Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
1320 lines
38 KiB
C++
1320 lines
38 KiB
C++
/*
|
|
* ***** 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 *****
|
|
*/
|
|
|
|
/** \file blender/collada/DocumentImporter.cpp
|
|
* \ingroup collada
|
|
*/
|
|
|
|
// TODO:
|
|
// * name imported objects
|
|
// * import object rotation as euler
|
|
|
|
#include <string>
|
|
#include <map>
|
|
#include <algorithm> // sort()
|
|
|
|
#include "COLLADAFWRoot.h"
|
|
#include "COLLADAFWStableHeaders.h"
|
|
#include "COLLADAFWColorOrTexture.h"
|
|
#include "COLLADAFWIndexList.h"
|
|
#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
|
|
#include "COLLADAFWPolygons.h"
|
|
#include "COLLADAFWSampler.h"
|
|
#include "COLLADAFWTypes.h"
|
|
#include "COLLADAFWVisualScene.h"
|
|
#include "COLLADAFWArrayPrimitiveType.h"
|
|
#include "COLLADAFWLibraryNodes.h"
|
|
#include "COLLADAFWCamera.h"
|
|
#include "COLLADAFWLight.h"
|
|
|
|
#include "COLLADASaxFWLLoader.h"
|
|
#include "COLLADASaxFWLIExtraDataCallbackHandler.h"
|
|
|
|
extern "C" {
|
|
#include "BLI_listbase.h"
|
|
#include "BLI_math.h"
|
|
#include "BLI_string.h"
|
|
#include "BLI_utildefines.h"
|
|
#include "BLI_fileops.h"
|
|
|
|
#include "BKE_camera.h"
|
|
#include "BKE_collection.h"
|
|
#include "BKE_main.h"
|
|
#include "BKE_layer.h"
|
|
#include "BKE_lamp.h"
|
|
#include "BKE_library.h"
|
|
#include "BKE_fcurve.h"
|
|
#include "BKE_scene.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_material.h"
|
|
#include "BKE_image.h"
|
|
|
|
#include "BLI_path_util.h"
|
|
|
|
#include "DNA_camera_types.h"
|
|
#include "DNA_lamp_types.h"
|
|
|
|
#include "RNA_access.h"
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "WM_api.h"
|
|
#include "WM_types.h"
|
|
|
|
}
|
|
|
|
#include "DEG_depsgraph.h"
|
|
#include "DEG_depsgraph_build.h"
|
|
|
|
#include "ExtraHandler.h"
|
|
#include "ErrorHandler.h"
|
|
#include "DocumentImporter.h"
|
|
#include "TransformReader.h"
|
|
|
|
#include "collada_internal.h"
|
|
#include "collada_utils.h"
|
|
|
|
|
|
/*
|
|
* COLLADA Importer limitations:
|
|
* - no multiple scene import, all objects are added to active scene
|
|
*/
|
|
|
|
// #define COLLADA_DEBUG
|
|
// creates empties for each imported bone on layer 2, for debugging
|
|
// #define ARMATURE_TEST
|
|
|
|
DocumentImporter::DocumentImporter(bContext *C, const ImportSettings *import_settings) :
|
|
import_settings(import_settings),
|
|
mImportStage(General),
|
|
mContext(C),
|
|
view_layer(CTX_data_view_layer(mContext)),
|
|
armature_importer(&unit_converter, &mesh_importer, CTX_data_scene(C), view_layer, import_settings),
|
|
mesh_importer(&unit_converter, &armature_importer, CTX_data_scene(C), view_layer),
|
|
anim_importer(&unit_converter, &armature_importer, CTX_data_scene(C))
|
|
{
|
|
}
|
|
|
|
DocumentImporter::~DocumentImporter()
|
|
{
|
|
TagsMap::iterator etit;
|
|
etit = uid_tags_map.begin();
|
|
while (etit != uid_tags_map.end()) {
|
|
delete etit->second;
|
|
etit++;
|
|
}
|
|
}
|
|
|
|
bool DocumentImporter::import()
|
|
{
|
|
ErrorHandler errorHandler;
|
|
COLLADASaxFWL::Loader loader(&errorHandler);
|
|
COLLADAFW::Root root(&loader, this);
|
|
ExtraHandler *ehandler = new ExtraHandler(this, &(this->anim_importer));
|
|
|
|
loader.registerExtraDataCallbackHandler(ehandler);
|
|
|
|
// deselect all to select new objects
|
|
BKE_view_layer_base_deselect_all(view_layer);
|
|
|
|
std::string mFilename = std::string(this->import_settings->filepath);
|
|
const std::string encodedFilename = bc_url_encode(mFilename);
|
|
if (!root.loadDocument(encodedFilename)) {
|
|
fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 1st pass\n");
|
|
delete ehandler;
|
|
return false;
|
|
}
|
|
|
|
if (errorHandler.hasError()) {
|
|
delete ehandler;
|
|
return false;
|
|
}
|
|
|
|
/** TODO set up scene graph and such here */
|
|
|
|
mImportStage = Controller;
|
|
|
|
COLLADASaxFWL::Loader loader2;
|
|
COLLADAFW::Root root2(&loader2, this);
|
|
|
|
if (!root2.loadDocument(encodedFilename)) {
|
|
fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 2nd pass\n");
|
|
delete ehandler;
|
|
return false;
|
|
}
|
|
|
|
delete ehandler;
|
|
|
|
return true;
|
|
}
|
|
|
|
void DocumentImporter::cancel(const COLLADAFW::String& errorMessage)
|
|
{
|
|
// TODO: if possible show error info
|
|
//
|
|
// Should we get rid of invisible Meshes that were created so far
|
|
// or maybe create objects at coordinate space origin?
|
|
//
|
|
// The latter sounds better.
