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blender-archive/source/blender/collada/MeshImporter.cpp

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
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/** \file blender/collada/MeshImporter.cpp
* \ingroup collada
*/
#include <algorithm>
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#if !defined(WIN32) || defined(FREE_WINDOWS)
#include <iostream>
#endif
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWPolygons.h"
extern "C" {
#include "BKE_blender.h"
#include "BKE_customdata.h"
#include "BKE_displist.h"
#include "BKE_global.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_object.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_edgehash.h"
#include "MEM_guardedalloc.h"
}
#include "ArmatureImporter.h"
#include "MeshImporter.h"
#include "collada_utils.h"
// get node name, or fall back to original id if not present (name is optional)
template<class T>
static const char *bc_get_dae_name(T *node)
{
const std::string& name = node->getName();
return name.size() ? name.c_str() : node->getOriginalId().c_str();
}
static const char *bc_primTypeToStr(COLLADAFW::MeshPrimitive::PrimitiveType type)
{
switch (type) {
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case COLLADAFW::MeshPrimitive::LINES:
return "LINES";
case COLLADAFW::MeshPrimitive::LINE_STRIPS:
return "LINESTRIPS";
case COLLADAFW::MeshPrimitive::POLYGONS:
return "POLYGONS";
case COLLADAFW::MeshPrimitive::POLYLIST:
return "POLYLIST";
case COLLADAFW::MeshPrimitive::TRIANGLES:
return "TRIANGLES";
case COLLADAFW::MeshPrimitive::TRIANGLE_FANS:
return "TRIANGLE_FANS";
case COLLADAFW::MeshPrimitive::TRIANGLE_STRIPS:
return "TRIANGLE_FANS";
case COLLADAFW::MeshPrimitive::POINTS:
return "POINTS";
case COLLADAFW::MeshPrimitive::UNDEFINED_PRIMITIVE_TYPE:
return "UNDEFINED_PRIMITIVE_TYPE";
}
return "UNKNOWN";
}
static const char *bc_geomTypeToStr(COLLADAFW::Geometry::GeometryType type)
{
switch (type) {
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case COLLADAFW::Geometry::GEO_TYPE_MESH:
return "MESH";
case COLLADAFW::Geometry::GEO_TYPE_SPLINE:
return "SPLINE";
case COLLADAFW::Geometry::GEO_TYPE_CONVEX_MESH:
return "CONVEX_MESH";
case COLLADAFW::Geometry::GEO_TYPE_UNKNOWN:
default:
return "UNKNOWN";
}
}
UVDataWrapper::UVDataWrapper(COLLADAFW::MeshVertexData& vdata) : mVData(&vdata)
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{
}
#ifdef COLLADA_DEBUG
void WVDataWrapper::print()
{
fprintf(stderr, "UVs:\n");
switch (mVData->getType()) {
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case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT:
{
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COLLADAFW::ArrayPrimitiveType<float> *values = mVData->getFloatValues();
if (values->getCount()) {
for (int i = 0; i < values->getCount(); i += 2) {
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fprintf(stderr, "%.1f, %.1f\n", (*values)[i], (*values)[i + 1]);
}
}
}
break;
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case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE:
{
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COLLADAFW::ArrayPrimitiveType<double> *values = mVData->getDoubleValues();
if (values->getCount()) {
for (int i = 0; i < values->getCount(); i += 2) {
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fprintf(stderr, "%.1f, %.1f\n", (float)(*values)[i], (float)(*values)[i + 1]);
}
}
}
break;
}
fprintf(stderr, "\n");
}
#endif
void UVDataWrapper::getUV(int uv_index, float *uv)
{
int stride = mVData->getStride(0);
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if (stride == 0) stride = 2;
switch (mVData->getType()) {
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case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT:
{
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COLLADAFW::ArrayPrimitiveType<float> *values = mVData->getFloatValues();
if (values->empty()) return;
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uv[0] = (*values)[uv_index * stride];
uv[1] = (*values)[uv_index * stride + 1];
}
break;
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case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE:
{
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COLLADAFW::ArrayPrimitiveType<double> *values = mVData->getDoubleValues();
if (values->empty()) return;
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uv[0] = (float)(*values)[uv_index * stride];
uv[1] = (float)(*values)[uv_index * stride + 1];
}
break;
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case COLLADAFW::MeshVertexData::DATA_TYPE_UNKNOWN:
default:
