mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-03 10:22:45 -04:00
maya animation
This commit is contained in:
parent
4579327cbe
commit
c07ff46206
@ -45,6 +45,9 @@ format_animation_convert(AnimationConvert convert) {
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case AC_chan:
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return "chan";
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case AC_both:
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return "both";
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}
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nout << "**unexpected AnimationConvert value: (" << (int)convert << ")**";
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return "**";
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@ -82,6 +85,9 @@ string_animation_convert(const string &str) {
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} else if (cmp_nocase(str, "chan") == 0) {
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return AC_chan;
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} else if (cmp_nocase(str, "both") == 0) {
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return AC_both;
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} else {
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return AC_invalid;
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}
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@ -34,6 +34,7 @@ enum AnimationConvert {
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AC_flip, // A flip (sequence) of static geometry models.
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AC_model, // A character model, with joints.
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AC_chan, // Animation tables for the above model.
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AC_both, // A character model and tables in the same file.
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};
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string format_animation_convert(AnimationConvert unit);
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@ -274,6 +274,55 @@ clear_frame_inc() {
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_control_flags &= ~CF_frame_inc;
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}
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////////////////////////////////////////////////////////////////////
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// Function: SomethingToEggConverter::set_neutral_frame
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// Access: Public
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// Description: Specifies the frame of animation to represent the
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// neutral pose of the model.
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////////////////////////////////////////////////////////////////////
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INLINE void SomethingToEggConverter::
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set_neutral_frame(double neutral_frame) {
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_neutral_frame = neutral_frame;
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_control_flags |= CF_neutral_frame;
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}
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////////////////////////////////////////////////////////////////////
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// Function: SomethingToEggConverter::has_neutral_frame
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// Access: Public
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// Description: Returns true if the neutral frame has been
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// explicitly specified via set_neutral_frame(), or
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// false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool SomethingToEggConverter::
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has_neutral_frame() const {
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return (_control_flags & CF_neutral_frame) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: SomethingToEggConverter::get_neutral_frame
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// Access: Public
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// Description: Returns the value set by a previous call to
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// set_neutral_frame(). It is an error to call this if
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// has_neutral_frame() returns false.
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////////////////////////////////////////////////////////////////////
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INLINE double SomethingToEggConverter::
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get_neutral_frame() const {
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nassertr(has_neutral_frame(), 0.0);
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return _neutral_frame;
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}
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////////////////////////////////////////////////////////////////////
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// Function: SomethingToEggConverter::clear_neutral_frame
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// Access: Public
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// Description: Removes the value previously set by
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// set_neutral_frame().
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////////////////////////////////////////////////////////////////////
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INLINE void SomethingToEggConverter::
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clear_neutral_frame() {
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_neutral_frame = 0.0;
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_control_flags &= ~CF_neutral_frame;
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}
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////////////////////////////////////////////////////////////////////
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// Function: SomethingToEggConverter::set_input_frame_rate
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// Access: Public
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@ -35,6 +35,7 @@ SomethingToEggConverter() {
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_start_frame = 0.0;
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_end_frame = 0.0;
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_frame_inc = 0.0;
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_neutral_frame = 0.0;
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_input_frame_rate = 0.0;
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_output_frame_rate = 0.0;
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_control_flags = 0;
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@ -80,6 +80,11 @@ public:
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INLINE double get_frame_inc() const;
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INLINE void clear_frame_inc();
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INLINE void set_neutral_frame(double neutral_frame);
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INLINE bool has_neutral_frame() const;
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INLINE double get_neutral_frame() const;
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INLINE void clear_neutral_frame();
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INLINE void set_input_frame_rate(double input_frame_rate);
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INLINE bool has_input_frame_rate() const;
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INLINE double get_input_frame_rate() const;
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@ -139,14 +144,16 @@ protected:
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double _start_frame;
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double _end_frame;
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double _frame_inc;
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double _neutral_frame;
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double _input_frame_rate; // frames per second
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double _output_frame_rate; // frames per second
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enum ControlFlags {
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CF_start_frame = 0x0001,
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CF_end_frame = 0x0002,
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CF_frame_inc = 0x0004,
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CF_input_frame_rate = 0x0008,
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CF_output_frame_rate = 0x0010,
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CF_neutral_frame = 0x0008,
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CF_input_frame_rate = 0x0010,