|
|
}
|
|
|
|
void DocumentImporter::start()
|
|
{
|
|
}
|
|
|
|
void DocumentImporter::finish()
|
|
{
|
|
if (mImportStage != General)
|
|
return;
|
|
|
|
Main *bmain = CTX_data_main(mContext);
|
|
// TODO: create a new scene except the selected <visual_scene> - use current blender scene for it
|
|
Scene *sce = CTX_data_scene(mContext);
|
|
unit_converter.calculate_scale(*sce);
|
|
|
|
std::vector<Object *> *objects_to_scale = new std::vector<Object *>();
|
|
|
|
/** TODO Break up and put into 2-pass parsing of DAE */
|
|
std::vector<const COLLADAFW::VisualScene *>::iterator sit;
|
|
for (sit = vscenes.begin(); sit != vscenes.end(); sit++) {
|
|
PointerRNA sceneptr, unit_settings;
|
|
PropertyRNA *system, *scale;
|
|
|
|
// for scene unit settings: system, scale_length
|
|
|
|
RNA_id_pointer_create(&sce->id, &sceneptr);
|
|
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
|
|
system = RNA_struct_find_property(&unit_settings, "system");
|
|
scale = RNA_struct_find_property(&unit_settings, "scale_length");
|
|
|
|
if (this->import_settings->import_units) {
|
|
|
|
switch (unit_converter.isMetricSystem()) {
|
|
case UnitConverter::Metric:
|
|
RNA_property_enum_set(&unit_settings, system, USER_UNIT_METRIC);
|
|
break;
|
|
case UnitConverter::Imperial:
|
|
RNA_property_enum_set(&unit_settings, system, USER_UNIT_IMPERIAL);
|
|
break;
|
|
default:
|
|
RNA_property_enum_set(&unit_settings, system, USER_UNIT_NONE);
|
|
break;
|
|
}
|
|
float unit_factor = unit_converter.getLinearMeter();
|
|
RNA_property_float_set(&unit_settings, scale, unit_factor);
|
|
fprintf(stdout, "Collada: Adjusting Blender units to Importset units: %f.\n", unit_factor);
|
|
|
|
}
|
|
|
|
// Write nodes to scene
|
|
const COLLADAFW::NodePointerArray& roots = (*sit)->getRootNodes();
|
|
for (unsigned int i = 0; i < roots.getCount(); i++) {
|
|
std::vector<Object *> *objects_done = write_node(roots[i], NULL, sce, NULL, false);
|
|
objects_to_scale->insert(objects_to_scale->end(), objects_done->begin(), objects_done->end());
|
|
delete objects_done;
|
|
}
|
|
|
|
// update scene
|
|
DEG_relations_tag_update(bmain);
|
|
WM_event_add_notifier(mContext, NC_OBJECT | ND_TRANSFORM, NULL);
|
|
|
|
}
|
|
|
|
|
|
mesh_importer.optimize_material_assignements();
|
|
|
|
armature_importer.set_tags_map(this->uid_tags_map);
|
|
armature_importer.make_armatures(mContext, *objects_to_scale);
|
|
armature_importer.make_shape_keys();
|
|
DEG_relations_tag_update(bmain);
|
|
|
|
#if 0
|
|
armature_importer.fix_animation();
|
|
#endif
|
|
|
|
for (std::vector<const COLLADAFW::VisualScene *>::iterator vsit = vscenes.begin(); vsit != vscenes.end(); vsit++) {
|
|
const COLLADAFW::NodePointerArray& roots = (*vsit)->getRootNodes();
|
|
|
|
for (unsigned int i = 0; i < roots.getCount(); i++) {
|
|
translate_anim_recursive(roots[i], NULL, NULL);
|
|
}
|
|
}
|
|
|
|
if (libnode_ob.size()) {
|
|
|
|
fprintf(stderr, "got %d library nodes to free\n", (int)libnode_ob.size());
|
|
// free all library_nodes
|
|
std::vector<Object *>::iterator it;
|
|
for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
|
|
Object *ob = *it;
|
|
BKE_collections_object_remove(G.main, &sce->id, ob, true);
|
|
}
|
|
libnode_ob.clear();
|
|
|
|
DEG_relations_tag_update(bmain);
|
|
}
|
|
|
|
bc_match_scale(objects_to_scale, unit_converter, !this->import_settings->import_units);
|
|
|
|
delete objects_to_scale;
|
|
}
|
|
|
|
|
|
void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, COLLADAFW::Node *par = NULL, Object *parob = NULL)
|
|
{
|
|
|
|
// The split in #29246, rootmap must point at actual root when
|
|
// calculating bones in apply_curves_as_matrix. - actual root is the root node.
|
|
// This has to do with inverse bind poses being world space
|
|
// (the sources for skinned bones' restposes) and the way
|
|
// non-skinning nodes have their "restpose" recursively calculated.
|
|
// XXX TODO: design issue, how to support unrelated joints taking
|
|
// part in skinning.
|
|
if (par) { // && par->getType() == COLLADAFW::Node::JOINT) {
|
|
// par is root if there's no corresp. key in root_map
|
|
if (root_map.find(par->getUniqueId()) == root_map.end())
|
|
root_map[node->getUniqueId()] = node;
|
|
else
|
|
root_map[node->getUniqueId()] = root_map[par->getUniqueId()];
|
|
}
|
|
|
|
#if 0
|
|
COLLADAFW::Transformation::TransformationType types[] = {
|
|
COLLADAFW::Transformation::ROTATE,
|
|
COLLADAFW::Transformation::SCALE,
|
|
COLLADAFW::Transformation::TRANSLATE,
|
|
COLLADAFW::Transformation::MATRIX
|
|
};
|
|
|
|
Object *ob;
|
|
#endif
|
|
unsigned int i;
|
|
|
|
if (node->getType() == COLLADAFW::Node::JOINT && par == NULL) {
|
|
// For Skeletons without root node we have to simulate the
|
|
// root node here and recursively enter the same function
|
|
// XXX: maybe this can be made more elegant.