fprintf(stderr, "MeshImporter.getUV(): unknown data type\n");
}
}
void MeshImporter::set_face_indices(MFace *mface, unsigned int *indices, bool quad)
{
mface->v1 = indices[0];
mface->v2 = indices[1];
mface->v3 = indices[2];
if (quad) mface->v4 = indices[3];
else mface->v4 = 0;
#ifdef COLLADA_DEBUG
// fprintf(stderr, "%u, %u, %u\n", indices[0], indices[1], indices[2]);
#endif
}
// not used anymore, test_index_face from blenkernel is better
#if 0
// change face indices order so that v4 is not 0
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void MeshImporter::rotate_face_indices(MFace *mface)
{
mface->v4 = mface->v1;
mface->v1 = mface->v2;
mface->v2 = mface->v3;
mface->v3 = 0;
}
#endif
void MeshImporter::set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
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COLLADAFW::IndexList& index_list, unsigned int *tris_indices)
{
// per face vertex indices, this means for quad we have 4 indices, not 8
COLLADAFW::UIntValuesArray& indices = index_list.getIndices();
uvs.getUV(indices[tris_indices[0]], mtface->uv[0]);
uvs.getUV(indices[tris_indices[1]], mtface->uv[1]);
uvs.getUV(indices[tris_indices[2]], mtface->uv[2]);
}
void MeshImporter::set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
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COLLADAFW::IndexList& index_list, int index, bool quad)
{
// per face vertex indices, this means for quad we have 4 indices, not 8
COLLADAFW::UIntValuesArray& indices = index_list.getIndices();
uvs.getUV(indices[index + 0], mtface->uv[0]);
uvs.getUV(indices[index + 1], mtface->uv[1]);
uvs.getUV(indices[index + 2], mtface->uv[2]);
if (quad) uvs.getUV(indices[index + 3], mtface->uv[3]);
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#ifdef COLLADA_DEBUG
if (quad) {
fprintf(stderr, "face uv:\n"
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"((%d, %d, %d, %d))\n"
"((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n",
indices[index + 0],
indices[index + 1],
indices[index + 2],
indices[index + 3],
mtface->uv[0][0], mtface->uv[0][1],
mtface->uv[1][0], mtface->uv[1][1],
mtface->uv[2][0], mtface->uv[2][1],
mtface->uv[3][0], mtface->uv[3][1]);
}
else {
fprintf(stderr, "face uv:\n"
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"((%d, %d, %d))\n"
"((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n",
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indices[index + 0],
indices[index + 1],
indices[index + 2],
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mtface->uv[0][0], mtface->uv[0][1],
mtface->uv[1][0], mtface->uv[1][1],
mtface->uv[2][0], mtface->uv[2][1]);
}
#endif
}
#ifdef COLLADA_DEBUG
void MeshImporter::print_index_list(COLLADAFW::IndexList& index_list)
{
fprintf(stderr, "Index list for \"%s\":\n", index_list.getName().c_str());
for (int i = 0; i < index_list.getIndicesCount(); i += 2) {
fprintf(stderr, "%u, %u\n", index_list.getIndex(i), index_list.getIndex(i + 1));
}
fprintf(stderr, "\n");
}
#endif
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bool MeshImporter::is_nice_mesh(COLLADAFW::Mesh *mesh) // checks if mesh has supported primitive types: lines, polylist, triangles, triangle_fans
{
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
const char *name = bc_get_dae_name(mesh);
for (unsigned i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
COLLADAFW::MeshPrimitive::PrimitiveType type = mp->getPrimitiveType();
const char *type_str = bc_primTypeToStr(type);
// OpenCollada passes POLYGONS type for <polylist>
if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) {
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COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons *)mp;
COLLADAFW::Polygons::VertexCountArray& vca = mpvc->getGroupedVerticesVertexCountArray();
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for (unsigned int j = 0; j < vca.getCount(); j++) {
int count = vca[j];
if (count < 3) {
fprintf(stderr, "Primitive %s in %s has at least one face with vertex count < 3\n",
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type_str, name);
return false;
}
}
}
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else if (type == COLLADAFW::MeshPrimitive::LINES) {
// TODO: Add Checker for line syntax here
}
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else if (type != COLLADAFW::MeshPrimitive::TRIANGLES && type != COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
fprintf(stderr, "Primitive type %s is not supported.\n", type_str);
return false;
}
}
if (mesh->getPositions().empty()) {
fprintf(stderr, "Mesh %s has no vertices.\n", name);
return false;
}
return true;
}
void MeshImporter::read_vertices(COLLADAFW::Mesh *mesh, Mesh *me)
