Commit Graph

30 Commits

Author SHA1 Message Date
41d4a19865 ClangFormat: format '#if 0' code in source/ 2019-04-17 08:24:14 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
35b78d9807 Cleanup: indentation, wrapping
Mostly functions wrapping args, not confirming to our style guide.
2019-03-15 09:54:30 +11:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
0c8b0771f2 refactor: Collada reorganize class constructors
- Class constructors without body (only attribute initialisations)
  can safely be kept in the class header files

- Constructor variables should be initialized in the order of their
  definition in the header files

This change is also aimed to remove a couple of
build warnings from the linux builds.
2018-11-24 14:30:19 +01:00
322cf89a14 Partial rewrite of the Collada Module for Blender 2.8
Most important changes are in the Animation exporter and Animation Importer.
There is still some cleaning up to be done. But the Exporter/Importer basically
work within Blender 2.8

Some details:

User Interface:
The interface has been reorganized to look more like the FBX interface.

New options in user interface:

* keep_keyframes:
  When sampling the distance between 2 keyframes is defined by
  the sampling rate. Furthermore the keyframes defined in the
  FCurves are not exported. However when this option is enabled
  then also the defined keyframes will be added to the exported fcurves

* keep_smooth_curves:
  When sampling we do not use FCurves. So we also have no Curve handles
  for smooth exporting. However when this option is enabled, Blender
  does its best to recreate the handles for export. This is a very
  experimental feature and it is know to break when:

  - the exported animated objects have parent inverse matrices
    different from the unit matrix
  - The exported objects have negative scaling

  There may be many other situations when this feature breaks.
  This needs to be further tested. It may be removed later or replaced
  by something less wonky.

BlenderContext:
is a new class that contains the bridge to Blender. It contains
pointers to the current export/import context plus derived values
of Depsgraph, Scene, Main

Reporting:
I reorganized the output on the Blender Console to become more
informative and more readable

Preservation of Item names:
name attributes are now encoded with XML entities. This makes
sure that i can export/import names exactly defined in the tool.
This affects material names, bone names and object names.

Hierarchy export:
* Object and Bone Hierarchies are now exported correctly
  by taking the Blender parent/child hierarchy into account
* Export also not selected intermediate objects

  Problem:
  When we export an Object Hierarchy, then we must export
  all elements of the hierarchy to maintain the transforms. This
  is especially important when exporting animated objects, because the
  animation curves are exported as relative curves based on the
  parent-child hierarchy. If an intermediate animated object is missing
  then the exported animation breaks.

  Solution:
  If the "Selected" Optioon is enabled, then take care
  to also export all objects which are not selected and hidden,
  but which are parents of selected objects.

Node Based Material Importer (wip):
Added basic support for Materials with diffuse color and
diffuse textures. More properties (opacity, emission) need
changes in the used shader.
Note: Materials are all constructed by using the principled BSDF shader.

Animation Exporter:
* Massive optimization of the Animation Bake tool (Animation Sampler).
  Instead of sampling each fcurve separately, i now sample all
  exported fcurves simultaneously. So i avoid many (many!)
  scene updates during animation export.
* Add support for Continuous Acceleration (Fcurve handles)
  This allows us to create smoother FCurves during importing Collada
  Animation curves. Possibly this should become an option ionstead of
  a fixed import feature.
* Add support for sampling curves (to bake animations)
* The animation sampler now can be used for any animation curve.
  Before the sampler only looked at curves which are supported by
  Standard Collada 1.4. However the Collada exporter currently
  ignores all animation curves which are not covered by the 1.4.1
  Collada Standards. There is still some room for improvements
  here (work in progres)

  Known issues:

    * Some exports do currently not work reliably, among those
      are the camera animations, material animations and light animations
      those animations will be added back next (work in progres)

    * Exporting animation curves with keyframes (and tangents)
      sometimes results in odd curves (when parent inverse matrix is involved)
      This needs to be checked in more depth (probably it can not be solved).

    * Export of "all animations in scene" is disabled because the
      Collada Importer can not handle this reliably at the
      moment (work in progres).

* Support for Animation Clip export
  Added one extra level to the exported animations
  such that now all scene animations are enclosed:

  <Animation name="id_name(ob)_Action">
    <Animation>...</Animation>
    ...
  </Animation>

Animation Importer:
* Import of animations for objects with multiple materials
  When importing multiple materials for one object,
  the imported material animation curves have all been
  assigned to the first material in the object.

Error handling (wip):
The Importer was a bit confused as it sometimes ignored fatal
parsing errors and continued to import. I did my best to
unconfuse it, but i believe that this needs to be tested more.

