COLLADASW::PrimitivesBase::VCountList vcount;
int i;
for (i = 0; i < me->totvert; i++) {
vcount.push_back(me->dvert[i].totweight);
}
weights.prepareToAppendVCountValues();
weights.appendVertexCount(vcount);
// def group index -> joint index
std::map<int, int> joint_index_by_def_index;
bDeformGroup *def;
int j;
for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) {
if (is_bone_defgroup(ob_arm, def))
joint_index_by_def_index[i] = j++;
else
joint_index_by_def_index[i] = -1;
}
weights.CloseVCountAndOpenVElement();
// write deformer index - weight index pairs
int weight_index = 0;
for (i = 0; i < me->totvert; i++) {
MDeformVert *dvert = &me->dvert[i];
for (int j = 0; j < dvert->totweight; j++) {
weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]);
weights.appendValues(weight_index++);
}
}
weights.finish();
}
};
class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter
{ {
ArmatureExporter *arm_exporter; ArmatureExporter *arm_exporter;

@ -0,0 +1,64 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#include <string>
#include "COLLADASWInstanceMaterial.h"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "DNA_mesh_types.h"
#include "InstanceWriter.h"
#include "collada_internal.h"
#include "collada_utils.h"
void InstanceWriter::add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob)
{
for(int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
if (ma) {
std::string matid(id_name(ma));
matid = translate_id(matid);
COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
// create <bind_vertex_input> for each uv layer
Mesh *me = (Mesh*)ob->data;
int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
for (int b = 0; b < totlayer; b++) {
char *name = bc_CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
}
iml.push_back(im);
}
}
}

@ -0,0 +1,39 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#ifndef __INSTANCEWRITER_H__
#define __INSTANCEWRITER_H__
#include "COLLADASWBindMaterial.h"
#include "DNA_object_types.h"
class InstanceWriter
{
protected:
void add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob);
};
#endif

@ -0,0 +1,100 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#include "BKE_object.h"
#include "TransformWriter.h"
#include "BLI_math.h"
void TransformWriter::add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4])
{
float loc[3], rot[3], scale[3];
float local[4][4];
if (parent_mat) {
float invpar[4][4];
invert_m4_m4(invpar, parent_mat);
mul_m4_m4m4(local, mat, invpar);
}
else {
copy_m4_m4(local, mat);
}
TransformBase::decompose(local, loc, rot, NULL, scale);
add_transform(node, loc, rot, scale);
}
void TransformWriter::add_node_transform_ob(COLLADASW::Node& node, Object *ob)
{
float rot[3], loc[3], scale[3];
if (ob->parent) {
float C[4][4], tmat[4][4], imat[4][4], mat[4][4];
// factor out scale from obmat
copy_v3_v3(scale, ob->size);
ob->size[0] = ob->size[1] = ob->size[2] = 1.0f;
object_to_mat4(ob, C);
copy_v3_v3(ob->size, scale);
mul_serie_m4(tmat, ob->parent->obmat, ob->parentinv, C, NULL, NULL, NULL, NULL, NULL);
// calculate local mat
invert_m4_m4(imat, ob->parent->obmat);
mul_m4_m4m4(mat, tmat, imat);
// done
mat4_to_eul(rot, mat);
copy_v3_v3(loc, mat[3]);
}
else {
copy_v3_v3(loc, ob->loc);
copy_v3_v3(rot, ob->rot);
copy_v3_v3(scale, ob->size);
}
add_transform(node, loc, rot, scale);
}
void TransformWriter::add_node_transform_identity(COLLADASW::Node& node)
{
float loc[] = {0.0f, 0.0f, 0.0f}, scale[] = {1.0f, 1.0f, 1.0f}, rot[] = {0.0f, 0.0f, 0.0f};
add_transform(node, loc, rot, scale);
}
void TransformWriter::add_transform(COLLADASW::Node& node, float loc[3], float rot[3], float scale[3])
{
node.addTranslate("location", loc[0], loc[1], loc[2]);
node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0]));
node.addScale("scale", scale[0], scale[1], scale[2]);
}

@ -0,0 +1,48 @@
/**
* $Id: DocumentExporter.cpp 32309 2010-10-05 00:05:14Z jesterking $
*
* ***** 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 *****
*/
#ifndef __TRANSFORMWRITER_H__
#define __TRANSFORMWRITER_H__
#include "COLLADASWNode.h"
#include "DNA_object_types.h"
#include "collada_internal.h"
class TransformWriter : protected TransformBase
{
protected:
void add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4]);
void add_node_transform_ob(COLLADASW::Node& node, Object *ob);
void add_node_transform_identity(COLLADASW::Node& node);
private:
void add_transform(COLLADASW::Node& node, float loc[3], float rot[3], float scale[3]);
};
#endif