|
|
translate_anim_recursive(node, node, parob);
|
|
}
|
|
else {
|
|
anim_importer.translate_Animations(node, root_map, object_map, FW_object_map, uid_material_map);
|
|
COLLADAFW::NodePointerArray &children = node->getChildNodes();
|
|
for (i = 0; i < children.getCount(); i++) {
|
|
translate_anim_recursive(children[i], node, NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* If the imported file was made with Blender, return the Blender version used,
|
|
* otherwise return an empty std::string
|
|
*/
|
|
std::string DocumentImporter::get_import_version(const COLLADAFW::FileInfo *asset)
|
|
{
|
|
const char AUTORING_TOOL[] = "authoring_tool";
|
|
const std::string BLENDER("Blender ");
|
|
const COLLADAFW::FileInfo::ValuePairPointerArray &valuePairs = asset->getValuePairArray();
|
|
for ( size_t i = 0, count = valuePairs.getCount(); i < count; ++i)
|
|
{
|
|
const COLLADAFW::FileInfo::ValuePair* valuePair = valuePairs[i];
|
|
const COLLADAFW::String& key = valuePair->first;
|
|
const COLLADAFW::String& value = valuePair->second;
|
|
if ( key == AUTORING_TOOL )
|
|
{
|
|
if (value.compare(0, BLENDER.length(), BLENDER) == 0)
|
|
{
|
|
// Was made with Blender, now get version string
|
|
std::string v = value.substr(BLENDER.length());
|
|
std::string::size_type n = v.find(" ");
|
|
if (n > 0) {
|
|
return v.substr(0,n);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
/** When this method is called, the writer must write the global document asset.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeGlobalAsset(const COLLADAFW::FileInfo *asset)
|
|
{
|
|
unit_converter.read_asset(asset);
|
|
import_from_version = get_import_version(asset);
|
|
anim_importer.set_import_from_version(import_from_version);
|
|
return true;
|
|
}
|
|
|
|
/** When this method is called, the writer must write the scene.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeScene(const COLLADAFW::Scene *scene)
|
|
{
|
|
// XXX could store the scene id, but do nothing for now
|
|
return true;
|
|
}
|
|
Object *DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, Scene *sce)
|
|
{
|
|
const COLLADAFW::UniqueId& cam_uid = camera->getInstanciatedObjectId();
|
|
if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) {
|
|
// fprintf(stderr, "Couldn't find camera by UID.\n");
|
|
return NULL;
|
|
}
|
|
|
|
Object *ob = bc_add_object(sce, view_layer, OB_CAMERA, NULL);
|
|
Camera *cam = uid_camera_map[cam_uid];
|
|
Camera *old_cam = (Camera *)ob->data;
|
|
ob->data = cam;
|
|
BKE_libblock_free_us(G.main, old_cam);
|
|
return ob;
|
|
}
|
|
|
|
Object *DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
|
|
{
|
|
const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
|
|
if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {
|
|
fprintf(stderr, "Couldn't find lamp by UID.\n");
|
|
return NULL;
|
|
}
|
|
|
|
Object *ob = bc_add_object(sce, view_layer, OB_LAMP, NULL);
|
|
Lamp *la = uid_lamp_map[lamp_uid];
|
|
Lamp *old_lamp = (Lamp *)ob->data;
|
|
ob->data = la;
|
|
BKE_libblock_free_us(G.main, old_lamp);
|
|
return ob;
|
|
}
|
|
|
|
Object *DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Node *source_node, COLLADAFW::Node *instance_node, Scene *sce, bool is_library_node)
|
|
{
|
|
fprintf(stderr, "create <instance_node> under node id=%s from node id=%s\n", instance_node ? instance_node->getOriginalId().c_str() : NULL, source_node ? source_node->getOriginalId().c_str() : NULL);
|
|
|
|
Object *obn = BKE_object_copy(G.main, source_ob);
|
|
DEG_id_tag_update(&obn->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
|
BKE_collection_object_add_from(sce, source_ob, obn);
|
|
|
|
if (instance_node) {
|
|
anim_importer.read_node_transform(instance_node, obn);
|
|
// if we also have a source_node (always ;), take its
|
|
// transformation matrix and apply it to the newly instantiated
|
|
// object to account for node hierarchy transforms in
|
|
// .dae
|
|
if (source_node) {
|
|
COLLADABU::Math::Matrix4 mat4 = source_node->getTransformationMatrix();
|
|
COLLADABU::Math::Matrix4 bmat4 = mat4.transpose(); // transpose to get blender row-major order
|
|
float mat[4][4];
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
mat[i][j] = bmat4[i][j];
|
|
}
|
|
}
|
|
// calc new matrix and apply
|
|
mul_m4_m4m4(obn->obmat, obn->obmat, mat);
|
|
BKE_object_apply_mat4(obn, obn->obmat, 0, 0);
|
|
}
|
|
}
|
|
else {
|
|
anim_importer.read_node_transform(source_node, obn);
|
|
}
|
|
|
|
/*DAG_relations_tag_update(CTX_data_main(mContext));*/
|
|
|
|
COLLADAFW::NodePointerArray &children = source_node->getChildNodes();
|
|
if (children.getCount()) {
|
|
for (unsigned int i = 0; i < children.getCount(); i++) {
|
|
COLLADAFW::Node *child_node = children[i];
|
|
const COLLADAFW::UniqueId& child_id = child_node->getUniqueId();
|
|
if (object_map.find(child_id) == object_map.end())
|
|
continue;
|
|
COLLADAFW::InstanceNodePointerArray &inodes = child_node->getInstanceNodes();
|
|
Object *new_child = NULL;
|
|
if (inodes.getCount()) { // \todo loop through instance nodes
|
|
const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId();
|
|
fprintf(stderr, "Doing %d child nodes\n", (int)node_map.count(id));
|
|
new_child = create_instance_node(object_map.find(id)->second, node_map[id], child_node, sce, is_library_node);
|
|
}
|
|
else {
|
|
new_child = create_instance_node(object_map.find(child_id)->second, child_node, NULL, sce, is_library_node);
|
|
}
|
|
bc_set_parent(new_child, obn, mContext, true);
|
|
|
|
if (is_library_node)
|
|
libnode_ob.push_back(new_child);
|
|
}
|
|
}
|
|
|
|
return obn;
|
|
}
|
|
|
|
// to create constraints off node <extra> tags. Assumes only constraint data in
|
|
// current <extra> with blender profile.
