205 lines
7.5 KiB
C++
205 lines
7.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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extern "C"
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{
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_action_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_material_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math.h"
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#include "BLI_string.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_fcurve.h"
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#include "BKE_animsys.h"
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#include "BKE_scene.h"
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#include "BKE_action.h" // pose functions
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#include "BKE_armature.h"
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#include "BKE_object.h"
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#include "BKE_constraint.h"
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#include "BIK_api.h"
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#include "ED_object.h"
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}
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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#include "COLLADASWSource.h"
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#include "COLLADASWInstanceGeometry.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWVertices.h"
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#include "COLLADASWLibraryAnimations.h"
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#include "COLLADASWParamTemplate.h"
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#include "COLLADASWParamBase.h"
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#include "COLLADASWSampler.h"
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#include "COLLADASWConstants.h"
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#include "COLLADASWBaseInputElement.h"
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#include "EffectExporter.h"
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#include "collada_internal.h"
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#include "IK_solver.h"
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#include <vector>
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#include <algorithm> // std::find
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class AnimationExporter: COLLADASW::LibraryAnimations
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{
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private:
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Scene *scene;
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COLLADASW::StreamWriter *sw;
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public:
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AnimationExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings):
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COLLADASW::LibraryAnimations(sw),
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export_settings(export_settings)
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{
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this->sw = sw;
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}
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bool exportAnimations(Scene *sce);
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// called for each exported object
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void operator() (Object *ob);
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protected:
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const ExportSettings *export_settings;
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void export_object_constraint_animation(Object *ob);
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void export_morph_animation(Object *ob);
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void write_bone_animation_matrix(Object *ob_arm, Bone *bone);
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void write_bone_animation(Object *ob_arm, Bone *bone);
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void sample_and_write_bone_animation(Object *ob_arm, Bone *bone, int transform_type);
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bool is_bone_deform_group(Bone * bone);
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void sample_and_write_bone_animation_matrix(Object *ob_arm, Bone *bone);
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void sample_animation(float *v, std::vector<float> &frames, int type, Bone *bone, Object *ob_arm, bPoseChannel *pChan);
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void sample_animation(std::vector<float[4][4]> &mats, std::vector<float> &frames, Bone *bone, Object *ob_arm, bPoseChannel *pChan);
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// dae_bone_animation -> add_bone_animation
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// (blend this into dae_bone_animation)
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void dae_bone_animation(std::vector<float> &fra, float *v, int tm_type, int axis, std::string ob_name, std::string bone_name);
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void dae_baked_animation(std::vector<float> &fra, Object *ob_arm, Bone *bone);
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void dae_baked_object_animation(std::vector<float> &fra, Object *ob);
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float convert_time(float frame);
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float convert_angle(float angle);
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std::string get_semantic_suffix(COLLADASW::InputSemantic::Semantics semantic);
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void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param,
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COLLADASW::InputSemantic::Semantics semantic, bool is_rot, const char *axis, bool transform);
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void get_source_values(BezTriple *bezt, COLLADASW::InputSemantic::Semantics semantic, bool is_angle, float *values, int *length);
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float* get_eul_source_for_quat(Object *ob );
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bool is_flat_line(std::vector<float> &values, int channel_count);
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void export_keyframed_animation_set(Object *ob);
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void create_keyframed_animation(Object *ob, FCurve *fcu, char *transformName, bool is_param, Material *ma = NULL);
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void export_sampled_animation_set(Object *ob);
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void export_sampled_transrotloc_animation(Object *ob, std::vector<float> &ctimes);
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void export_sampled_matrix_animation(Object *ob, std::vector<float> &ctimes);
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void create_sampled_animation(int channel_count, std::vector<float> ×, std::vector<float> &values, std::string, std::string label, std::string axis_name, bool is_rot);
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void evaluate_anim_with_constraints(Object *ob, float ctime);
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std::string create_source_from_fcurve(COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id, const char *axis_name);
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std::string create_source_from_fcurve(COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id, const char *axis_name, Object *ob);
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std::string create_lens_source_from_fcurve(Camera *cam, COLLADASW::InputSemantic::Semantics semantic, FCurve *fcu, const std::string& anim_id);
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std::string create_source_from_array(COLLADASW::InputSemantic::Semantics semantic, float *v, int tot, bool is_rot, const std::string& anim_id, const char *axis_name);
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std::string create_source_from_vector(COLLADASW::InputSemantic::Semantics semantic, std::vector<float> &fra, bool is_rot, const std::string& anim_id, const char *axis_name);
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std::string create_xyz_source(float *v, int tot, const std::string& anim_id);
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std::string create_4x4_source(std::vector<float> ×, std::vector<float> &values, const std::string& anim_id);
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std::string create_4x4_source(std::vector<float> &frames, Object * ob_arm, Bone *bone, const std::string& anim_id);
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std::string create_interpolation_source(FCurve *fcu, const std::string& anim_id, const char *axis_name, bool *has_tangents);
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std::string fake_interpolation_source(int tot, const std::string& anim_id, const char *axis_name);
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// for rotation, axis name is always appended and the value of append_axis is ignored
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std::string get_transform_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
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std::string get_light_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
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std::string get_camera_param_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis);
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void find_keyframes(Object *ob, std::vector<float> &fra, const char *prefix, const char *tm_name);
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void find_keyframes(Object *ob, std::vector<float> &fra);
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void find_sampleframes(Object *ob, std::vector<float> &fra);
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void make_anim_frames_from_targets(Object *ob, std::vector<float> &frames );
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void find_rotation_frames(Object *ob, std::vector<float> &fra, const char *prefix, int rotmode);
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// enable fcurves driving a specific bone, disable all the rest
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// if bone_name = NULL enable all fcurves
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void enable_fcurves(bAction *act, char *bone_name);
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bool hasAnimations(Scene *sce);
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char *extract_transform_name(char *rna_path);
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std::string getObjectBoneName(Object *ob, const FCurve * fcu);
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std::string getAnimationPathId(const FCurve *fcu);
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void getBakedPoseData(Object *obarm, int startFrame, int endFrame, bool ActionBake, bool ActionBakeFirstFrame);
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bool validateConstraints(bConstraint *con);
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};
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