834 lines
20 KiB
C++
834 lines
20 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, Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/collada_utils.cpp
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* \ingroup collada
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*/
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "COLLADAFWGeometry.h"
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#include "COLLADAFWMeshPrimitive.h"
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#include "COLLADAFWMeshVertexData.h"
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extern "C" {
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#include "DNA_modifier_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_armature_types.h"
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#include "BLI_math.h"
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#include "BLI_linklist.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_depsgraph.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_scene.h"
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#include "BKE_DerivedMesh.h"
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#include "ED_armature.h"
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#include "WM_api.h" // XXX hrm, see if we can do without this
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#include "WM_types.h"
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#include "bmesh.h"
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#include "bmesh_tools.h"
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}
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#include "collada_utils.h"
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#include "ExportSettings.h"
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float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
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{
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if (index >= array.getValuesCount())
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return 0.0f;
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if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
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return array.getFloatValues()->getData()[index];
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else
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return array.getDoubleValues()->getData()[index];
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}
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// copied from /editors/object/object_relations.c
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int bc_test_parent_loop(Object *par, Object *ob)
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{
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/* test if 'ob' is a parent somewhere in par's parents */
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if (par == NULL) return 0;
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if (ob == par) return 1;
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return bc_test_parent_loop(par->parent, ob);
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}
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// a shortened version of parent_set_exec()
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// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
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int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
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{
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Object workob;
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Scene *sce = CTX_data_scene(C);
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if (!par || bc_test_parent_loop(par, ob))
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return false;
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ob->parent = par;
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ob->partype = PAROBJECT;
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ob->parsubstr[0] = 0;
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if (is_parent_space) {
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float mat[4][4];
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// calc par->obmat
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BKE_object_where_is_calc(sce, par);
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// move child obmat into world space
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mul_m4_m4m4(mat, par->obmat, ob->obmat);
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copy_m4_m4(ob->obmat, mat);
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}
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// apply child obmat (i.e. decompose it into rot/loc/size)
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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// compute parentinv
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BKE_object_workob_calc_parent(sce, ob, &workob);
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invert_m4_m4(ob->parentinv, workob.obmat);
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DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
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DAG_id_tag_update(&par->id, OB_RECALC_OB);
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/** done once after import */
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#if 0
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DAG_relations_tag_update(bmain);
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WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
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#endif
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return true;
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}
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Object *bc_add_object(Scene *scene, int type, const char *name)
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{
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Object *ob = BKE_object_add_only_object(G.main, type, name);
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ob->data = BKE_object_obdata_add_from_type(G.main, type, name);
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ob->lay = scene->lay;
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DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
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BKE_scene_base_select(scene, BKE_scene_base_add(scene, ob));
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return ob;
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}
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Mesh *bc_get_mesh_copy(Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
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{
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Mesh *tmpmesh;
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CustomDataMask mask = CD_MASK_MESH;
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Mesh *mesh = (Mesh *)ob->data;
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DerivedMesh *dm = NULL;
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if (apply_modifiers) {
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switch (export_mesh_type) {
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case BC_MESH_TYPE_VIEW:
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{
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dm = mesh_create_derived_view(scene, ob, mask);
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break;
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}
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case BC_MESH_TYPE_RENDER:
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{
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dm = mesh_create_derived_render(scene, ob, mask);
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break;
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}
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}
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}
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else {
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dm = mesh_create_derived((Mesh *)ob->data, NULL);
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}
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tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
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DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
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tmpmesh->flag = mesh->flag;
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if (triangulate) {
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bc_triangulate_mesh(tmpmesh);
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}
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BKE_mesh_tessface_ensure(tmpmesh);
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return tmpmesh;
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}
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Object *bc_get_assigned_armature(Object *ob)
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{
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Object *ob_arm = NULL;
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if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
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ob_arm = ob->parent;
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}
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else {
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ModifierData *mod;
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for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
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if (mod->type == eModifierType_Armature) {
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ob_arm = ((ArmatureModifierData *)mod)->object;
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}
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}
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}
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return ob_arm;
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}
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// Returns the highest selected ancestor
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// returns NULL if no ancestor is selected
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// IMPORTANT: This function expects that
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// all exported objects have set:
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// ob->id.tag & LIB_TAG_DOIT
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Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
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{
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Object *ancestor = ob;
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while (ob->parent && bc_is_marked(ob->parent)) {
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ob = ob->parent;
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ancestor = ob;
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}
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return ancestor;
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}
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bool bc_is_base_node(LinkNode *export_set, Object *ob)
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{
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Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
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return (root == ob);
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}