Refactoring:

update : move generation of effect id names into own function
update : adjust importer/exporter for no longer supported HEMI lights
cleanup: Removed no lopnger existing attribute from the exporter presets
cleanup: Removed not needed Context attribute from DocumentExporter
fix    : Avoid duplicate deletion of temporary items
cleanup: fixed indentation and white space issues
update : Make BCAnimation class more self contained
cleanup: Renamed classes, updated comments for better reading
cleanup: Moved static class functions to collada_utils
cleanup: Moved typedefs to more intuitive locations
cleanup: indentation and class method declarations
cleanup: Removed no longer needed methods
update : Moved Classes into separate files
cleanup: Added comments
cleanup: take care of name conventions
...    : many more small changes, not helpful to list them all
2018-11-23 17:08:14 +01:00
bb7202495a Merge branch 'master' into blender2.8
Conflicts:
	source/blender/collada/ArmatureExporter.cpp
	source/blender/collada/ArmatureExporter.h
	source/blender/collada/DocumentExporter.cpp
	source/blender/collada/DocumentExporter.h
	source/blender/collada/SceneExporter.cpp
	source/blender/collada/SceneExporter.h
	source/blender/collada/collada.cpp
	source/blender/collada/collada.h
	source/blender/editors/armature/armature_edit.c
	source/blender/editors/armature/editarmature_retarget.c
	source/blender/editors/armature/pose_transform.c
	source/blender/editors/include/ED_armature.h
	source/blender/editors/include/ED_object.h
	source/blender/editors/include/ED_screen.h
	source/blender/editors/io/io_collada.c
	source/blender/editors/object/object_transform.c
	source/blender/editors/screen/screen_edit.c
	source/blender/editors/screen/screen_ops.c
	source/blender/windowmanager/intern/wm.c
	source/blender/windowmanager/intern/wm_files.c
	source/blender/windowmanager/intern/wm_window.c
	source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-06 16:25:28 +02:00
48e871ab1d Cleanup: Nuke moar G.main usages... 2018-06-06 15:50:24 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
Jon Allee
da6cd77628 fix D2552: Collada - use unique id for bones with same name but in different armatures. Co-authored-by: Gaia <gaia.clary@machiniamtrix.org> 2017-03-14 14:35:51 +01:00
29aa13cfa2 fix: Import of meshes with holes is now reported as WARNING (unsupported)
improved: add support for bone tail export/import using Blender Collada profile

Differential Revision: https://developer.blender.org/D2031
2016-05-26 17:53:25 +02:00
20220d47e3 Dependency Graph: some refactoring which should have no user visible impact
besides performance in some cases.

* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
  most cases. This will clear the dependency graph, and only rebuild it right
  before it's needed again when the scene is re-evaluated.

  This is done because DAG_scene_sort is slow when called many times from
  python operators. Further the scene argument is not needed because most
  operations can potentially affect more than the current scene.

* DAG_scene_relations_update will now rebuild the dependency graph if it's not
  there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
  cases that need it.

* Remove various places where ob->recalc was set manually. This should go
  through DAG_id_tag_update() in nearly all cases instead since this is now
  a fast operation. Also removed DAG_ids_flush_update that goes along with
  such manual tagging of ob->recalc.
2013-02-21 19:33:04 +00:00
6baf63c83b Fix some warnings in the collade code, but did not fix two because they seem
to indicate bugs, left a comment about those.
2013-02-01 15:17:51 +00:00
c263753d17 Added gsoc-2012 collada improvements from bratwurst branch 2013-01-21 13:45:49 +00:00
664c95d1eb code cleanup: collada
- when bubble sorting names - dont convert to str::string just to compare strings
- use BLI_linklist_index() to check if an item is in the list
- quiet some warnings
2012-06-16 09:16:24 +00:00
9f6a66d5f9 Collada: (Exporter) Add new option 'deform bones only' 2012-06-15 22:00:25 +00:00
49a5141cde [#31739] Collada: New Export selections 'Include Armatures' 2012-06-07 17:55:26 +00:00
f75bf20c81 Fix rest of #27022, collada export: add bone parenting of objects
- SceneExporter collects a list of child-objects for armature-object and passes it onto ArmatureExporter
- SceneExporter's writeNodes is then called from ArmatureExporter for matching child-objects for bone.
- ArmatureExporter removes written child-objects from list, objects not exported as being bone parented are exported as direct children of the armature-node.
- Should play nice with current Second Life-compatibility.

A nicer implementation would require some design changes, will have to wait.
2012-02-18 16:55:41 +00:00
7beddb7506 Collada export: changes to joints/weights in skincontroller
- Collecting joints/weights in one place, it's easier to exclude zero weights or vertexgroups with no matching bone than trying to match same logic in multiple places.
- Still not exporting -1 joints for vertices without weights, but also not outputting -1 joint + weight for each vertexgroup without a matching bone.
- The exported weights are now normalized.

Last I tested this patch stopped 3ds Max crashing on import of file from #29465 (opencollada / internal .dae).
2012-02-18 16:20:24 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
Nathan Letwory
3dc0ee19c4 Introduce struct for export settings in COLLADA export code. This will make it easier to
add new options without having to change function signatures all over the place.
2011-09-07 18:23:30 +00:00
1e0e0ff5c4 Blender profile for leaf_bone tip. (untested). 2011-07-24 20:27:27 +00:00
Nathan Letwory
cf43e48fc7 Apply patch 4636051. COLLADA: Export selection.
Original patch by Jan Diederich, adapted by Pelle Johnsen. Review assistance by Daniel Tavares.

This patch adds an option to export only the selection.
2011-07-04 08:59:28 +00:00
Nathan Letwory
bcec824299 doxygen: COLLADA entry 2011-02-21 08:38:53 +00:00
47969866e0 SVN maintenance. 2010-10-06 20:40:16 +00:00
Nathan Letwory
7245280f6c COLLADA: Split ArmatureExporter, InstanceWriter and TransformWriter into separate files. 2010-10-06 11:02:44 +00:00