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
208 lines
6.5 KiB
C++
208 lines
6.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file collada_utils.h
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* \ingroup collada
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*/
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#ifndef __COLLADA_UTILS_H__
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#define __COLLADA_UTILS_H__
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#include "COLLADAFWMeshPrimitive.h"
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#include "COLLADAFWGeometry.h"
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#include "COLLADAFWFloatOrDoubleArray.h"
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#include "COLLADAFWTypes.h"
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#include <vector>
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#include <map>
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#include <algorithm>
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extern "C" {
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#include "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_scene_types.h"
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#include "RNA_access.h"
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#include "BLI_linklist.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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#include "BKE_context.h"
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#include "BKE_object.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_scene.h"
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#include "BKE_idprop.h"
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}
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#include "ImportSettings.h"
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#include "ExportSettings.h"
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#include "collada_internal.h"
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struct Depsgraph;
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typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *> > TexIndexTextureArrayMap;
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extern Scene *bc_get_scene(bContext *C);
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extern Main *bc_get_main();
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extern Depsgraph *bc_get_depsgraph();
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extern void bc_update_scene(Depsgraph *depsgraph, Scene *scene, float ctime);
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extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index);
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extern int bc_test_parent_loop(Object *par, Object *ob);
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extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
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extern Object *bc_add_object(Scene *scene, ViewLayer *view_layer, int type, const char *name);
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extern Mesh *bc_get_mesh_copy(struct Depsgraph *depsgraph, Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate);
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extern Object *bc_get_assigned_armature(Object *ob);
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extern Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob);
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extern bool bc_is_base_node(LinkNode *export_set, Object *ob);
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extern bool bc_is_in_Export_set(LinkNode *export_set, Object *ob);
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extern bool bc_has_object_type(LinkNode *export_set, short obtype);
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extern int bc_is_marked(Object *ob);
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extern void bc_remove_mark(Object *ob);
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extern void bc_set_mark(Object *ob);
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extern char *bc_CustomData_get_layer_name(const CustomData *data, int type, int n);
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extern char *bc_CustomData_get_active_layer_name(const CustomData *data, int type);
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extern void bc_bubble_sort_by_Object_name(LinkNode *export_set);
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extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only);
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extern int bc_get_active_UVLayer(Object *ob);
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extern std::string bc_replace_string(std::string data, const std::string& pattern, const std::string& replacement);
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extern std::string bc_url_encode(std::string data);
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extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene);
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extern void bc_match_scale(std::vector<Object *> *objects_done, UnitConverter &unit_converter, bool scale_to_scene);
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extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size);
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extern void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4]);
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extern void bc_triangulate_mesh(Mesh *me);
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extern bool bc_is_leaf_bone(Bone *bone);
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extern EditBone *bc_get_edit_bone(bArmature * armature, char *name);
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extern int bc_set_layer(int bitfield, int layer, bool enable);
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extern int bc_set_layer(int bitfield, int layer);
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inline bool bc_in_range(float a, float b, float range) {
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return fabsf(a - b) < range;
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}
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void bc_copy_m4_farray(float r[4][4], float *a);
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void bc_copy_farray_m4(float *r, float a[4][4]);
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extern void bc_sanitize_mat(float mat[4][4], int precision);
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extern void bc_sanitize_mat(double mat[4][4], int precision);
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extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key);
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extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value);
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extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]);
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extern float bc_get_property(Bone *bone, std::string key, float def);
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extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]);
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extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]);
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extern void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float world[4][4], bool use_local_space);
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class BCPolygonNormalsIndices
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{
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std::vector<unsigned int> normal_indices;
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public:
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void add_index(unsigned int index) {
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normal_indices.push_back(index);
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}
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unsigned int operator[](unsigned int i) {
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return normal_indices[i];
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}
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};
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class BoneExtended {
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private:
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char name[MAXBONENAME];
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int chain_length;
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bool is_leaf;
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float tail[3];
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float roll;
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int bone_layers;
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int use_connect;
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bool has_custom_tail;
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bool has_custom_roll;
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public:
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BoneExtended(EditBone *aBone);
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void set_name(char *aName);
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char *get_name();
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void set_chain_length(const int aLength);
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int get_chain_length();
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void set_leaf_bone(bool state);
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bool is_leaf_bone();
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void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels);
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int get_bone_layers();
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static std::string get_bone_layers(int bitfield);
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void set_roll(float roll);
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bool has_roll();
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float get_roll();
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void set_tail(float *vec);
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float *get_tail();
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bool has_tail();
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void set_use_connect(int use_connect);
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int get_use_connect();
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};
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/* a map to store bone extension maps
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| std:string : an armature name
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| BoneExtended * : a map that contains extra data for bones
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*/
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typedef std::map<std::string, BoneExtended *> BoneExtensionMap;
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/*
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| A class to organise bone extendion data for multiple Armatures.
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| this is needed for the case where a Collada file contains 2 or more
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| separate armatures.
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*/
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class BoneExtensionManager {
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private:
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std::map<std::string, BoneExtensionMap *> extended_bone_maps;
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public:
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BoneExtensionMap &getExtensionMap(bArmature *armature);
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~BoneExtensionManager();
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};
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#endif
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