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Blender
V2.59
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00001 /* 00002 * $Id: ArmatureExporter.h 38079 2011-07-04 08:59:28Z jesterking $ 00003 * 00004 * ***** BEGIN GPL LICENSE BLOCK ***** 00005 * 00006 * This program is free software; you can redistribute it and/or 00007 * modify it under the terms of the GNU General Public License 00008 * as published by the Free Software Foundation; either version 2 00009 * of the License, or (at your option) any later version. 00010 * 00011 * This program is distributed in the hope that it will be useful, 00012 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00013 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00014 * GNU General Public License for more details. 00015 * 00016 * You should have received a copy of the GNU General Public License 00017 * along with this program; if not, write to the Free Software Foundation, 00018 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00019 * 00020 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed, 00021 * Nathan Letwory 00022 * 00023 * ***** END GPL LICENSE BLOCK ***** 00024 */ 00025 00030 #ifndef __ARMATUREEXPORTER_H__ 00031 #define __ARMATUREEXPORTER_H__ 00032 00033 #include <string> 00034 //#include <vector> 00035 00036 #include "COLLADASWStreamWriter.h" 00037 #include "COLLADASWLibraryControllers.h" 00038 #include "COLLADASWInputList.h" 00039 #include "COLLADASWNode.h" 00040 00041 #include "DNA_armature_types.h" 00042 #include "DNA_listBase.h" 00043 #include "DNA_mesh_types.h" 00044 #include "DNA_object_types.h" 00045 #include "DNA_scene_types.h" 00046 00047 #include "TransformWriter.h" 00048 #include "InstanceWriter.h" 00049 00050 // XXX exporter writes wrong data for shared armatures. A separate 00051 // controller should be written for each armature-mesh binding how do 00052 // we make controller ids then? 00053 class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter 00054 { 00055 private: 00056 Scene *scene; 00057 00058 public: 00059 ArmatureExporter(COLLADASW::StreamWriter *sw); 00060 00061 // write bone nodes 00062 void add_armature_bones(Object *ob_arm, Scene *sce); 00063 00064 bool is_skinned_mesh(Object *ob); 00065 00066 void add_instance_controller(Object *ob); 00067 00068 void export_controllers(Scene *sce, bool export_selected); 00069 00070 void operator()(Object *ob); 00071 00072 private: 00073 00074 UnitConverter converter; 00075 00076 #if 0 00077 std::vector<Object*> written_armatures; 00078 00079 bool already_written(Object *ob_arm); 00080 00081 void wrote(Object *ob_arm); 00082 00083 void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce); 00084 #endif 00085 00086 Object *get_assigned_armature(Object *ob); 00087 00088 std::string get_joint_sid(Bone *bone, Object *ob_arm); 00089 00090 // parent_mat is armature-space 00091 void add_bone_node(Bone *bone, Object *ob_arm); 00092 00093 void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node); 00094 00095 std::string get_controller_id(Object *ob_arm, Object *ob); 00096 00097 // ob should be of type OB_MESH 00098 // both args are required 00099 void export_controller(Object* ob, Object *ob_arm); 00100 00101 void add_joints_element(ListBase *defbase, 00102 const std::string& joints_source_id, const std::string& inv_bind_mat_source_id); 00103 00104 void add_bind_shape_mat(Object *ob); 00105 00106 std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id); 00107 00108 std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id); 00109 00110 Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def); 00111 00112 bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def); 00113 00114 std::string add_weights_source(Mesh *me, const std::string& controller_id); 00115 00116 void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me, 00117 Object *ob_arm, ListBase *defbase); 00118 }; 00119 00120 /* 00121 struct GeometryFunctor { 00122 // f should have 00123 // void operator()(Object* ob) 00124 template<class Functor> 00125 void forEachMeshObjectInScene(Scene *sce, Functor &f) 00126 { 00127 00128 Base *base= (Base*) sce->base.first; 00129 while(base) { 00130 Object *ob = base->object; 00131 00132 if (ob->type == OB_MESH && ob->data) { 00133 f(ob); 00134 } 00135 base= base->next; 00136 00137 } 00138 } 00139 };*/ 00140 00141 #endif