{
// vertices
COLLADAFW::MeshVertexData& pos = mesh->getPositions();
int stride = pos.getStride(0);
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if (stride == 0) stride = 3;
me->totvert = mesh->getPositions().getFloatValues()->getCount() / stride;
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me->mvert = (MVert *)CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, me->totvert);
MVert *mvert;
int i;
for (i = 0, mvert = me->mvert; i < me->totvert; i++, mvert++) {
get_vector(mvert->co, pos, i, stride);
}
}
int MeshImporter::triangulate_poly(unsigned int *indices, int totvert, MVert *verts, std::vector<unsigned int>& tri)
{
ListBase dispbase;
DispList *dl;
float *vert;
int i = 0;
dispbase.first = dispbase.last = NULL;
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dl = (DispList *)MEM_callocN(sizeof(DispList), "poly disp");
dl->nr = totvert;
dl->type = DL_POLY;
dl->parts = 1;
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dl->verts = vert = (float *)MEM_callocN(totvert * 3 * sizeof(float), "poly verts");
dl->index = (int *)MEM_callocN(sizeof(int) * 3 * totvert, "dl index");
BLI_addtail(&dispbase, dl);
for (i = 0; i < totvert; i++) {
copy_v3_v3(vert, verts[indices[i]].co);
vert += 3;
}
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BKE_displist_fill(&dispbase, &dispbase, 0);
int tottri = 0;
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dl = (DispList *)dispbase.first;
if (dl->type == DL_INDEX3) {
tottri = dl->parts;
int *index = dl->index;
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for (i = 0; i < tottri; i++) {
int t[3] = {*index, *(index + 1), *(index + 2)};
std::sort(t, t + 3);
tri.push_back(t[0]);
tri.push_back(t[1]);
tri.push_back(t[2]);
index += 3;
}
}
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BKE_displist_free(&dispbase);
return tottri;
}
int MeshImporter::count_new_tris(COLLADAFW::Mesh *mesh, Mesh *me)
{
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
unsigned int i;
int tottri = 0;
for (i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
int type = mp->getPrimitiveType();
size_t prim_totface = mp->getFaceCount();
unsigned int *indices = mp->getPositionIndices().getData();
if (type == COLLADAFW::MeshPrimitive::POLYLIST ||
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type == COLLADAFW::MeshPrimitive::POLYGONS)
{
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons *)mp;
COLLADAFW::Polygons::VertexCountArray& vcounta = mpvc->getGroupedVerticesVertexCountArray();
for (unsigned int j = 0; j < prim_totface; j++) {
int vcount = vcounta[j];
if (vcount > 4) {
std::vector<unsigned int> tri;
// tottri += triangulate_poly(indices, vcount, me->mvert, tri) - 1; // XXX why - 1?!
tottri += triangulate_poly(indices, vcount, me->mvert, tri);
}
indices += vcount;
}
}
}
return tottri;
}
// =====================================================================
// condition 1: The Primitive has normals
// condition 2: The number of normals equals the number of faces.
// return true if both conditions apply.
// return false otherwise.
// =====================================================================
bool MeshImporter::primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp) {
bool has_useable_normals = false;
int normals_count = mp->getNormalIndices().getCount();
if (normals_count > 0) {
int index_count = mp->getPositionIndices().getCount();
if (index_count == normals_count)
has_useable_normals = true;
else {
fprintf(stderr,
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"Warning: Number of normals %d is different from the number of vertices %d, skipping normals\n",
normals_count, index_count);
}
}
return has_useable_normals;
}
// =====================================================================
// Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS
// have faces. (to be verified)
// =====================================================================
bool MeshImporter::primitive_has_faces(COLLADAFW::MeshPrimitive *mp) {
bool has_faces = false;
int type = mp->getPrimitiveType();
switch (type) {
case COLLADAFW::MeshPrimitive::TRIANGLES:
case COLLADAFW::MeshPrimitive::TRIANGLE_FANS:
case COLLADAFW::MeshPrimitive::POLYLIST:
case COLLADAFW::MeshPrimitive::POLYGONS: {
has_faces = true;
break;
}
default: {
has_faces = false;
break;
}
}
return has_faces;
}
// =================================================================
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// Return the number of faces by summing up
// the facecounts of the parts.
// hint: This is done because mesh->getFacesCount() does
// count loose edges as extra faces, which is not what we want here.