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CF_output_frame_rate = 0x0020,
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};
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int _control_flags;
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@ -62,6 +62,7 @@ SomethingToEgg(const string &format_name,
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_got_start_frame = false;
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_got_end_frame = false;
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_got_frame_inc = false;
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_got_neutral_frame = false;
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_got_input_frame_rate = false;
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_got_output_frame_rate = false;
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_texture_path_convert = SomethingToEggConverter::PC_unchanged;
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@ -107,7 +108,8 @@ add_animation_options() {
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("a", "animation-mode", 40,
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"Specifies how animation from the " + _format_name + " file is "
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"converted to egg, if at all. At present, the following keywords "
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"are supported: none, pose, or flip.",
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"are supported: none, pose, flip, model, chan, or both. The default "
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"is none, which means not to convert animation.",
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&SomethingToEgg::dispatch_animation_convert, NULL, &_animation_convert);
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add_option
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@ -120,7 +122,8 @@ add_animation_options() {
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add_option
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("sf", "start-frame", 40,
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"Specifies the starting frame of animation to extract. If omitted, "
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"the first frame of the time slider will be used.",
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"the first frame of the time slider will be used. For -a pose, this "
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"is the one frame of animation to extract.",
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&SomethingToEgg::dispatch_double, &_got_start_frame, &_start_frame);
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add_option
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@ -136,6 +139,14 @@ add_animation_options() {
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"slider does not specify.",
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&SomethingToEgg::dispatch_double, &_got_frame_inc, &_frame_inc);
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add_option
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("nf", "neutral-frame", 40,
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"Specifies the frame number to use for the neutral pose. The model "
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"will be set to this frame before extracting out the neutral character. "
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"If omitted, the current frame of the model is used. This is only "
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"relevant for -a model or -a both.",
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&SomethingToEgg::dispatch_double, &_got_neutral_frame, &_neutral_frame);
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add_option
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("fri", "fps", 40,
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"Specify the frame rate (frames per second) of the input " + _format_name +
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@ -73,11 +73,13 @@ protected:
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double _start_frame;
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double _end_frame;
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double _frame_inc;
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double _neutral_frame;
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double _input_frame_rate;
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double _output_frame_rate;
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bool _got_start_frame;
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bool _got_end_frame;
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bool _got_frame_inc;
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bool _got_neutral_frame;
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bool _got_input_frame_rate;
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bool _got_output_frame_rate;
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@ -23,6 +23,7 @@
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#include "eggData.h"
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#include "eggGroup.h"
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#include "eggTable.h"
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#include "eggVertex.h"
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#include "eggVertexPool.h"
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#include "eggNurbsSurface.h"
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@ -31,6 +32,7 @@
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#include "eggPrimitive.h"
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#include "eggTexture.h"
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#include "eggTextureCollection.h"
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#include "eggXfmSAnim.h"
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#include "string_utils.h"
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#include "pre_maya_include.h"
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@ -180,6 +182,7 @@ convert_maya() {
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_textures.clear();
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_shaders.clear();
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_groups.clear();
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_tables.clear();
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if (!open_api()) {
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mayaegg_cat.error()
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@ -228,7 +231,8 @@ convert_maya() {
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switch (get_animation_convert()) {
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case AC_pose:
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// pose: set to a specific frame, then get out the static geometry.
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nout << "frame " << start_frame << "\n";
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mayaegg_cat.info(false)
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<< "frame " << start_frame << "\n";
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MGlobal::viewFrame(MTime(start_frame, MTime::uiUnit()));
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// fall through
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@ -237,17 +241,36 @@ convert_maya() {
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all_ok = convert_hierarchy(&get_egg_data());
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break;
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case AC_flip:
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// flip: get out a series of static models, one per frame, under a
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// sequence node.
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all_ok = convert_flip(start_frame, end_frame, frame_inc,
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output_frame_rate);
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break;
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case AC_model:
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// model: get out an animatable model with joints and vertex
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// membership.
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all_ok = convert_char_model();
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break;
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case AC_flip:
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// flip: get out a series of static models, one per frame, under a
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// sequence node.
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all_ok = convert_flip(start_frame, end_frame, frame_inc,
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output_frame_rate);
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case AC_chan:
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// chan: get out a series of animation tables.
