?? ogremayaskeleton.cpp
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/*
============================================================================
This source file is part of the Ogre-Maya Tools.
Distributed as part of Ogre (Object-oriented Graphics Rendering Engine).
Copyright (C) 2003 Fifty1 Software Inc., Bytelords
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
or go to http://www.gnu.org/licenses/gpl.txt
============================================================================
*/
#include "OgreMayaSkeleton.h"
#include "OgreMayaOptions.h"
#include <maya/MString.h>
#include <maya/MArgList.h>
#include <maya/MAnimControl.h>
#include <maya/MFnMesh.h>
#include <maya/MFnIkJoint.h>
#include <maya/MFnDagNode.h>
#include <maya/MFnSkinCluster.h>
#include <maya/MFnMatrixData.h>
#include <maya/MFnSet.h>
#include <maya/MFnLambertShader.h>
#include <maya/MFnBlinnShader.h>
#include <maya/MFnPhongShader.h>
#include <maya/MItGeometry.h>
#include <maya/MItDag.h>
#include <maya/MItDependencyGraph.h>
#include <maya/MItDependencyNodes.h>
#include <maya/MItMeshVertex.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MPlug.h>
#include <maya/MDagPathArray.h>
#include <maya/MFloatPointArray.h>
#include <maya/MFloatVectorArray.h>
#include <maya/MFloatArray.h>
#include <maya/MPointArray.h>
#include <maya/MMatrix.h>
#include <maya/MGlobal.h>
#include <maya/MStatus.h>
#include <iostream>
namespace OgreMaya {
using namespace std;
void printMMatrix(MMatrix const& m) {
cout.setf(ios::showpos | ios::fixed);
cout.precision(5);
cout << "("<<m(0,0)<<", "<<m(0,1)<<", "<<m(0,2)<<", "<<m(0,3)<<")" << '\n';
cout << "("<<m(1,0)<<", "<<m(1,1)<<", "<<m(1,2)<<", "<<m(1,3)<<")" << '\n';
cout << "("<<m(2,0)<<", "<<m(2,1)<<", "<<m(2,2)<<", "<<m(2,3)<<")" << '\n';
cout << "("<<m(3,0)<<", "<<m(3,1)<<", "<<m(3,2)<<", "<<m(3,3)<<")" << '\n';
}
void printMQuaternion(MQuaternion const& q) {
cout.setf(ios::showpos | ios::fixed);
cout.precision(5);
cout << "("<<q[0]<<", "<<q[1]<<", "<<q[2]<<", "<<q[3]<<")" << '\n';
}
void printMVector(MVector const& v) {
cout.setf(ios::showpos | ios::fixed);
cout.precision(5);
cout << "("<<v[0]<<", "<<v[1]<<", "<<v[2]<<")" << '\n';
}
// --------------------------------------------------------------------------
/** Standard constructor. Creates Ogre Mesh and defines known options.
*/
// --------------------------------------------------------------------------
SkeletonGenerator::SkeletonGenerator() {
}
// --------------------------------------------------------------------------
/** Destructor.