// =================================================================
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void MeshImporter::allocate_face_data(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris)
{
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
int total_facecount = 0;
// collect edge_count and face_count from all parts
for (int i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
int type = mp->getPrimitiveType();
switch (type) {
case COLLADAFW::MeshPrimitive::TRIANGLES:
case COLLADAFW::MeshPrimitive::TRIANGLE_FANS:
case COLLADAFW::MeshPrimitive::POLYLIST:
case COLLADAFW::MeshPrimitive::POLYGONS: {
size_t prim_totface = mp->getFaceCount();
total_facecount += prim_totface;
break;
}
default: break;
}
}
// allocate space for faces
if (total_facecount > 0) {
me->totface = total_facecount + new_tris;
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me->mface = (MFace *)CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, me->totface);
}
}
unsigned int MeshImporter::get_loose_edge_count(COLLADAFW::Mesh *mesh) {
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
int loose_edge_count = 0;
// collect edge_count and face_count from all parts
for (int i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
int type = mp->getPrimitiveType();
switch (type) {
case COLLADAFW::MeshPrimitive::LINES: {
size_t prim_totface = mp->getFaceCount();
loose_edge_count += prim_totface;
break;
}
default: break;
}
}
return loose_edge_count;
}
// =================================================================
// This functin is copied from source/blender/editors/mesh/mesh_data.c
//
// TODO: (As discussed with sergey-) :
// Maybe move this function to blenderkernel/intern/mesh.c
// and add definition to BKE_mesh.c
// =================================================================
void MeshImporter::mesh_add_edges(Mesh *mesh, int len)
{
CustomData edata;
MEdge *medge;
int i, totedge;
if (len == 0)
return;
totedge = mesh->totedge + len;
/* update customdata */
CustomData_copy(&mesh->edata, &edata, CD_MASK_MESH, CD_DEFAULT, totedge);
CustomData_copy_data(&mesh->edata, &edata, 0, 0, mesh->totedge);
if (!CustomData_has_layer(&edata, CD_MEDGE))
CustomData_add_layer(&edata, CD_MEDGE, CD_CALLOC, NULL, totedge);
CustomData_free(&mesh->edata, mesh->totedge);
mesh->edata = edata;
mesh_update_customdata_pointers(mesh, FALSE); /* new edges don't change tessellation */
/* set default flags */
medge = &mesh->medge[mesh->totedge];
for (i = 0; i < len; i++, medge++)
medge->flag = ME_EDGEDRAW | ME_EDGERENDER | SELECT;
mesh->totedge = totedge;
}
// =================================================================
// Read all loose edges.
// Important: This function assumes that all edges from existing
// faces have allready been generated and added to me->medge
// So this function MUST be called after read_faces() (see below)
// =================================================================
void MeshImporter::read_lines(COLLADAFW::Mesh *mesh, Mesh *me)
{
unsigned int loose_edge_count = get_loose_edge_count(mesh);
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if (loose_edge_count > 0) {
unsigned int face_edge_count = me->totedge;
/* unsigned int total_edge_count = loose_edge_count + face_edge_count; */ /* UNUSED */
mesh_add_edges(me, loose_edge_count);
MEdge *med = me->medge + face_edge_count;
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
for (int i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
int type = mp->getPrimitiveType();
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if (type == COLLADAFW::MeshPrimitive::LINES) {
unsigned int edge_count = mp->getFaceCount();
unsigned int *indices = mp->getPositionIndices().getData();
for (int i = 0; i < edge_count; i++, med++) {
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med->bweight = 0;
med->crease = 0;
med->flag |= ME_LOOSEEDGE;
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med->v1 = indices[2 * i];
med->v2 = indices[2 * i + 1];
}
}
}
}
}
// =======================================================================
// Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
// Important: This function MUST be called before read_lines()
// Otherwise we will loose all edges from faces (see read_lines() above)
//
// TODO: import uv set names
// ========================================================================
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void MeshImporter::read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris) //TODO:: Refactor. Possibly replace by iterators
{
unsigned int i;
allocate_face_data(mesh, me, new_tris);
// allocate UV Maps
unsigned int totuvset = mesh->getUVCoords().getInputInfosArray().getCount();
for (i = 0; i < totuvset; i++) {
if (mesh->getUVCoords().getLength(i) == 0) {
totuvset = 0;
break;
}
}
for (i = 0; i < totuvset; i++) {
COLLADAFW::MeshVertexData::InputInfos *info = mesh->getUVCoords().getInputInfosArray()[i];
CustomData_add_layer_named(&me->fdata, CD_MTFACE, CD_CALLOC, NULL, me->totface, info->mName.c_str());
//this->set_layername_map[i] = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
}
// activate the first uv map
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if (totuvset) me->mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, 0);
UVDataWrapper uvs(mesh->getUVCoords());
#ifdef COLLADA_DEBUG
// uvs.print();
#endif
MFace *mface = me->mface;
