[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [44231] trunk/blender/source/blender/ collada: Fix rest of #27022, collada export: add bone parenting of objects
Juha Mäki-Kanto
kiskosika at gmail.com
Sat Feb 18 17:55:52 CET 2012
Revision: 44231
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=44231
Author: kanttori
Date: 2012-02-18 16:55:41 +0000 (Sat, 18 Feb 2012)
Log Message:
-----------
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.
Modified Paths:
--------------
trunk/blender/source/blender/collada/ArmatureExporter.cpp
trunk/blender/source/blender/collada/ArmatureExporter.h
trunk/blender/source/blender/collada/SceneExporter.cpp
trunk/blender/source/blender/collada/SceneExporter.h
Modified: trunk/blender/source/blender/collada/ArmatureExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/ArmatureExporter.cpp 2012-02-18 16:42:19 UTC (rev 44230)
+++ trunk/blender/source/blender/collada/ArmatureExporter.cpp 2012-02-18 16:55:41 UTC (rev 44231)
@@ -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 @@
}
// 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 @@
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 @@
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);
Modified: trunk/blender/source/blender/collada/ArmatureExporter.h
===================================================================
--- trunk/blender/source/blender/collada/ArmatureExporter.h 2012-02-18 16:42:19 UTC (rev 44230)
+++ trunk/blender/source/blender/collada/ArmatureExporter.h 2012-02-18 16:55:41 UTC (rev 44231)
@@ -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 @@
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 @@
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);
Modified: trunk/blender/source/blender/collada/SceneExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/SceneExporter.cpp 2012-02-18 16:42:19 UTC (rev 44230)
+++ trunk/blender/source/blender/collada/SceneExporter.cpp 2012-02-18 16:55:41 UTC (rev 44231)
@@ -77,7 +77,30 @@
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>
TransformWriter::add_node_transform_identity(node);
@@ -101,7 +124,7 @@
// <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 @@
}
}
- // write nodes for child objects
- Base *b = (Base*) sce->base.first;
- while(b) {
- // cob - child object
- Object *cob = b->object;
+ for(std::list<Object*>::iterator i= child_objects.begin(); i != child_objects.end(); ++i)
+ {
+ writeNodes(*i, sce);
+ }
- 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;
- }
-
if (ob->type != OB_ARMATURE)
node.end();
}
Modified: trunk/blender/source/blender/collada/SceneExporter.h
===================================================================
--- trunk/blender/source/blender/collada/SceneExporter.h 2012-02-18 16:42:19 UTC (rev 44230)
+++ trunk/blender/source/blender/collada/SceneExporter.h 2012-02-18 16:55:41 UTC (rev 44231)
@@ -97,6 +97,8 @@
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);
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