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all_ok = convert_char_chan(start_frame, end_frame, frame_inc,
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output_frame_rate);
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break;
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case AC_both:
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// both: Put a model and its animation into the same egg file.
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_animation_convert = AC_model;
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if (!convert_char_model()) {
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all_ok = false;
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}
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_animation_convert = AC_chan;
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if (!convert_char_chan(start_frame, end_frame, frame_inc,
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output_frame_rate)) {
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all_ok = false;
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}
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break;
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};
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@ -291,21 +314,6 @@ close_api() {
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_maya.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::convert_char_model
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// Access: Private
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// Description: Converts the animation as an animatable character
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// model, with joints and vertex membership.
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////////////////////////////////////////////////////////////////////
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bool MayaToEggConverter::
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convert_char_model() {
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EggGroup *char_node = new EggGroup(_character_name);
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get_egg_data().add_child(char_node);
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char_node->set_dart_type(EggGroup::DT_default);
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return convert_hierarchy(char_node);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::convert_flip
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// Access: Private
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@ -330,7 +338,8 @@ convert_flip(double start_frame, double end_frame, double frame_inc,
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MTime frame(start_frame, MTime::uiUnit());
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MTime frame_stop(end_frame, MTime::uiUnit());
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while (frame <= frame_stop) {
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nout << "frame " << frame.value() << "\n";
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mayaegg_cat.info(false)
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<< "frame " << frame.value() << "\n";
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ostringstream name_strm;
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name_strm << "frame" << frame.value();
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EggGroup *frame_root = new EggGroup(name_strm.str());
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@ -348,6 +357,123 @@ convert_flip(double start_frame, double end_frame, double frame_inc,
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return all_ok;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::convert_char_model
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// Access: Private
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// Description: Converts the file as an animatable character
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// model, with joints and vertex membership.
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////////////////////////////////////////////////////////////////////
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bool MayaToEggConverter::
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convert_char_model() {
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if (has_neutral_frame()) {
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MTime frame(get_neutral_frame(), MTime::uiUnit());
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mayaegg_cat.info(false)
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<< "neutral frame " << frame.value() << "\n";
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MGlobal::viewFrame(frame);
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}
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EggGroup *char_node = new EggGroup(_character_name);
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get_egg_data().add_child(char_node);
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char_node->set_dart_type(EggGroup::DT_default);
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return convert_hierarchy(char_node);
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::convert_char_chan
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// Access: Private
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// Description: Converts the animation as a series of tables to apply
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// to the character model, as retrieved earlier via
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// AC_model.
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////////////////////////////////////////////////////////////////////
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bool MayaToEggConverter::
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convert_char_chan(double start_frame, double end_frame, double frame_inc,
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double output_frame_rate) {
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MStatus status;
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EggTable *root_table_node = new EggTable();
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get_egg_data().add_child(root_table_node);
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EggTable *bundle_node = new EggTable(_character_name);
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bundle_node->set_table_type(EggTable::TT_bundle);
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root_table_node->add_child(bundle_node);
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EggTable *skeleton_node = new EggTable("<skeleton>");
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bundle_node->add_child(skeleton_node);
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// First, walk through the scene graph and build up the table of
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// joints.
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MItDag dag_iterator(MItDag::kDepthFirst, MFn::kTransform, &status);
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if (!status) {
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status.perror("MItDag constructor");
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return false;
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}
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bool all_ok = true;
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while (!dag_iterator.isDone()) {
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MDagPath dag_path;
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status = dag_iterator.getPath(dag_path);
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if (!status) {
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status.perror("MItDag::getPath");
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} else {
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if (!process_chan_node(dag_path, skeleton_node)) {
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all_ok = false;
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}
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}
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dag_iterator.next();
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}
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// Now walk through the joints in that table and make sure they're
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// all set to use the correct frame frame.
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double fps = output_frame_rate / frame_inc;
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Tables::iterator ti;
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for (ti = _tables.begin(); ti != _tables.end(); ++ti) {
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JointAnim *joint_anim = (*ti).second;
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nassertr(joint_anim != (JointAnim *)NULL &&
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joint_anim->_anim != (EggXfmSAnim *)NULL, false);
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joint_anim->_anim->set_fps(fps);
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}
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// Now we can get the animation data by walking through all of the
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// frames, one at a time, and getting the joint angles at each
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// frame.
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// This is just a temporary EggGroup to receive the transform for
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// each joint each frame.