MaterialIdPrimitiveArrayMap mat_prim_map;
int face_index = 0;
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
COLLADAFW::MeshVertexData& nor = mesh->getNormals();
for (i = 0; i < prim_arr.getCount(); i++) {
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
// faces
size_t prim_totface = mp->getFaceCount();
unsigned int *indices = mp->getPositionIndices().getData();
unsigned int *nind = mp->getNormalIndices().getData();
bool mp_has_normals = primitive_has_useable_normals(mp);
bool mp_has_faces = primitive_has_faces(mp);
int type = mp->getPrimitiveType();
int index = 0;
// since we cannot set mface->mat_nr here, we store a portion of me->mface in Primitive
Primitive prim = {mface, 0};
COLLADAFW::IndexListArray& index_list_array = mp->getUVCoordIndicesArray();
#ifdef COLLADA_DEBUG
/*
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fprintf(stderr, "Primitive %d:\n", i);
for (unsigned int j = 0; j < totuvset; j++) {
print_index_list(*index_list_array[j]);
}
*/
#endif
if (type == COLLADAFW::MeshPrimitive::TRIANGLES) {
for (unsigned int j = 0; j < prim_totface; j++) {
set_face_indices(mface, indices, false);
indices += 3;
#if 0
for (unsigned int k = 0; k < totuvset; k++) {
if (!index_list_array.empty() && index_list_array[k]) {
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, false);
}
}
#else
for (unsigned int k = 0; k < index_list_array.getCount(); k++) {
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
set_face_uv(&mtface[face_index], uvs, *index_list_array[k], index, false);
}
#endif
test_index_face(mface, &me->fdata, face_index, 3);
if (mp_has_normals) {
if (!flat_face(nind, nor, 3))
mface->flag |= ME_SMOOTH;
nind += 3;
}
index += 3;
mface++;
face_index++;
prim.totface++;
}
}
// If MeshPrimitive is TRIANGLE_FANS we split it into triangles
// The first trifan vertex will be the first vertex in every triangle
if (type == COLLADAFW::MeshPrimitive::TRIANGLE_FANS) {
unsigned grouped_vertex_count = mp->getGroupedVertexElementsCount();
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for (unsigned int group_index = 0; group_index < grouped_vertex_count; group_index++) {
unsigned int first_vertex = indices[0]; // Store first trifan vertex
unsigned int first_normal = nind[0]; // Store first trifan vertex normal
unsigned int vertex_count = mp->getGroupedVerticesVertexCount(group_index);
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for (unsigned int vertex_index = 0; vertex_index < vertex_count - 2; vertex_index++) {
// For each triangle store indeces of its 3 vertices
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unsigned int triangle_vertex_indices[3] = {first_vertex, indices[1], indices[2]};
set_face_indices(mface, triangle_vertex_indices, false);
test_index_face(mface, &me->fdata, face_index, 3);
if (mp_has_normals) { // vertex normals, same inplementation as for the triangles
// the same for vertces normals
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unsigned int vertex_normal_indices[3] = {first_normal, nind[1], nind[2]};
if (!flat_face(vertex_normal_indices, nor, 3))
mface->flag |= ME_SMOOTH;
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nind++;
}
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mface++; // same inplementation as for the triangles
indices++;
face_index++;
prim.totface++;
}
// Moving cursor to the next triangle fan.
if (mp_has_normals)
nind += 2;
indices += 2;
}
}
else if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) {
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COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons *)mp;
COLLADAFW::Polygons::VertexCountArray& vcounta = mpvc->getGroupedVerticesVertexCountArray();
for (unsigned int j = 0; j < prim_totface; j++) {
// face
int vcount = vcounta[j];
if (vcount == 3 || vcount == 4) {
set_face_indices(mface, indices, vcount == 4);
// set mtface for each uv set
// it is assumed that all primitives have equal number of UV sets
#if 0
for (unsigned int k = 0; k < totuvset; k++) {
if (!index_list_array.empty() && index_list_array[k]) {
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, mface->v4 != 0);
}
}
#else
for (unsigned int k = 0; k < index_list_array.getCount(); k++) {
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
set_face_uv(&mtface[face_index], uvs, *index_list_array[k], index, vcount == 4);
}
#endif
test_index_face(mface, &me->fdata, face_index, vcount);
if (mp_has_normals) {
if (!flat_face(nind, nor, vcount))
mface->flag |= ME_SMOOTH;
nind += vcount;
}
mface++;
face_index++;
prim.totface++;
}
else {
std::vector<unsigned int> tri;
triangulate_poly(indices, vcount, me->mvert, tri);
for (unsigned int k = 0; k < tri.size() / 3; k++) {
int v = k * 3;
unsigned int uv_indices[3] = {
index + tri[v],
index + tri[v + 1],
index + tri[v + 2]
};
unsigned int tri_indices[3] = {
indices[tri[v]],
indices[tri[v + 1]],
indices[tri[v + 2]]
};
set_face_indices(mface, tri_indices, false);
#if 0
for (unsigned int l = 0; l < totuvset; l++) {
if (!index_list_array.empty() && index_list_array[l]) {
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, l);
set_face_uv(&mtface[face_index], uvs, l, *index_list_array[l], uv_indices);
}
}
#else
for (unsigned int l = 0; l < index_list_array.getCount(); l++) {
int uvset_index = index_list_array[l]->getSetIndex();
// get mtface by face index and uv set index