|
|
void DocumentImporter::create_constraints(ExtraTags *et, Object *ob)
|
|
{
|
|
if (et && et->isProfile("blender")) {
|
|
std::string name;
|
|
short type = 0;
|
|
et->setData("type", &type);
|
|
BKE_constraint_add_for_object(ob, "Test_con", type);
|
|
|
|
}
|
|
}
|
|
|
|
void DocumentImporter::report_unknown_reference(const COLLADAFW::Node &node, const std::string object_type)
|
|
{
|
|
std::string id = node.getOriginalId();
|
|
std::string name = node.getName();
|
|
fprintf(stderr,
|
|
"error: node id=\"%s\", name=\"%s\" refers to an undefined %s.\n",
|
|
id.c_str(),
|
|
name.c_str(),
|
|
object_type.c_str());
|
|
}
|
|
|
|
std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node)
|
|
{
|
|
Object *ob = NULL;
|
|
bool is_joint = node->getType() == COLLADAFW::Node::JOINT;
|
|
bool read_transform = true;
|
|
std::string id = node->getOriginalId();
|
|
std::string name = node->getName();
|
|
|
|
// if node has child nodes write them
|
|
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
|
|
|
|
std::vector<Object *> *objects_done = new std::vector<Object *>();
|
|
std::vector<Object *> *root_objects = new std::vector<Object *>();
|
|
|
|
fprintf(stderr,
|
|
"Writing node id='%s', name='%s'\n",
|
|
id.c_str(),
|
|
name.c_str());
|
|
|
|
if (is_joint) {
|
|
if (parent_node == NULL && !is_library_node) {
|
|
// A Joint on root level is a skeleton without root node.
|
|
// Here we add the armature "on the fly":
|
|
par = bc_add_object(sce, view_layer, OB_ARMATURE, std::string("Armature").c_str());
|
|
objects_done->push_back(par);
|
|
root_objects->push_back(par);
|
|
object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), par));
|
|
node_map[node->getUniqueId()] = node;
|
|
}
|
|
if (parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT) {
|
|
armature_importer.add_root_joint(node, par);
|
|
}
|
|
|
|
if (parent_node == NULL) {
|
|
// for skeletons without root node all has been done above.
|
|
// Skeletons with root node are handled further down.
|
|
goto finally;
|
|
}
|
|
}
|
|
else {
|
|
COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries();
|
|
COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras();
|
|
COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights();
|
|
COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers();
|
|
COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes();
|
|
size_t geom_done = 0;
|
|
size_t camera_done = 0;
|
|
size_t lamp_done = 0;
|
|
size_t controller_done = 0;
|
|
size_t inst_done = 0;
|
|
|
|
// XXX linking object with the first <instance_geometry>, though a node may have more of them...
|
|
// maybe join multiple <instance_...> meshes into 1, and link object with it? not sure...
|
|
// <instance_geometry>
|
|
while (geom_done < geom.getCount()) {
|
|
ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map);
|
|
if (ob == NULL) {
|
|
report_unknown_reference(*node, "instance_mesh");
|
|
}
|
|
else {
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
++geom_done;
|
|
}
|
|
while (camera_done < camera.getCount()) {
|
|
ob = create_camera_object(camera[camera_done], sce);
|
|
if (ob == NULL) {
|
|
report_unknown_reference(*node, "instance_camera");
|
|
}
|
|
else {
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
++camera_done;
|
|
}
|
|
while (lamp_done < lamp.getCount()) {
|
|
ob = create_lamp_object(lamp[lamp_done], sce);
|
|
if (ob == NULL) {
|
|
report_unknown_reference(*node, "instance_lamp");
|
|
}
|
|
else {
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
++lamp_done;
|
|
}
|
|
while (controller_done < controller.getCount()) {
|
|
COLLADAFW::InstanceGeometry *geometry = (COLLADAFW::InstanceGeometry *)controller[controller_done];
|
|
ob = mesh_importer.create_mesh_object(node, geometry, true, uid_material_map);
|
|
if (ob == NULL) {
|
|
report_unknown_reference(*node, "instance_controller");
|
|
}
|
|
else {
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
++controller_done;
|
|
}
|
|
// XXX instance_node is not supported yet
|
|
while (inst_done < inst_node.getCount()) {
|
|
const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId();
|
|
if (object_map.find(node_id) == object_map.end()) {
|
|
fprintf(stderr, "Cannot find object for node referenced by <instance_node name=\"%s\">.\n", inst_node[inst_done]->getName().c_str());
|
|
ob = NULL;
|
|
}
|
|
else {
|
|
std::pair<std::multimap<COLLADAFW::UniqueId, Object *>::iterator, std::multimap<COLLADAFW::UniqueId, Object *>::iterator> pair_iter = object_map.equal_range(node_id);
|
|
for (std::multimap<COLLADAFW::UniqueId, Object *>::iterator it2 = pair_iter.first; it2 != pair_iter.second; it2++) {
|
|
Object *source_ob = (Object *)it2->second;
|
|
COLLADAFW::Node *source_node = node_map[node_id];
|
|
ob = create_instance_node(source_ob, source_node, node, sce, is_library_node);
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
}
|
|
++inst_done;
|
|
|
|
read_transform = false;
|
|
}
|
|
|
|
// if node is empty - create empty object
|
|
// XXX empty node may not mean it is empty object, not sure about this
|
|
if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
|
|
//Check if Object is armature, by checking if immediate child is a JOINT node.
