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 ¶m = 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 ¶m = 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, arm_mat is armature-space mul_m4_m4m4(world, pchan->bone->arm_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; }
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::InputSemantic::JOINT, // constant declared in COLLADASWInputList.h COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++)); input.push_back(COLLADASW::Input(COLLADASW::InputSemantic::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(); }
std::string ControllerExporter::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; int totjoint = 0; for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) { if (is_bone_defgroup(ob_arm, def)) totjoint++; } COLLADASW::FloatSourceF source(mSW); source.setId(source_id); source.setArrayId(source_id + ARRAY_ID_SUFFIX); source.setAccessorCount(totjoint); //BLI_listbase_count(defbase)); source.setAccessorStride(16); source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4); COLLADASW::SourceBase::ParameterNameList ¶m = 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; BKE_pose_where_is(scene, ob_arm); } for (bDeformGroup *def = (bDeformGroup *)defbase->first; def; def = def->next) { if (is_bone_defgroup(ob_arm, def)) { bPoseChannel *pchan = BKE_pose_channel_find_name(pose, def->name); float mat[4][4]; float world[4][4]; float inv_bind_mat[4][4]; // SL/OPEN_SIM COMPATIBILITY if (export_settings->open_sim) { // Only translations, no rotation vs armature float temp[4][4]; unit_m4(temp); copy_v3_v3(temp[3], pchan->bone->arm_mat[3]); mul_m4_m4m4(world, ob_arm->obmat, temp); // Add Maya restpose matrix (if defined as properties) float restpose_mat[4][4]; create_restpose_mat(pchan->bone, restpose_mat); mul_m4_m4m4(world, world, restpose_mat); } else { // make world-space matrix, arm_mat is armature-space mul_m4_m4m4(world, ob_arm->obmat, pchan->bone->arm_mat); } 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; BKE_pose_where_is(scene, ob_arm); } source.finish(); return source_id; }