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MTFace *mtface = (MTFace *)CustomData_get_layer_n(&me->fdata, CD_MTFACE, uvset_index);
set_face_uv(&mtface[face_index], uvs, *index_list_array[l], uv_indices);
}
#endif
test_index_face(mface, &me->fdata, face_index, 3);
if (mp_has_normals) {
unsigned int ntri[3] = {nind[tri[v]], nind[tri[v + 1]], nind[tri[v + 2]]};
if (!flat_face(ntri, nor, 3))
mface->flag |= ME_SMOOTH;
}
mface++;
face_index++;
prim.totface++;
}
if (mp_has_normals)
nind += vcount;
}
index += vcount;
indices += vcount;
}
}
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else if (type == COLLADAFW::MeshPrimitive::LINES) {
continue; // read the lines later after all the rest is done
}
if (mp_has_faces)
mat_prim_map[mp->getMaterialId()].push_back(prim);
}
geom_uid_mat_mapping_map[mesh->getUniqueId()] = mat_prim_map;
}
void MeshImporter::get_vector(float v[3], COLLADAFW::MeshVertexData& arr, int i, int stride)
{
i *= stride;
switch (arr.getType()) {
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case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT:
{
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COLLADAFW::ArrayPrimitiveType<float> *values = arr.getFloatValues();
if (values->empty()) return;
v[0] = (*values)[i++];
v[1] = (*values)[i++];
v[2] = (*values)[i];
}
break;
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case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE:
{
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COLLADAFW::ArrayPrimitiveType<double> *values = arr.getDoubleValues();
if (values->empty()) return;
v[0] = (float)(*values)[i++];
v[1] = (float)(*values)[i++];
v[2] = (float)(*values)[i];
}
break;
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default:
break;
}
}
bool MeshImporter::flat_face(unsigned int *nind, COLLADAFW::MeshVertexData& nor, int count)
{
float a[3], b[3];
get_vector(a, nor, *nind, 3);
normalize_v3(a);
nind++;
for (int i = 1; i < count; i++, nind++) {
get_vector(b, nor, *nind, 3);
normalize_v3(b);
float dp = dot_v3v3(a, b);
if (dp < 0.99999f || dp > 1.00001f)
return false;
}
return true;
}
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MeshImporter::MeshImporter(UnitConverter *unitconv, ArmatureImporter *arm, Scene *sce) : unitconverter(unitconv), scene(sce), armature_importer(arm) {
}
void MeshImporter::bmeshConversion()
{
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for (std::map<COLLADAFW::UniqueId, Mesh *>::iterator m = uid_mesh_map.begin();
m != uid_mesh_map.end(); ++m)
{
if ((*m).second) {
Mesh *me = (*m).second;
BKE_mesh_convert_mfaces_to_mpolys(me);
BKE_mesh_tessface_clear(me);
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BKE_mesh_calc_normals_mapping(me->mvert, me->totvert, me->mloop, me->mpoly, me->totloop, me->totpoly, NULL, NULL, 0, NULL, NULL);
}
}
}
Object *MeshImporter::get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid)
{
if (uid_object_map.find(geom_uid) != uid_object_map.end())
return uid_object_map[geom_uid];
return NULL;
}
Mesh *MeshImporter::get_mesh_by_geom_uid(const COLLADAFW::UniqueId& mesh_uid)
{
if (uid_mesh_map.find(mesh_uid) != uid_mesh_map.end())
return uid_mesh_map[mesh_uid];
return NULL;
}
MTex *MeshImporter::assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
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Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
MTex *color_texture)
{
const COLLADAFW::TextureMapId texture_index = ctexture.getTextureMapId();
size_t setindex = ctexture.getSetIndex();
std::string uvname = ctexture.getSemantic();
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if (setindex == -1) return NULL;
const CustomData *data = &me->fdata;
int layer_index = CustomData_get_layer_index(data, CD_MTFACE);
if (layer_index == -1) return NULL;
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CustomDataLayer *cdl = &data->layers[layer_index + setindex];
/* set uvname to bind_vertex_input semantic */
BLI_strncpy(cdl->name, uvname.c_str(), sizeof(cdl->name));
if (texindex_texarray_map.find(texture_index) == texindex_texarray_map.end()) {
fprintf(stderr, "Cannot find texture array by texture index.\n");
return color_texture;
}
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std::vector<MTex *> textures = texindex_texarray_map[texture_index];
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std::vector<MTex *>::iterator it;
for (it = textures.begin(); it != textures.end(); it++) {
MTex *texture = *it;
if (texture) {
BLI_strncpy(texture->uvname, uvname.c_str(), sizeof(texture->uvname));
if (texture->mapto == MAP_COL) color_texture = texture;
}
}
return color_texture;
}
/**
* this function checks if both objects have the same
* materials assigned to Object (in the same order)
* returns true if condition matches, otherwise false;
**/
static bool bc_has_same_material_configuration(Object *ob1, Object *ob2)
{
if (ob1->totcol != ob2->totcol) return false; // not same number of materials
if (ob1->totcol == 0) return false; // no material at all
for (int index=0; index < ob1->totcol; index++) {
if (ob1->matbits[index] != ob2->matbits[index]) return false; // shouldn't happen
if (ob1->matbits[index] == 0) return false; // shouldn't happen
if (ob1->mat[index] != ob2->mat[index]) return false; // different material assignment
}
return true;
}
/**
*
* Caution here: This code assumes tha all materials are assigned to Object
* and no material is assigned to Data.
