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/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file blender/collada/SceneExporter.cpp
* \ingroup collada
extern "C" {
#include "BLI_utildefines.h"
#include "BKE_collection.h"
#include "BKE_object.h"
#include "BLI_listbase.h"
}
#include "SceneExporter.h"
#include "collada_utils.h"
void SceneExporter::exportScene()
{
Scene *scene = blender_context.get_scene();
// <library_visual_scenes> <visual_scene>
std::string name = id_name(scene);
openVisualScene(translate_id(name), encode_xml(name));
exportHierarchy();
closeVisualScene();
closeLibrary();
void SceneExporter::exportHierarchy()
LinkNode *node;
std::vector<Object *> base_objects;
// Ensure all objects in the export_set are marked
for (node = this->export_settings->export_set; node; node = node->next) {
Object *ob = (Object *) node->link;
ob->id.tag |= LIB_TAG_DOIT;
// Now find all exportable base objects (highest in export hierarchy)
if (bc_is_base_node(this->export_settings->export_set, ob)) {
switch (ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_GPENCIL:
case OB_ARMATURE:
base_objects.push_back(ob);
break;
// And now export the base objects:
for (int index = 0; index < base_objects.size(); index++) {
Object *ob = base_objects[index];
if (bc_is_marked(ob)) {
bc_remove_mark(ob);
writeNodes(ob);
void SceneExporter::writeNodeList(std::vector<Object *> &child_objects, Object *parent)
/* TODO: Handle the case where a parent is not exported
Actually i am not even sure if this can be done at all
in a good way.
I really prefer to enforce the export of hidden
elements in an object hierarchy. When the children of
the hidden elements are exported as well.
for (int i = 0; i < child_objects.size(); ++i) {
Object *child = child_objects[i];
if (bc_is_marked(child)) {
bc_remove_mark(child);
writeNodes(child);
void SceneExporter::writeNodes(Object *ob)
ViewLayer *view_layer = blender_context.get_view_layer();
std::vector<Object *> child_objects;
bc_get_children(child_objects, ob, view_layer);
bool can_export = bc_is_in_Export_set(this->export_settings->export_set, ob, view_layer);
// Add associated armature first if available
bool armature_exported = false;
Object *ob_arm = bc_get_assigned_armature(ob);
if (ob_arm != NULL) {
armature_exported = bc_is_in_Export_set(this->export_settings->export_set, ob_arm, view_layer);
if (armature_exported && bc_is_marked(ob_arm)) {
bc_remove_mark(ob_arm);
writeNodes(ob_arm);
armature_exported = true;
if (can_export) {
COLLADASW::Node colladaNode(mSW);
colladaNode.setNodeId(translate_id(id_name(ob)));
colladaNode.setNodeName(encode_xml(id_name(ob)));
colladaNode.setType(COLLADASW::Node::NODE);
colladaNode.start();
if (ob->type == OB_MESH && armature_exported) {
// for skinned mesh we write obmat in <bind_shape_matrix>
TransformWriter::add_node_transform_identity(colladaNode);
else {
TransformWriter::add_node_transform_ob(
colladaNode,
ob,
this->export_settings->export_transformation_type,
this->export_settings->limit_precision
);
// <instance_geometry>
if (ob->type == OB_MESH) {
bool instance_controller_created = false;
if (armature_exported) {
instance_controller_created = arm_exporter->add_instance_controller(ob);
if (!instance_controller_created) {
COLLADASW::InstanceGeometry instGeom(mSW);
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, this->export_settings->use_object_instantiation)));
instGeom.setName(encode_xml(id_name(ob)));
InstanceWriter::add_material_bindings(instGeom.getBindMaterial(),
this->export_settings->active_uv_only);
instGeom.add();
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(ob, view_layer, this, child_objects);
// <instance_camera>
else if (ob->type == OB_CAMERA) {
COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
instCam.add();
// <instance_light>
else if (ob->type == OB_LAMP) {
COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
instLa.add();
// empty object
else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLICOLLECTION
if ((ob->transflag & OB_DUPLICOLLECTION) == OB_DUPLICOLLECTION && ob->dup_group) {
Collection *collection = ob->dup_group;
/* printf("group detected '%s'\n", group->id.name + 2); */
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN(collection, object)
printf("\t%s\n", object->id.name);
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
if (BLI_listbase_is_empty(&ob->constraints) == false) {
bConstraint *con = (bConstraint *)ob->constraints.first;
while (con) {
std::string con_name(encode_xml(con->name));
std::string con_tag = con_name + "_constraint";
printf("%s\n", con_name.c_str());
printf("%s\n\n", con_tag.c_str());
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "type", con->type);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "enforce", con->enforce);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "flag", con->flag);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "headtail", con->headtail);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "lin_error", con->lin_error);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "own_space", con->ownspace);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "rot_error", con->rot_error);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "tar_space", con->tarspace);
//not ideal: add the target object name as another parameter.
//No real mapping in the .dae
//Need support for multiple target objects also.
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = { NULL, NULL };
if (cti && cti->get_constraint_targets) {
bConstraintTarget *ct;
Object *obtar;
cti->get_constraint_targets(con, &targets);
for (ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
obtar = ct->tar;
std::string tar_id((obtar) ? id_name(obtar) : "");
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "target_id", tar_id);
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 1);
con = con->next;
writeNodeList(child_objects, ob);
colladaNode.end();