*/
// --------------------------------------------------------------------------
SkeletonGenerator::~SkeletonGenerator()
{
}
// --------------------------------------------------------------------------
/** Find and export all joints
\return True if exported ok, false otherwise
*/
// --------------------------------------------------------------------------
bool SkeletonGenerator::exportAll() {
if(!_querySkeleton())
return false;
if(!_querySkeletonAnim())
return false;
MGlobal::executeCommand("ikSystem -e -sol 0;");
MGlobal::selectByName(root->name.c_str());
MGlobal::executeCommand("dagPose -r -g -bp");
MGlobal::executeCommand("dagPose -r -g -bp");
//MGlobal::executeCommand("currentTime -edit 0");
/*
MGlobal::executeCommand("ikSystem -e -sol 0;");
MGlobal::executeCommand((string("select ")+root->name).c_str());
MGlobal::executeCommand("dagPose -r -g -bp");
*/
/////////////////////////////////////////////
{
ofstream out(OPTIONS.outSkelFile.c_str());
out.precision(5);
out.setf(ios::fixed);
out << "<skeleton>\n";
//
// BONES
//
out << "\t<bones>\n";
SkeletonJointList::iterator it, end;
MVector axis;
double angle;
for(it=jointList.begin(), end=jointList.end(); it!=end; ++it) {
SkeletonJoint& j = **it;
/*
cout << "* worldMatrix:\n";
printMMatrix(j.worldMatrix);
cout << "* relPos:\n";
printMVector(j.relPos);
cout << "* relRot:\n";
printMQuaternion(j.relRot);
cout << "----------------------------\n";
*/
j.relRot.getAxisAngle(axis, angle);
out << "\t\t<bone id=\""<<j.index<<"\" name=\""<<j.name<<"\">\n";
out << "\t\t\t<position x=\""<<j.relPos.x<<"\" y=\""<<j.relPos.y<<"\" z=\""<<j.relPos.z<<"\"/>\n";
out << "\t\t\t<rotation angle=\""<<((float)angle)<<"\">\n";
out << "\t\t\t\t<axis x=\""<<axis.x<<"\" y=\""<<axis.y<<"\" z=\""<<axis.z<<"\"/>\n";
out << "\t\t\t</rotation>\n";
out << "\t\t</bone>\n";
}
out << "\t</bones>\n";
//
// HIERARCHY
//
out << "\t<bonehierarchy>\n";
for(it=jointList.begin(), end=jointList.end(); it!=end; ++it) {
SkeletonJoint& j = **it;
if(j.hasParent) {
out << "\t\t<boneparent bone=\""<<j.name<<"\" parent=\""<<j.parentName<<"\"/>\n";
}
}
out << "\t</bonehierarchy>\n";
//
// ANIMATIONS
//
out << "\t<animations>\n";
AnimationMap::iterator animIt = animations.begin();
AnimationMap::iterator animEnd = animations.end();
for(; animIt!=animEnd; ++animIt) {
string animName = (*animIt).first;
Animation& anim = (*animIt).second;
out << "\t\t<animation name=\""<<animName.c_str()<<"\" ";
out << "length=\""<<anim.time<<"\">\n";
out << "\t\t\t<tracks>\n";
KeyframesMap::iterator keyframesIt = anim.keyframes.begin();
KeyframesMap::iterator keyframesEnd = anim.keyframes.end();
for(; keyframesIt!=keyframesEnd; ++keyframesIt) {
string boneName = (*keyframesIt).first;
KeyframeList& l = (*keyframesIt).second;
out << "\t\t\t\t<track bone=\""<<boneName.c_str()<<"\">\n";
out << "\t\t\t\t\t<keyframes>\n";
KeyframeList::iterator it = l.begin();
KeyframeList::iterator end = l.end();
for(;it!=end; ++it) {
Keyframe& k = *it;
MVector axis;
double angle;
k.rot.getAxisAngle(axis, angle);
out << "\t\t\t\t\t\t<keyframe time=\""<<k.time<<"\">\n";
out << "\t\t\t\t\t\t\t<translate x=\""<<k.pos.x<<"\" y=\""<<k.pos.y<<"\" z=\""<<k.pos.z<<"\"/>\n";
out << "\t\t\t\t\t\t\t<rotate angle=\""<<((float)angle)<<"\">\n";
out << "\t\t\t\t\t\t\t\t<axis x=\""<<axis.x<<"\" y=\""<<axis.y<<"\" z=\""<<axis.z<<"\"/>\n";
out << "\t\t\t\t\t\t\t</rotate>\n";
out << "\t\t\t\t\t\t</keyframe>\n";
}
out << "\t\t\t\t\t</keyframes>\n";
out << "\t\t\t\t</track>\n";
}
out << "\t\t\t</tracks>\n";
out << "\t\t</animation>\n";
}
out << "\t</animations>\n";
out << "</skeleton>\n";
}
deleteAll(jointList.begin(), jointList.end());
return true;
}
// --------------------------------------------------------------------------
/** Finds and exports all joints
\return True if exported ok, false otherwise
*/
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