* That is true right after the objects have been imported.
*
**/
static void bc_copy_materials_to_data(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
ob->matbits[index] = 0;
me->mat[index] = ob->mat[index];
}
}
/**
*
* Remove all references to materials from the object
*
**/
static void bc_remove_materials_from_object(Object *ob, Mesh *me)
{
for (int index = 0; index < ob->totcol; index++) {
ob->matbits[index] = 0;
ob->mat[index] = NULL;
}
}
/**
* Returns the list of Users of the given Mesh object.
* Note: This function uses the object user flag to control
* which objects have already been processed.
**/
std::vector<Object *> MeshImporter::get_all_users_of(Mesh *reference_mesh)
{
std::vector<Object *> mesh_users;
for (std::vector<Object *>::iterator it = imported_objects.begin();
it != imported_objects.end(); ++it)
{
Object *ob = (*it);
if (bc_is_marked(ob)) {
bc_remove_mark(ob);
Mesh *me = (Mesh *) ob->data;
if (me == reference_mesh)
mesh_users.push_back(ob);
}
}
return mesh_users;
}
/**
*
* During import all materials have been assigned to Object.
* Now we iterate over the imported objects and optimize
* the assignements as follows:
*
* for each imported geometry:
* if number of users is 1:
* get the user (object)
* move the materials from Object to Data
* else:
* determine which materials are assigned to the first user
* check if all other users have the same materials in the same order
* if the check is positive:
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*
**/
void MeshImporter::optimize_material_assignements()
{
for (std::vector<Object *>::iterator it = imported_objects.begin();
it != imported_objects.end(); ++it)
{
Object *ob = (*it);
Mesh *me = (Mesh *) ob->data;
if (me->id.us==1) {
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bc_copy_materials_to_data(ob, me);
bc_remove_materials_from_object(ob, me);
bc_remove_mark(ob);
}
else if (me->id.us > 1)
{
bool can_move = true;
std::vector<Object *> mesh_users = get_all_users_of(me);
if (mesh_users.size() > 1)
{
Object *ref_ob = mesh_users[0];
for (int index = 1; index < mesh_users.size(); index++) {
if (!bc_has_same_material_configuration(ref_ob, mesh_users[index])) {
can_move = false;
break;
}
}
if (can_move) {
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bc_copy_materials_to_data(ref_ob, me);
for (int index = 0; index < mesh_users.size(); index++) {
Object *object = mesh_users[index];
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bc_remove_materials_from_object(object, me);
bc_remove_mark(object);
}
}
}
}
}
}
/**
* We do not know in advance which objects will share geometries.
* And we do not know either if the objects which share geometries
* come along with different materials. So we first create the objects
* and assign the materials to Object, then in a later cleanup we decide
* which materials shall be moved to the created geometries. Also see
* optimize_material_assignements() above.
*/
MTFace *MeshImporter::assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
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std::map<COLLADAFW::UniqueId, Material *>& uid_material_map,
Object *ob, const COLLADAFW::UniqueId *geom_uid,
MTex **color_texture, char *layername, MTFace *texture_face,
std::map<Material *, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index)
{
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Mesh *me = (Mesh *)ob->data;
const COLLADAFW::UniqueId& ma_uid = cmaterial.getReferencedMaterial();
// do we know this material?
if (uid_material_map.find(ma_uid) == uid_material_map.end()) {
fprintf(stderr, "Cannot find material by UID.\n");
return NULL;
}
// first time we get geom_uid, ma_uid pair. Save for later check.
materials_mapped_to_geom.insert(std::pair<COLLADAFW::UniqueId, COLLADAFW::UniqueId>(*geom_uid, ma_uid));
Material *ma = uid_material_map[ma_uid];
// Attention! This temporaly assigns material to object on purpose!
// See note above.