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bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
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{
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return (BLI_linklist_index(export_set, ob) != -1);
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}
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bool bc_has_object_type(LinkNode *export_set, short obtype)
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{
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LinkNode *node;
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for (node = export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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/* XXX - why is this checking for ob->data? - we could be looking for empties */
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if (ob->type == obtype && ob->data) {
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return true;
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}
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}
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return false;
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}
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int bc_is_marked(Object *ob)
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{
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return ob && (ob->id.tag & LIB_TAG_DOIT);
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}
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void bc_remove_mark(Object *ob)
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{
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ob->id.tag &= ~LIB_TAG_DOIT;
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}
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void bc_set_mark(Object *ob)
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{
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ob->id.tag |= LIB_TAG_DOIT;
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}
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// Use bubble sort algorithm for sorting the export set
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void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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{
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bool sorted = false;
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LinkNode *node;
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for (node = export_set; node->next && !sorted; node = node->next) {
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sorted = true;
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LinkNode *current;
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for (current = export_set; current->next; current = current->next) {
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Object *a = (Object *)current->link;
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Object *b = (Object *)current->next->link;
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if (strcmp(a->id.name, b->id.name) > 0) {
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current->link = b;
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current->next->link = a;
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sorted = false;
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}
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}
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}
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}
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/* Check if a bone is the top most exportable bone in the bone hierarchy.
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* When deform_bones_only == false, then only bones with NO parent
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* can be root bones. Otherwise the top most deform bones in the hierarchy
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* are root bones.
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*/
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bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
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{
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if (deform_bones_only) {
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Bone *root = NULL;
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Bone *bone = aBone;
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while (bone) {
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if (!(bone->flag & BONE_NO_DEFORM))
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root = bone;
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bone = bone->parent;
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}
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return (aBone == root);
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}
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else
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return !(aBone->parent);
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}
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int bc_get_active_UVLayer(Object *ob)
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{
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Mesh *me = (Mesh *)ob->data;
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return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
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}
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std::string bc_url_encode(std::string data)
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{
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/* XXX We probably do not need to do a full encoding.
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* But in case that is necessary,then it can be added here.
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*/
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return bc_replace_string(data,"#", "%23");
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}
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std::string bc_replace_string(std::string data, const std::string& pattern,
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const std::string& replacement)
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{
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size_t pos = 0;
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while ((pos = data.find(pattern, pos)) != std::string::npos) {
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data.replace(pos, pattern.length(), replacement);
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pos += replacement.length();
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}
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return data;
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}
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/**
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* Calculate a rescale factor such that the imported scene's scale
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* is preserved. I.e. 1 meter in the import will also be
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* 1 meter in the current scene.
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*/
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void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
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{
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if (scale_to_scene) {
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mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
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}
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mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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}
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void bc_match_scale(std::vector<Object *> *objects_done,
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UnitConverter &bc_unit,
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bool scale_to_scene)
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{
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for (std::vector<Object *>::iterator it = objects_done->begin();
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it != objects_done->end();
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++it)
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{
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Object *ob = *it;
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if (ob -> parent == NULL) {
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bc_match_scale(*it, bc_unit, scale_to_scene);
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}
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}
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}
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/*
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Convenience function to get only the needed components of a matrix
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*/
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void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
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{
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if (size) {
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mat4_to_size(size, mat);
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}
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if (eul) {
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mat4_to_eul(eul, mat);
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}
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if (quat) {
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mat4_to_quat(quat, mat);
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}
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if (loc) {
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copy_v3_v3(loc, mat[3]);
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}
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}
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void bc_triangulate_mesh(Mesh *me)
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{
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bool use_beauty = false;
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bool tag_only = false;
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int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
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const struct BMeshCreateParams bm_create_params = {0};
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BMesh *bm = BM_mesh_create(
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&bm_mesh_allocsize_default,
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&bm_create_params);
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BMeshFromMeshParams bm_from_me_params = {0};
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bm_from_me_params.calc_face_normal = true;
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BM_mesh_bm_from_me(bm, me, &bm_from_me_params);
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BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL, NULL);
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BMeshToMeshParams bm_to_me_params = {0};
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BM_mesh_bm_to_me(bm, me, &bm_to_me_params);
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BM_mesh_free(bm);
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}
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/*
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* A bone is a leaf when it has no children or all children are not connected.