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PT(EggGroup) tgroup = new EggGroup;
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MTime frame(start_frame, MTime::uiUnit());
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MTime frame_stop(end_frame, MTime::uiUnit());
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while (frame <= frame_stop) {
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if (mayaegg_cat.is_debug()) {
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mayaegg_cat.debug(false)
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<< "frame " << frame.value() << "\n";
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} else {
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mayaegg_cat.info(false)
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<< ".";
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}
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MGlobal::viewFrame(frame);
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for (ti = _tables.begin(); ti != _tables.end(); ++ti) {
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JointAnim *joint_anim = (*ti).second;
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get_transform(joint_anim->_dag_path, tgroup);
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joint_anim->_anim->add_data(tgroup->get_transform());
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}
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frame += frame_inc;
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}
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mayaegg_cat.info(false)
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<< "\n";
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// Finally, clean up by deleting all of the JointAnim structures we
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// created.
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for (ti = _tables.begin(); ti != _tables.end(); ++ti) {
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JointAnim *joint_anim = (*ti).second;
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delete joint_anim;
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}
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_tables.clear();
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return all_ok;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::convert_hierarchy
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// Access: Private
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@ -376,7 +502,7 @@ convert_hierarchy(EggGroupNode *egg_root) {
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if (!status) {
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status.perror("MItDag::getPath");
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} else {
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if (!process_node(dag_path, egg_root)) {
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if (!process_model_node(dag_path, egg_root)) {
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all_ok = false;
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}
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}
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@ -388,7 +514,7 @@ convert_hierarchy(EggGroupNode *egg_root) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: MayaToEggConverter::process_node
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// Function: MayaToEggConverter::process_model_node
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// Access: Private
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// Description: Converts the indicated Maya node (given a MDagPath,
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// similar in concept to Panda's NodePath) to the
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@ -396,7 +522,7 @@ convert_hierarchy(EggGroupNode *egg_root) {
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// successful, false if an error was encountered.
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////////////////////////////////////////////////////////////////////
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bool MayaToEggConverter::
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process_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
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process_model_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
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MStatus status;
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MFnDagNode dag_node(dag_path, &status);
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if (!status) {
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@ -451,7 +577,9 @@ process_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
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return false;
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} else {
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get_transform(dag_path, egg_group);
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if (_animation_convert != AC_model) {
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get_transform(dag_path, egg_group);
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}
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MFnNurbsSurface surface(dag_path, &status);
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if (!status) {
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@ -471,7 +599,8 @@ process_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
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EggGroup *egg_group = get_egg_group(dag_path, egg_root);
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if (egg_group == (EggGroup *)NULL) {
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nout << "Cannot determine group node.\n";
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mayaegg_cat.error()
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<< "Cannot determine group node.\n";
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} else {
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get_transform(dag_path, egg_group);
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@ -496,7 +625,9 @@ process_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
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return false;
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||||
|
||||
} else {
|
||||
get_transform(dag_path, egg_group);
|
||||
if (_animation_convert != AC_model) {
|
||||
get_transform(dag_path, egg_group);
|
||||
}
|
||||
|
||||
MFnMesh mesh(dag_path, &status);
|
||||
if (!status) {
|
||||
@ -513,13 +644,53 @@ process_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
|
||||
EggGroup *egg_group = get_egg_group(dag_path, egg_root);
|
||||
|
||||
if (egg_group != (EggGroup *)NULL) {
|
||||
get_transform(dag_path, egg_group);
|
||||
if (_animation_convert != AC_model) {
|
||||
get_transform(dag_path, egg_group);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaToEggConverter::process_chan_node
|
||||
// Access: Private
|
||||
// Description: Similar to process_model_node(), but this code path
|
||||
// is followed only when we are building a table of
|
||||
// animation data (AC_chan). It just builds up the
|
||||
// EggTable hierarchy according to the joint table.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
bool MayaToEggConverter::
|
||||
process_chan_node(const MDagPath &dag_path, EggGroupNode *egg_root) {
|
||||
MStatus status;
|
||||
MFnDagNode dag_node(dag_path, &status);
|
||||
if (!status) {
|
||||
status.perror("MFnDagNode constructor");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (dag_path.hasFn(MFn::kJoint)) {
|
||||
// A joint.