|
|
if (is_armature(node)) {
|
|
ob = bc_add_object(sce, view_layer, OB_ARMATURE, name.c_str());
|
|
}
|
|
else {
|
|
ob = bc_add_object(sce, view_layer, OB_EMPTY, NULL);
|
|
}
|
|
objects_done->push_back(ob);
|
|
if (parent_node == NULL) {
|
|
root_objects->push_back(ob);
|
|
}
|
|
}
|
|
|
|
// XXX: if there're multiple instances, only one is stored
|
|
|
|
if (!ob) {
|
|
goto finally;
|
|
}
|
|
|
|
for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) {
|
|
ob = *it;
|
|
std::string nodename = node->getName().size() ? node->getName() : node->getOriginalId();
|
|
BKE_libblock_rename(G.main, &ob->id, (char *)nodename.c_str());
|
|
object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), ob));
|
|
node_map[node->getUniqueId()] = node;
|
|
|
|
if (is_library_node)
|
|
libnode_ob.push_back(ob);
|
|
}
|
|
|
|
|
|
//create_constraints(et,ob);
|
|
|
|
}
|
|
|
|
for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) {
|
|
ob = *it;
|
|
|
|
if (read_transform)
|
|
anim_importer.read_node_transform(node, ob); // overwrites location set earlier
|
|
|
|
if (!is_joint) {
|
|
if (par && ob) {
|
|
ob->parent = par;
|
|
ob->partype = PAROBJECT;
|
|
ob->parsubstr[0] = 0;
|
|
|
|
//bc_set_parent(ob, par, mContext, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (objects_done->size() > 0) {
|
|
ob = *objects_done->begin();
|
|
}
|
|
else {
|
|
ob = NULL;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
|
|
std::vector<Object *> *child_objects;
|
|
child_objects = write_node(child_nodes[i], node, sce, ob, is_library_node);
|
|
delete child_objects;
|
|
}
|
|
|
|
|
|
finally:
|
|
delete objects_done;
|
|
|
|
return root_objects;
|
|
}
|
|
|
|
/** When this method is called, the writer must write the entire visual scene.
|
|
* Return The writer should return true, if writing succeeded, false otherwise. */
|
|
bool DocumentImporter::writeVisualScene(const COLLADAFW::VisualScene *visualScene)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
// this method called on post process after writeGeometry, writeMaterial, etc.
|
|
|
|
// for each <node> in <visual_scene>:
|
|
// create an Object
|
|
// if Mesh (previously created in writeGeometry) to which <node> corresponds exists, link Object with that mesh
|
|
|
|
// update: since we cannot link a Mesh with Object in
|
|
// writeGeometry because <geometry> does not reference <node>,
|
|
// we link Objects with Meshes here
|
|
|
|
vscenes.push_back(visualScene);
|
|
|
|
return true;
|
|
}
|
|
|
|
/** When this method is called, the writer must handle all nodes contained in the
|
|
* library nodes.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeLibraryNodes(const COLLADAFW::LibraryNodes *libraryNodes)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
Scene *sce = CTX_data_scene(mContext);
|
|
|
|
const COLLADAFW::NodePointerArray& nodes = libraryNodes->getNodes();
|
|
|
|
for (unsigned int i = 0; i < nodes.getCount(); i++) {
|
|
std::vector<Object *> *child_objects;
|
|
child_objects = write_node(nodes[i], NULL, sce, NULL, true);
|
|
delete child_objects;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/** When this method is called, the writer must write the geometry.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeGeometry(const COLLADAFW::Geometry *geom)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
return mesh_importer.write_geometry(geom);
|
|
}
|
|
|
|
/** When this method is called, the writer must write the material.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeMaterial(const COLLADAFW::Material *cmat)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
const std::string& str_mat_id = cmat->getName().size() ? cmat->getName() : cmat->getOriginalId();
|
|
Material *ma = BKE_material_add(G.main, (char *)str_mat_id.c_str());
|
|
|
|
this->uid_effect_map[cmat->getInstantiatedEffect()] = ma;
|
|
this->uid_material_map[cmat->getUniqueId()] = ma;
|
|
|
|
return true;
|
|
}
|
|
|
|
void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma)
|
|
{
|
|
COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType();
|
|
|
|
// TODO: add back texture and extended material parameter support
|
|
|
|
// blinn
|
|
if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) {
|
|
#if 0
|
|
ma->spec_shader = MA_SPEC_BLINN;
|
|
ma->spec = ef->getShininess().getFloatValue();
|
|
#endif
|
|
}
|
|
// phong
|
|
else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) {
|
|
#if 0
|
|
ma->spec_shader = MA_SPEC_PHONG;
|
|
ma->har = ef->getShininess().getFloatValue();
|
|
#endif
|
|
}
|
|
// lambert
|
|
else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
|
|
#if 0
|
|
ma->diff_shader = MA_DIFF_LAMBERT;
|
|
#endif
|
|
}
|
|
// default - lambert
|
|
else {
|
|
#if 0
|
|
ma->diff_shader = MA_DIFF_LAMBERT;
|
|
fprintf(stderr, "Current shader type is not supported, default to lambert.\n");
|
|
#endif
|
|
}
|
|
// reflectivity
|
|
ma->ray_mirror = ef->getReflectivity().getFloatValue();
|
|
// index of refraction
|
|
#if 0
|
|
ma->ang = ef->getIndexOfRefraction().getFloatValue();
|
|
#endif
|
|
|
|
COLLADAFW::Color col;
|
|
|
|
// DIFFUSE
|
|
// color
|
|
if (ef->getDiffuse().isColor()) {
|
|
col = ef->getDiffuse().getColor();
|
|
ma->r = col.getRed();
|
|
ma->g = col.getGreen();
|
|
ma->b = col.getBlue();
|
|
}
|
|
// texture
|
|
else if (ef->getDiffuse().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getDiffuse().getTexture();
|
|
#endif
|
|
}
|
|
// AMBIENT
|
|
// color
|
|
if (ef->getAmbient().isColor()) {
|
|
#if 0
|
|
col = ef->getAmbient().getColor();
|
|
#endif
|
|
}
|
|
// texture
|
|
else if (ef->getAmbient().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getAmbient().getTexture();
|
|
#endif
|
|
}
|
|
// SPECULAR
|
|
// color
|
|
if (ef->getSpecular().isColor()) {
|
|
col = ef->getSpecular().getColor();
|
|
ma->specr = col.getRed();
|
|