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*/
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bool bc_is_leaf_bone(Bone *bone)
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{
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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if (child->flag & BONE_CONNECTED)
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return false;
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}
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return true;
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}
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EditBone *bc_get_edit_bone(bArmature * armature, char *name) {
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EditBone *eBone;
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for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) {
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if (STREQ(name, eBone->name))
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return eBone;
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}
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return NULL;
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}
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int bc_set_layer(int bitfield, int layer)
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{
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return bc_set_layer(bitfield, layer, true); /* enable */
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}
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int bc_set_layer(int bitfield, int layer, bool enable)
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{
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int bit = 1u << layer;
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if (enable)
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bitfield |= bit;
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else
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bitfield &= ~bit;
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return bitfield;
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}
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/*
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| This method creates a new extension map when needed.
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| Note: The ~BoneExtensionManager destructor takes care
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| to delete the created maps when the manager is removed.
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*/
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BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
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{
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std::string key = armature->id.name;
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BoneExtensionMap *result = extended_bone_maps[key];
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if (result == NULL)
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{
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result = new BoneExtensionMap();
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extended_bone_maps[key] = result;
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}
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return *result;
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}
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BoneExtensionManager::~BoneExtensionManager()
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{
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std::map<std::string, BoneExtensionMap *>::iterator map_it;
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for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it)
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{
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BoneExtensionMap *extended_bones = map_it->second;
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for (BoneExtensionMap::iterator ext_it = extended_bones->begin(); ext_it != extended_bones->end(); ++ext_it) {
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if (ext_it->second != NULL)
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delete ext_it->second;
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}
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extended_bones->clear();
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delete extended_bones;
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}
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}
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/**
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* BoneExtended is a helper class needed for the Bone chain finder
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* See ArmatureImporter::fix_leaf_bones()
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* and ArmatureImporter::connect_bone_chains()
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*/
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BoneExtended::BoneExtended(EditBone *aBone)
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{
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this->set_name(aBone->name);
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this->chain_length = 0;
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this->is_leaf = false;
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this->tail[0] = 0.0f;
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this->tail[1] = 0.5f;
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this->tail[2] = 0.0f;
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this->use_connect = -1;
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this->roll = 0;
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this->bone_layers = 0;
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this->has_custom_tail = false;
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this->has_custom_roll = false;
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}
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char *BoneExtended::get_name()