|
||||
|
||||
if (mayaegg_cat.is_debug()) {
|
||||
mayaegg_cat.debug()
|
||||
<< dag_path.fullPathName() << ": " << dag_node.typeName();
|
||||
|
||||
if (MAnimUtil::isAnimated(dag_path)) {
|
||||
mayaegg_cat.debug(false)
|
||||
<< " (animated)";
|
||||
}
|
||||
|
||||
mayaegg_cat.debug(false) << "\n";
|
||||
}
|
||||
|
||||
get_egg_table(dag_path, egg_root);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaToEggConverter::get_transform
|
||||
// Access: Private
|
||||
@ -762,7 +933,8 @@ make_nurbs_surface(const MDagPath &dag_path, MFnNurbsSurface &surface,
|
||||
if (segment.hasFn(MFn::kNurbsCurve)) {
|
||||
MFnNurbsCurve curve(segment, &status);
|
||||
if (!status) {
|
||||
nout << "Trim curve appears to be a nurbs curve, but isn't.\n";
|
||||
mayaegg_cat.error()
|
||||
<< "Trim curve appears to be a nurbs curve, but isn't.\n";
|
||||
} else {
|
||||
// Finally, we have a valid curve!
|
||||
EggNurbsCurve *egg_curve =
|
||||
@ -773,7 +945,8 @@ make_nurbs_surface(const MDagPath &dag_path, MFnNurbsSurface &surface,
|
||||
}
|
||||
}
|
||||
} else {
|
||||
nout << "Trim curve segment is not a nurbs curve.\n";
|
||||
mayaegg_cat.error()
|
||||
<< "Trim curve segment is not a nurbs curve.\n";
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1199,7 +1372,7 @@ get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh,
|
||||
status.perror("MFnSkinCluster::getWeights");
|
||||
} else {
|
||||
if (influence_count != influence_objects.length()) {
|
||||
maya_cat.error()
|
||||
mayaegg_cat.error()
|
||||
<< "MFnSkinCluster::influenceObjects() returns "
|
||||
<< influence_objects.length()
|
||||
<< " objects, but MFnSkinCluster::getWeights() reports "
|
||||
@ -1289,6 +1462,74 @@ get_egg_group(const string &name, EggGroupNode *egg_root) {
|
||||
return egg_group;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaToEggConverter::get_egg_table
|
||||
// Access: Private
|
||||
// Description: Returns the EggTable corresponding to the indicated
|
||||
// fully-qualified Maya path name. This is similar to
|
||||
// get_egg_group(), but this variant is used only when
|
||||
// we are building a channel file, which is just a
|
||||
// hierarchical collection of animation tables.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
MayaToEggConverter::JointAnim *MayaToEggConverter::
|
||||
get_egg_table(const MDagPath &dag_path, EggGroupNode *egg_root) {
|
||||
string name = dag_path.fullPathName().asChar();
|
||||
|
||||
// If we have already encountered this pathname, return the
|
||||
// corresponding EggTable immediately.
|
||||
Tables::const_iterator ti = _tables.find(name);
|
||||
if (ti != _tables.end()) {
|
||||
return (*ti).second;
|
||||
}
|
||||
|
||||
// Otherwise, we have to create it.
|
||||
JointAnim *joint_anim;
|
||||
|
||||
if (name.empty()) {
|
||||
// This is the top.
|
||||
joint_anim = (JointAnim *)NULL;
|
||||
|
||||
} else {
|
||||
// Maya uses vertical bars to separate path components. Remove
|
||||
// everything from the rightmost bar on; this will give us the
|
||||
// parent's path name.
|
||||
size_t bar = name.rfind("|");
|
||||
string parent_name, local_name;
|
||||
if (bar != string::npos) {
|
||||
parent_name = name.substr(0, bar);
|
||||
local_name = name.substr(bar + 1);
|
||||
} else {
|
||||
local_name = name;
|
||||
}
|
||||
|
||||
// Look only one level up for the parent. If it hasn't been
|
||||
// defined yet, don't define it; instead, just start from the
|
||||
// root.