ma->specg = col.getGreen();
|
|
ma->specb = col.getBlue();
|
|
}
|
|
// texture
|
|
else if (ef->getSpecular().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getSpecular().getTexture();
|
|
#endif
|
|
}
|
|
// REFLECTIVE
|
|
// color
|
|
if (ef->getReflective().isColor()) {
|
|
#if 0
|
|
col = ef->getReflective().getColor();
|
|
#endif
|
|
}
|
|
// texture
|
|
else if (ef->getReflective().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getReflective().getTexture();
|
|
#endif
|
|
}
|
|
|
|
// EMISSION
|
|
// color
|
|
if (ef->getEmission().isColor()) {
|
|
// XXX there is no emission color in blender
|
|
// but I am not sure
|
|
}
|
|
// texture
|
|
else if (ef->getEmission().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getEmission().getTexture();
|
|
#endif
|
|
}
|
|
|
|
// TRANSPARENT
|
|
// color
|
|
if (ef->getOpacity().isColor()) {
|
|
#if 0
|
|
col = ef->getTransparent().getColor();
|
|
float alpha = ef->getTransparency().getFloatValue();
|
|
if (col.isValid()) {
|
|
alpha *= col.getAlpha(); // Assuming A_ONE opaque mode
|
|
}
|
|
if (col.isValid() || alpha < 1.0) {
|
|
...
|
|
}
|
|
#endif
|
|
}
|
|
// texture
|
|
else if (ef->getOpacity().isTexture()) {
|
|
#if 0
|
|
COLLADAFW::Texture ctex = ef->getOpacity().getTexture();
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/** When this method is called, the writer must write the effect.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
|
|
bool DocumentImporter::writeEffect(const COLLADAFW::Effect *effect)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
const COLLADAFW::UniqueId& uid = effect->getUniqueId();
|
|
|
|
if (uid_effect_map.find(uid) == uid_effect_map.end()) {
|
|
fprintf(stderr, "Couldn't find a material by UID.\n");
|
|
return true;
|
|
}
|
|
|
|
Material *ma = uid_effect_map[uid];
|
|
std::map<COLLADAFW::UniqueId, Material *>::iterator iter;
|
|
for (iter = uid_material_map.begin(); iter != uid_material_map.end(); iter++) {
|
|
if (iter->second == ma) {
|
|
this->FW_object_map[iter->first] = effect;
|
|
break;
|
|
}
|
|
}
|
|
COLLADAFW::CommonEffectPointerArray common_efs = effect->getCommonEffects();
|
|
if (common_efs.getCount() < 1) {
|
|
fprintf(stderr, "Couldn't find <profile_COMMON>.\n");
|
|
return true;
|
|
}
|
|
// XXX TODO: Take all <profile_common>s
|
|
// Currently only first <profile_common> is supported
|
|
COLLADAFW::EffectCommon *ef = common_efs[0];
|
|
write_profile_COMMON(ef, ma);
|
|
this->FW_object_map[effect->getUniqueId()] = effect;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
/** When this method is called, the writer must write the camera.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeCamera(const COLLADAFW::Camera *camera)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
Camera *cam = NULL;
|
|
std::string cam_id, cam_name;
|
|
|
|
ExtraTags *et=getExtraTags(camera->getUniqueId());
|
|
cam_id = camera->getOriginalId();
|
|
cam_name = camera->getName();
|
|
if (cam_name.size()) cam = (Camera *)BKE_camera_add(G.main, (char *)cam_name.c_str());
|
|
else cam = (Camera *)BKE_camera_add(G.main, (char *)cam_id.c_str());
|
|
|
|
if (!cam) {
|
|
fprintf(stderr, "Cannot create camera.\n");
|
|
return true;
|
|
}
|
|
|
|
if (et && et->isProfile("blender")) {
|
|
et->setData("shiftx",&(cam->shiftx));
|
|
et->setData("shifty",&(cam->shifty));
|
|
et->setData("YF_dofdist",&(cam->YF_dofdist));
|
|
}
|
|
cam->clipsta = camera->getNearClippingPlane().getValue();
|
|
cam->clipend = camera->getFarClippingPlane().getValue();
|
|
|
|
COLLADAFW::Camera::CameraType type = camera->getCameraType();
|
|
switch (type) {
|
|
case COLLADAFW::Camera::ORTHOGRAPHIC:
|
|
{
|
|
cam->type = CAM_ORTHO;
|
|
}
|
|
break;
|
|
case COLLADAFW::Camera::PERSPECTIVE:
|
|
{
|
|
cam->type = CAM_PERSP;
|
|
}
|
|
break;
|
|
case COLLADAFW::Camera::UNDEFINED_CAMERATYPE:
|
|
{
|
|
fprintf(stderr, "Current camera type is not supported.\n");
|
|
cam->type = CAM_PERSP;
|
|
}
|
|
break;
|
|
}
|
|
|
|
switch (camera->getDescriptionType()) {
|
|
case COLLADAFW::Camera::ASPECTRATIO_AND_Y:
|
|
{
|
|
switch (cam->type) {
|
|
case CAM_ORTHO:
|
|
{
|
|
double ymag = 2 * camera->getYMag().getValue();
|
|
double aspect = camera->getAspectRatio().getValue();
|
|
double xmag = aspect * ymag;
|
|
cam->ortho_scale = (float)xmag;
|
|
}
|
|
break;
|
|
case CAM_PERSP:
|
|
default:
|
|
{
|
|
double yfov = camera->getYFov().getValue();
|
|
double aspect = camera->getAspectRatio().getValue();
|
|
|
|
// NOTE: Needs more testing (As we curretnly have no official test data for this)
|
|
|
|
double xfov = 2.0f * atanf(aspect * tanf(DEG2RADF(yfov) * 0.5f));
|
|
cam->lens = fov_to_focallength(xfov, cam->sensor_x);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
/* XXX correct way to do following four is probably to get also render
|
|
* size and determine proper settings from that somehow */
|
|
case COLLADAFW::Camera::ASPECTRATIO_AND_X:
|
|
case COLLADAFW::Camera::SINGLE_X:
|
|
case COLLADAFW::Camera::X_AND_Y:
|
|
{
|
|
switch (cam->type) {
|
|
case CAM_ORTHO:
|
|
cam->ortho_scale = (float)camera->getXMag().getValue() * 2;
|
|
break;
|
|
case CAM_PERSP:
|
|
default:
|
|
{
|
|
double x = camera->getXFov().getValue();
|
|
// x is in degrees, cam->lens is in millimiters
|
|
cam->lens = fov_to_focallength(DEG2RADF(x), cam->sensor_x);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case COLLADAFW::Camera::SINGLE_Y:
|
|
{
|
|
switch (cam->type) {
|
|
case CAM_ORTHO:
|
|
cam->ortho_scale = (float)camera->getYMag().getValue();
|
|
break;
|
|
case CAM_PERSP:
|
|
default:
|
|
{
|
|
double yfov = camera->getYFov().getValue();
|
|
// yfov is in degrees, cam->lens is in millimiters
|
|
cam->lens = fov_to_focallength(DEG2RADF(yfov), cam->sensor_x);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
case COLLADAFW::Camera::UNDEFINED:
|
|
// read nothing, use blender defaults.