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{
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return name;
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}
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void BoneExtended::set_name(char *aName)
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{
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BLI_strncpy(name, aName, MAXBONENAME);
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}
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int BoneExtended::get_chain_length()
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{
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return chain_length;
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}
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void BoneExtended::set_chain_length(const int aLength)
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{
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chain_length = aLength;
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}
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void BoneExtended::set_leaf_bone(bool state)
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{
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is_leaf = state;
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}
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bool BoneExtended::is_leaf_bone()
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{
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return is_leaf;
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}
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void BoneExtended::set_roll(float roll)
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{
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this->roll = roll;
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this->has_custom_roll = true;
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}
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bool BoneExtended::has_roll()
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{
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return this->has_custom_roll;
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}
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float BoneExtended::get_roll()
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{
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return this->roll;
|
|
}
|
|
|
|
void BoneExtended::set_tail(float vec[])
|
|
{
|
|
this->tail[0] = vec[0];
|
|
this->tail[1] = vec[1];
|
|
this->tail[2] = vec[2];
|
|
this->has_custom_tail = true;
|
|
}
|
|
|
|
bool BoneExtended::has_tail()
|
|
{
|
|
return this->has_custom_tail;
|
|
}
|
|
|
|
float *BoneExtended::get_tail()
|
|
{
|
|
return this->tail;
|
|
}
|
|
|
|
inline bool isInteger(const std::string & s)
|
|
{
|
|
if (s.empty() || ((!isdigit(s[0])) && (s[0] != '-') && (s[0] != '+'))) return false;
|
|
|
|
char * p;
|
|
strtol(s.c_str(), &p, 10);
|
|
|
|
return (*p == 0);
|
|
}
|
|
|
|
void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels)
|
|
{
|
|
std::stringstream ss(layerString);
|
|
std::string layer;
|
|
int pos;
|
|
|
|
while (ss >> layer) {
|
|
|
|
/* Blender uses numbers to specify layers*/
|
|
if (isInteger(layer))
|
|
{
|
|
pos = atoi(layer.c_str());
|
|
if (pos >= 0 && pos < 32) {
|
|
this->bone_layers = bc_set_layer(this->bone_layers, pos);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* layer uses labels (not supported by blender). Map to layer numbers:*/
|
|
pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
|
|
if (pos >= layer_labels.size()) {
|
|
layer_labels.push_back(layer); /* remember layer number for future usage*/
|
|
}
|
|
|
|
if (pos > 31)
|
|
{
|
|
fprintf(stderr, "Too many layers in Import. Layer %s mapped to Blender layer 31\n", layer.c_str());
|
|
pos = 31;
|
|
}
|
|
|
|
/* If numeric layers and labeled layers are used in parallel (unlikely),
|
|
* we get a potential mixup. Just leave as is for now.
|
|
*/
|
|
this->bone_layers = bc_set_layer(this->bone_layers, pos);
|
|
|
|
}
|
|
}
|
|
|
|
std::string BoneExtended::get_bone_layers(int bitfield)
|
|
{
|
|
std::string result = "";
|
|
std::string sep = "";
|
|
int bit = 1u;
|
|
|
|
std::ostringstream ss;
|
|
for (int i = 0; i < 32; i++)
|
|
{
|
|
if (bit & bitfield)
|
|
{
|
|
ss << sep << i;
|
|
sep = " ";
|
|
}
|
|
bit = bit << 1;
|
|
}
|
|
return ss.str();
|
|
}
|
|
|
|
int BoneExtended::get_bone_layers()
|
|
{
|
|
return (bone_layers == 0) ? 1 : bone_layers; // ensure that the bone is in at least one bone layer!
|
|
}
|
|
|
|
|
|
void BoneExtended::set_use_connect(int use_connect)
|
|
{
|
|
this->use_connect = use_connect;
|
|
}
|
|
|
|
int BoneExtended::get_use_connect()
|
|
{
|
|
return this->use_connect;
|
|
}
|
|
|
|
/**
|
|
* Stores a 4*4 matrix as a custom bone property array of size 16
|
|
*/
|
|
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
|
|
{
|
|
IDProperty *idgroup = (IDProperty *)ebone->prop;
|
|
if (idgroup == NULL)
|
|
{
|
|
IDPropertyTemplate val = { 0 };
|
|
idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
|
|
ebone->prop = idgroup;
|
|
}
|
|
|
|
IDPropertyTemplate val = { 0 };
|
|
val.array.len = 16;
|
|
val.array.type = IDP_FLOAT;
|
|
|
|
IDProperty *data = IDP_New(IDP_ARRAY, &val, key);
|
|
float *array = (float *)IDP_Array(data);
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
array[4 * i + j] = mat[i][j];
|
|
|
|
IDP_AddToGroup(idgroup, data);
|
|
}
|
|
|
|
#if 0
|
|
/**
|
|
* Stores a Float value as a custom bone property
|
|
*
|
|
* Note: This function is currently not needed. Keep for future usage
|
|
*/
|
|
static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
|
|
{
|
|
if (ebone->prop == NULL)
|
|
{
|
|
IDPropertyTemplate val = { 0 };
|
|
ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
|
|
}
|
|
|
|
IDProperty *pgroup = (IDProperty *)ebone->prop;
|
|
IDPropertyTemplate val = { 0 };
|
|
IDProperty *prop = IDP_New(IDP_FLOAT, &val, key);
|
|
IDP_Float(prop) = value;
|
|
IDP_AddToGroup(pgroup, prop);
|
|
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
* Get a custom property when it exists.
|
|
* This function is also used to check if a property exists.