ob->actcol=0;
assign_material(ob, ma, mat_index + 1, BKE_MAT_ASSIGN_OBJECT);
COLLADAFW::TextureCoordinateBindingArray& tex_array =
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cmaterial.getTextureCoordinateBindingArray();
TexIndexTextureArrayMap texindex_texarray_map = material_texture_mapping_map[ma];
unsigned int i;
// loop through <bind_vertex_inputs>
for (i = 0; i < tex_array.getCount(); i++) {
*color_texture = assign_textures_to_uvlayer(tex_array[i], me, texindex_texarray_map,
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*color_texture);
}
// set texture face
if (*color_texture &&
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strlen((*color_texture)->uvname) &&
strcmp(layername, (*color_texture)->uvname) != 0) {
texture_face = (MTFace *)CustomData_get_layer_named(&me->fdata, CD_MTFACE,
(*color_texture)->uvname);
strcpy(layername, (*color_texture)->uvname);
}
MaterialIdPrimitiveArrayMap& mat_prim_map = geom_uid_mat_mapping_map[*geom_uid];
COLLADAFW::MaterialId mat_id = cmaterial.getMaterialId();
// assign material indices to mesh faces
if (mat_prim_map.find(mat_id) != mat_prim_map.end()) {
std::vector<Primitive>& prims = mat_prim_map[mat_id];
std::vector<Primitive>::iterator it;
for (it = prims.begin(); it != prims.end(); it++) {
Primitive& prim = *it;
MFace *mface = prim.mface;
for (i = 0; i < prim.totface; i++, mface++) {
mface->mat_nr = mat_index;
// bind texture images to faces
if (texture_face && (*color_texture)) {
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texture_face->tpage = (Image *)(*color_texture)->tex->ima;
texture_face++;
}
}
}
}
return texture_face;
}
Object *MeshImporter::create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
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bool isController,
std::map<COLLADAFW::UniqueId, Material *>& uid_material_map,
std::map<Material *, TexIndexTextureArrayMap>& material_texture_mapping_map)
{
const COLLADAFW::UniqueId *geom_uid = &geom->getInstanciatedObjectId();
// check if node instanciates controller or geometry
if (isController) {
geom_uid = armature_importer->get_geometry_uid(*geom_uid);
if (!geom_uid) {
fprintf(stderr, "Couldn't find a mesh UID by controller's UID.\n");
return NULL;
}
}
else {
if (uid_mesh_map.find(*geom_uid) == uid_mesh_map.end()) {
// this could happen if a mesh was not created
// (e.g. if it contains unsupported geometry)
fprintf(stderr, "Couldn't find a mesh by UID.\n");
return NULL;
}
}
if (!uid_mesh_map[*geom_uid]) return NULL;
// name Object
const std::string& id = node->getName().size() ? node->getName() : node->getOriginalId();
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const char *name = (id.length()) ? id.c_str() : NULL;
// add object
Object *ob = bc_add_object(scene, OB_MESH, name);
bc_set_mark(ob); // used later for material assignement optimization
// store object pointer for ArmatureImporter
uid_object_map[*geom_uid] = ob;
imported_objects.push_back(ob);
// replace ob->data freeing the old one
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Mesh *old_mesh = (Mesh *)ob->data;
set_mesh(ob, uid_mesh_map[*geom_uid]);
if (old_mesh->id.us == 0) BKE_libblock_free(&G.main->mesh, old_mesh);
char layername[100];
layername[0] = '\0';
MTFace *texture_face = NULL;
MTex *color_texture = NULL;
COLLADAFW::MaterialBindingArray& mat_array =
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geom->getMaterialBindings();
// loop through geom's materials
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for (unsigned int i = 0; i < mat_array.getCount(); i++) {
if (mat_array[i].getReferencedMaterial().isValid()) {
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texture_face = assign_material_to_geom(mat_array[i], uid_material_map, ob, geom_uid,
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&color_texture, layername, texture_face,
material_texture_mapping_map, i);
}
else {
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fprintf(stderr, "invalid referenced material for %s\n", mat_array[i].getName().c_str());
}
}
return ob;
}
// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
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bool MeshImporter::write_geometry(const COLLADAFW::Geometry *geom)
{
// TODO: import also uvs, normals
// XXX what to do with normal indices?
// XXX num_normals may be != num verts, then what to do?
// check geometry->getType() first
if (geom->getType() != COLLADAFW::Geometry::GEO_TYPE_MESH) {
// TODO: report warning
fprintf(stderr, "Mesh type %s is not supported\n", bc_geomTypeToStr(geom->getType()));
return true;
}
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COLLADAFW::Mesh *mesh = (COLLADAFW::Mesh *)geom;
if (!is_nice_mesh(mesh)) {
fprintf(stderr, "Ignoring mesh %s\n", bc_get_dae_name(mesh));
return true;
}
const std::string& str_geom_id = mesh->getName().size() ? mesh->getName() : mesh->getOriginalId();
Mesh *me = BKE_mesh_add(G.main, (char *)str_geom_id.c_str());
me->id.us--; // is already 1 here, but will be set later in set_mesh
// store the Mesh pointer to link it later with an Object
this->uid_mesh_map[mesh->getUniqueId()] = me;
int new_tris = 0;
read_vertices(mesh, me);
new_tris = count_new_tris(mesh, me);
read_faces(mesh, me, new_tris);
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BKE_mesh_make_edges(me, 0);
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// read_lines() must be called after the face edges have been generated.
// Oterwise the loose edges will be silently deleted again.
read_lines(mesh, me);
return true;
}