|
|
break;
|
|
}
|
|
|
|
this->uid_camera_map[camera->getUniqueId()] = cam;
|
|
this->FW_object_map[camera->getUniqueId()] = camera;
|
|
// XXX import camera options
|
|
return true;
|
|
}
|
|
|
|
/** When this method is called, the writer must write the image.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeImage(const COLLADAFW::Image *image)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
const std::string& imagepath = image->getImageURI().toNativePath();
|
|
|
|
char dir[FILE_MAX];
|
|
char absolute_path[FILE_MAX];
|
|
const char *workpath;
|
|
|
|
BLI_split_dir_part(this->import_settings->filepath, dir, sizeof(dir));
|
|
BLI_join_dirfile(absolute_path, sizeof(absolute_path), dir, imagepath.c_str());
|
|
if (BLI_exists(absolute_path)) {
|
|
workpath = absolute_path;
|
|
}
|
|
else {
|
|
// Maybe imagepath was already absolute ?
|
|
if (!BLI_exists(imagepath.c_str())) {
|
|
fprintf(stderr, "Image not found: %s.\n", imagepath.c_str() );
|
|
return true;
|
|
}
|
|
workpath = imagepath.c_str();
|
|
}
|
|
|
|
Image *ima = BKE_image_load_exists(workpath);
|
|
if (!ima) {
|
|
fprintf(stderr, "Cannot create image: %s\n", workpath);
|
|
return true;
|
|
}
|
|
this->uid_image_map[image->getUniqueId()] = ima;
|
|
|
|
return true;
|
|
}
|
|
|
|
/** When this method is called, the writer must write the light.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeLight(const COLLADAFW::Light *light)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
Lamp *lamp = NULL;
|
|
std::string la_id, la_name;
|
|
|
|
ExtraTags *et = getExtraTags(light->getUniqueId());
|
|
/*TagsMap::iterator etit;
|
|
ExtraTags *et = 0;
|
|
etit = uid_tags_map.find(light->getUniqueId().toAscii());
|
|
if (etit != uid_tags_map.end())
|
|
et = etit->second;*/
|
|
|
|
la_id = light->getOriginalId();
|
|
la_name = light->getName();
|
|
if (la_name.size()) lamp = (Lamp *)BKE_lamp_add(G.main, (char *)la_name.c_str());
|
|
else lamp = (Lamp *)BKE_lamp_add(G.main, (char *)la_id.c_str());
|
|
|
|
if (!lamp) {
|
|
fprintf(stderr, "Cannot create lamp.\n");
|
|
return true;
|
|
}
|
|
|
|
// if we find an ExtraTags for this, use that instead.