|
|
*/
|
|
IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
|
|
{
|
|
return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
|
|
}
|
|
|
|
/**
|
|
* Read a custom bone property and convert to float
|
|
* Return def if the property does not exist.
|
|
*/
|
|
float bc_get_property(Bone *bone, std::string key, float def)
|
|
{
|
|
float result = def;
|
|
IDProperty *property = bc_get_IDProperty(bone, key);
|
|
if (property) {
|
|
switch (property->type) {
|
|
case IDP_INT:
|
|
result = (float)(IDP_Int(property));
|
|
break;
|
|
case IDP_FLOAT:
|
|
result = (float)(IDP_Float(property));
|
|
break;
|
|
case IDP_DOUBLE:
|
|
result = (float)(IDP_Double(property));
|
|
break;
|
|
default:
|
|
result = def;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
/**
|
|
* Read a custom bone property and convert to matrix
|
|
* Return true if conversion was succesfull
|
|
*
|
|
* Return false if:
|
|
* - the property does not exist
|
|
* - is not an array of size 16
|
|
*/
|
|
bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
|
|
{
|
|
IDProperty *property = bc_get_IDProperty(bone, key);
|
|
if (property && property->type == IDP_ARRAY && property->len == 16) {
|
|
float *array = (float *)IDP_Array(property);
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
mat[i][j] = array[4 * i + j];
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
|
|
*/
|
|
void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3])
|
|
{
|
|
val[0] = bc_get_property(bone, key + "_x", def[0]);
|
|
val[1] = bc_get_property(bone, key + "_y", def[1]);
|
|
val[2] = bc_get_property(bone, key + "_z", def[2]);
|
|
}
|
|
|
|
/**
|
|
* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
|
|
*/
|
|
static bool has_custom_props(Bone *bone, bool enabled, std::string key)
|
|
{
|
|
if (!enabled)
|
|
return false;
|
|
|
|
return (bc_get_IDProperty(bone, key + "_x")
|
|
|| bc_get_IDProperty(bone, key + "_y")
|
|
|| bc_get_IDProperty(bone, key + "_z"));
|
|
|
|
}
|
|
|
|
/**
|
|
* Check if custom information about bind matrix exists and modify the from_mat
|
|
* accordingly.
|
|
*
|
|
* Note: This is old style for Blender <= 2.78 only kept for compatibility
|
|
*/
|
|
void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float from_mat[4][4], bool use_local_space)
|
|
{
|
|
float loc[3];
|
|
float rot[3];
|
|
float scale[3];
|
|
static const float V0[3] = { 0, 0, 0 };
|
|
|
|
if (!has_custom_props(bone, export_settings->keep_bind_info, "restpose_loc") &&
|
|
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_rot") &&
|
|
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_scale"))
|
|
{
|
|
/* No need */
|
|
copy_m4_m4(to_mat, from_mat);
|
|
return;
|
|
}
|
|
|
|
bc_decompose(from_mat, loc, rot, NULL, scale);
|
|
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
|
|
|
|
if (export_settings->keep_bind_info) {
|
|
bc_get_property_vector(bone, "restpose_loc", loc, loc);
|
|
|
|
if (use_local_space && bone->parent) {
|
|
Bone *b = bone;
|
|
while (b->parent) {
|
|
b = b->parent;
|
|
float ploc[3];
|
|
bc_get_property_vector(b, "restpose_loc", ploc, V0);
|
|
loc[0] += ploc[0];
|
|
loc[1] += ploc[1];
|
|
loc[2] += ploc[2];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (export_settings->keep_bind_info) {
|
|
if (bc_get_IDProperty(bone, "restpose_rot_x"))
|
|
rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
|
|
if (bc_get_IDProperty(bone, "restpose_rot_y"))
|
|
rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0));
|
|
if (bc_get_IDProperty(bone, "restpose_rot_z"))
|
|
rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
|
|
}
|
|
|
|
if (export_settings->keep_bind_info) {
|
|
bc_get_property_vector(bone, "restpose_scale", scale, scale);
|
|
}
|
|
|
|
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
|
|
|
|
}
|
|
|
|
/*
|
|
Make 4*4 matrices better readable
|
|
*/
|
|
void bc_sanitize_mat(float mat[4][4], int precision)
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
mat[i][j] = double_round(mat[i][j], precision);
|
|
} |