|
||||
JointAnim *parent_joint_anim = NULL;
|
||||
if (!parent_name.empty()) {
|
||||
ti = _tables.find(parent_name);
|
||||
if (ti != _tables.end()) {
|
||||
parent_joint_anim = (*ti).second;
|
||||
}
|
||||
}
|
||||
|
||||
joint_anim = new JointAnim;
|
||||
joint_anim->_dag_path = dag_path;
|
||||
joint_anim->_table = new EggTable(local_name);
|
||||
joint_anim->_anim = new EggXfmSAnim("xform", _egg_data->get_coordinate_system());
|
||||
joint_anim->_table->add_child(joint_anim->_anim);
|
||||
|
||||
if (parent_joint_anim != (JointAnim *)NULL) {
|
||||
parent_joint_anim->_table->add_child(joint_anim->_table);
|
||||
} else {
|
||||
egg_root->add_child(joint_anim->_table);
|
||||
}
|
||||
}
|
||||
|
||||
_tables.insert(Tables::value_type(name, joint_anim));
|
||||
return joint_anim;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: MayaShader::set_shader_attributes
|
||||
// Access: Public
|
||||
|
@ -28,11 +28,17 @@
|
||||
#include "distanceUnit.h"
|
||||
#include "coordinateSystem.h"
|
||||
|
||||
#include "pre_maya_include.h"
|
||||
#include <maya/MDagPath.h>
|
||||
#include "post_maya_include.h"
|
||||
|
||||
class EggData;
|
||||
class EggGroup;
|
||||
class EggTable;
|
||||
class EggVertexPool;
|
||||
class EggNurbsCurve;
|
||||
class EggPrimitive;
|
||||
class EggXfmSAnim;
|
||||
|
||||
class MDagPath;
|
||||
class MFnNurbsSurface;
|
||||
@ -69,11 +75,14 @@ public:
|
||||
void close_api();
|
||||
|
||||
private:
|
||||
bool convert_flip(double start_frame, double end_frame,
|
||||
double frame_inc, double output_frame_rate);
|
||||
bool convert_char_model();
|
||||
bool convert_flip(double start_frame, double end_frame, double frame_inc,
|
||||
double output_frame_rate);
|
||||
bool convert_char_chan(double start_frame, double end_frame,
|
||||
double frame_inc, double output_frame_rate);
|
||||
bool convert_hierarchy(EggGroupNode *egg_root);
|
||||
bool process_node(const MDagPath &dag_path, EggGroupNode *egg_root);
|
||||
bool process_model_node(const MDagPath &dag_path, EggGroupNode *egg_root);
|
||||
bool process_chan_node(const MDagPath &dag_path, EggGroupNode *egg_root);
|
||||
void get_transform(const MDagPath &dag_path, EggGroup *egg_group);
|
||||
|
||||
// I ran into core dumps trying to pass around a MFnMesh object by
|
||||
@ -96,15 +105,26 @@ private:
|
||||
bool get_vertex_weights(const MDagPath &dag_path, const MFnMesh &mesh,
|
||||
EggGroupNode *egg_root,
|
||||
pvector<EggGroup *> &joints, MFloatArray &weights);
|
||||
class JointAnim {
|
||||
public:
|
||||
MDagPath _dag_path;
|
||||
EggTable *_table;
|
||||
EggXfmSAnim *_anim;
|
||||
};
|
||||
|
||||
EggGroup *get_egg_group(const MDagPath &dag_path, EggGroupNode *egg_root);
|
||||
EggGroup *get_egg_group(const string &name, EggGroupNode *egg_root);
|
||||
JointAnim *get_egg_table(const MDagPath &dag_path, EggGroupNode *egg_root);
|
||||
JointAnim *get_egg_table(const string &name, EggGroupNode *egg_root);
|
||||
void set_shader_attributes(EggPrimitive &primitive,
|
||||
const MayaShader &shader);
|
||||
|
||||
typedef pmap<string, EggGroup *> Groups;
|
||||
Groups _groups;
|
||||
|
||||
typedef pmap<string, JointAnim *> Tables;
|
||||
Tables _tables;
|
||||
|
||||
string _program_name;
|
||||
|
||||
public:
|
||||
|
@ -110,6 +110,9 @@ run() {
|
||||
if (_got_frame_inc) {
|
||||
converter.set_frame_inc(_frame_inc);
|
||||
}
|
||||
if (_got_neutral_frame) {
|
||||
converter.set_neutral_frame(_neutral_frame);
|
||||
}
|
||||
if (_got_input_frame_rate) {
|
||||
converter.set_input_frame_rate(_input_frame_rate);
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user