|
|
if (et && et->isProfile("blender")) {
|
|
et->setData("type", &(lamp->type));
|
|
et->setData("flag", &(lamp->flag));
|
|
et->setData("mode", &(lamp->mode));
|
|
et->setData("gamma", &(lamp->k));
|
|
et->setData("red", &(lamp->r));
|
|
et->setData("green", &(lamp->g));
|
|
et->setData("blue", &(lamp->b));
|
|
et->setData("shadow_r", &(lamp->shdwr));
|
|
et->setData("shadow_g", &(lamp->shdwg));
|
|
et->setData("shadow_b", &(lamp->shdwb));
|
|
et->setData("energy", &(lamp->energy));
|
|
et->setData("dist", &(lamp->dist));
|
|
et->setData("spotsize", &(lamp->spotsize));
|
|
lamp->spotsize = DEG2RADF(lamp->spotsize);
|
|
et->setData("spotblend", &(lamp->spotblend));
|
|
et->setData("att1", &(lamp->att1));
|
|
et->setData("att2", &(lamp->att2));
|
|
et->setData("falloff_type", &(lamp->falloff_type));
|
|
et->setData("clipsta", &(lamp->clipsta));
|
|
et->setData("clipend", &(lamp->clipend));
|
|
et->setData("bias", &(lamp->bias));
|
|
et->setData("soft", &(lamp->soft));
|
|
et->setData("bufsize", &(lamp->bufsize));
|
|
et->setData("buffers", &(lamp->buffers));
|
|
et->setData("area_shape", &(lamp->area_shape));
|
|
et->setData("area_size", &(lamp->area_size));
|
|
et->setData("area_sizey", &(lamp->area_sizey));
|
|
et->setData("area_sizez", &(lamp->area_sizez));
|
|
}
|
|
else {
|
|
float constatt = light->getConstantAttenuation().getValue();
|
|
float linatt = light->getLinearAttenuation().getValue();
|
|
float quadatt = light->getQuadraticAttenuation().getValue();
|
|
float d = 25.0f;
|
|
float att1 = 0.0f;
|
|
float att2 = 0.0f;
|
|
float e = 1.0f;
|
|
|
|
if (light->getColor().isValid()) {
|
|
COLLADAFW::Color col = light->getColor();
|
|
lamp->r = col.getRed();
|
|
lamp->g = col.getGreen();
|
|
lamp->b = col.getBlue();
|
|
}
|
|
|
|
if (IS_EQ(linatt, 0.0f) && quadatt > 0.0f) {
|
|
att2 = quadatt;
|
|
d = sqrt(1.0f / quadatt);
|
|
}
|
|
// linear light
|
|
else if (IS_EQ(quadatt, 0.0f) && linatt > 0.0f) {
|
|
att1 = linatt;
|
|
d = (1.0f / linatt);
|
|
}
|
|
else if (IS_EQ(constatt, 1.0f)) {
|
|
att1 = 1.0f;
|
|
}
|
|
else {
|
|
// assuming point light (const att = 1.0);
|
|
att1 = 1.0f;
|
|
}
|
|
|
|
d *= (1.0f / unit_converter.getLinearMeter());
|
|
|
|
lamp->energy = e;
|
|
lamp->dist = d;
|
|
|
|
COLLADAFW::Light::LightType type = light->getLightType();
|
|
switch (type) {
|
|
case COLLADAFW::Light::AMBIENT_LIGHT:
|
|
{
|
|
lamp->type = LA_HEMI;
|
|
}
|
|
break;
|
|
case COLLADAFW::Light::SPOT_LIGHT:
|
|
{
|
|
lamp->type = LA_SPOT;
|
|
lamp->att1 = att1;
|
|
lamp->att2 = att2;
|
|
if (IS_EQ(att1, 0.0f) && att2 > 0)
|
|
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
|
|
if (IS_EQ(att2, 0.0f) && att1 > 0)
|
|
lamp->falloff_type = LA_FALLOFF_INVLINEAR;
|
|
lamp->spotsize = DEG2RADF(light->getFallOffAngle().getValue());
|
|
lamp->spotblend = light->getFallOffExponent().getValue();
|
|
}
|
|
break;
|
|
case COLLADAFW::Light::DIRECTIONAL_LIGHT:
|
|
{
|
|
/* our sun is very strong, so pick a smaller energy level */
|
|
lamp->type = LA_SUN;
|
|
}
|
|
break;
|
|
case COLLADAFW::Light::POINT_LIGHT:
|
|
{
|
|
lamp->type = LA_LOCAL;
|
|
lamp->att1 = att1;
|
|
lamp->att2 = att2;
|
|
if (IS_EQ(att1, 0.0f) && att2 > 0)
|
|
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
|
|
if (IS_EQ(att2, 0.0f) && att1 > 0)
|
|
lamp->falloff_type = LA_FALLOFF_INVLINEAR;
|
|
}
|
|
break;
|
|
case COLLADAFW::Light::UNDEFINED:
|
|
{
|
|
fprintf(stderr, "Current lamp type is not supported.\n");
|
|
lamp->type = LA_LOCAL;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
this->uid_lamp_map[light->getUniqueId()] = lamp;
|
|
this->FW_object_map[light->getUniqueId()] = light;
|
|
return true;
|
|
}
|
|
|
|
// this function is called only for animations that pass COLLADAFW::validate
|
|
bool DocumentImporter::writeAnimation(const COLLADAFW::Animation *anim)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
// return true;
|
|
return anim_importer.write_animation(anim);
|
|
}
|
|
|
|
// called on post-process stage after writeVisualScenes
|
|
bool DocumentImporter::writeAnimationList(const COLLADAFW::AnimationList *animationList)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
// return true;
|
|
return anim_importer.write_animation_list(animationList);
|
|
}
|
|
|
|
/** When this method is called, the writer must write the skin controller data.
|
|
* \return The writer should return true, if writing succeeded, false otherwise.*/
|
|
bool DocumentImporter::writeSkinControllerData(const COLLADAFW::SkinControllerData *skin)
|
|
{
|
|
return armature_importer.write_skin_controller_data(skin);
|
|
}
|
|
|
|
// this is called on postprocess, before writeVisualScenes
|
|
bool DocumentImporter::writeController(const COLLADAFW::Controller *controller)
|
|
{
|
|
if (mImportStage != General)
|
|
return true;
|
|
|
|
return armature_importer.write_controller(controller);
|
|
}
|
|
|
|
bool DocumentImporter::writeFormulas(const COLLADAFW::Formulas *formulas)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
bool DocumentImporter::writeKinematicsScene(const COLLADAFW::KinematicsScene *kinematicsScene)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ExtraTags *DocumentImporter::getExtraTags(const COLLADAFW::UniqueId &uid)
|
|
{
|
|
if (uid_tags_map.find(uid.toAscii()) == uid_tags_map.end()) {
|
|
return NULL;
|
|
}
|
|
return uid_tags_map[uid.toAscii()];
|
|
}
|
|
|
|
bool DocumentImporter::addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags)
|
|
{
|
|
uid_tags_map[uid.toAscii()] = extra_tags;
|
|
return true;
|
|
}
|
|
|
|
bool DocumentImporter::is_armature(COLLADAFW::Node *node)
|
|
{
|
|
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
|
|
for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
|
|
if (child_nodes[i]->getType() == COLLADAFW::Node::JOINT) {
|
|
return true;
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
}
|
|
|
|
//no child is JOINT
|
|
return false;
|
|
}
|