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blender-archive/source/blender/io/collada/SceneExporter.cpp
Sybren A. Stüvel 11c4066159 Cleanup: partial Clang-Tidy modernize-loop-convert
Modernize loops by using the `for(type variable : container)` syntax.

Some loops were trivial to fix, whereas others required more attention
to avoid semantic changes. I couldn't address all old-style loops, so
this commit doesn't enable the `modernize-loop-convert` rule.

Although Clang-Tidy's auto-fixer prefers to use `auto` for the loop
variable declaration, I made as many declarations as possible explicit.
To me this increases local readability, as you don't need to fully
understand the container in order to understand the loop variable type.

No functional changes.
2020-12-07 12:41:17 +01:00

240 lines
8.2 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup collada
*/
#include "BKE_collection.h"
#include "BKE_lib_id.h"
#include "BKE_object.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BCSampleData.h"
#include "SceneExporter.h"
#include "collada_utils.h"
void SceneExporter::exportScene()
{
Scene *scene = blender_context.get_scene();
/* <library_visual_scenes> <visual_scene> */
std::string name = id_name(scene);
openVisualScene(translate_id(name), encode_xml(name));
exportHierarchy();
closeVisualScene();
closeLibrary();
}
void SceneExporter::exportHierarchy()
{
LinkNode *node;
ColladaBaseNodes base_objects;
/* Ensure all objects in the export_set are marked */
for (node = this->export_settings.get_export_set(); node; node = node->next) {
Object *ob = (Object *)node->link;
ob->id.tag |= LIB_TAG_DOIT;
}
/* Now find all exportable base objects (highest in export hierarchy) */
for (node = this->export_settings.get_export_set(); node; node = node->next) {
Object *ob = (Object *)node->link;
if (this->export_settings.is_export_root(ob)) {
switch (ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_GPENCIL:
case OB_ARMATURE:
base_objects.add(ob);
break;
}
}
}
/* And now export the base objects: */
for (int index = 0; index < base_objects.size(); index++) {
Object *ob = base_objects.get(index);
writeNode(ob);
if (bc_is_marked(ob)) {
bc_remove_mark(ob);
}
}
}
void SceneExporter::writeNodeList(std::vector<Object *> &child_objects, Object *parent)
{
/* TODO: Handle the case where a parent is not exported
* Actually i am not even sure if this can be done at all
* in a good way.
* I really prefer to enforce the export of hidden
* elements in an object hierarchy. When the children of
* the hidden elements are exported as well. */
for (auto *child : child_objects) {
writeNode(child);
if (bc_is_marked(child)) {
bc_remove_mark(child);
}
}
}
void SceneExporter::writeNode(Object *ob)
{
ViewLayer *view_layer = blender_context.get_view_layer();
std::vector<Object *> child_objects;
bc_get_children(child_objects, ob, view_layer);
bool can_export = bc_is_in_Export_set(this->export_settings.get_export_set(), ob, view_layer);
/* Add associated armature first if available */
bool armature_exported = false;
Object *ob_arm = bc_get_assigned_armature(ob);
if (ob_arm != nullptr) {
armature_exported = bc_is_in_Export_set(
this->export_settings.get_export_set(), ob_arm, view_layer);
if (armature_exported && bc_is_marked(ob_arm)) {
writeNode(ob_arm);
bc_remove_mark(ob_arm);
armature_exported = true;
}
}
if (can_export) {
COLLADASW::Node colladaNode(mSW);
colladaNode.setNodeId(translate_id(id_name(ob)));
colladaNode.setNodeName(encode_xml(id_name(ob)));
colladaNode.setType(COLLADASW::Node::NODE);
colladaNode.start();
if (ob->type == OB_MESH && armature_exported) {
/* for skinned mesh we write obmat in <bind_shape_matrix> */
TransformWriter::add_node_transform_identity(colladaNode, this->export_settings);
}
else {
TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings);
}
/* <instance_geometry> */
if (ob->type == OB_MESH) {
bool instance_controller_created = false;
if (armature_exported) {
instance_controller_created = arm_exporter->add_instance_controller(ob);
}
if (!instance_controller_created) {
COLLADASW::InstanceGeometry instGeom(mSW);
instGeom.setUrl(COLLADASW::URI(
COLLADABU::Utils::EMPTY_STRING,
get_geometry_id(ob, this->export_settings.get_use_object_instantiation())));
instGeom.setName(encode_xml(id_name(ob)));
InstanceWriter::add_material_bindings(
instGeom.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
instGeom.add();
}
}
/* <instance_controller> */
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(ob, view_layer, this, child_objects);
}
/* <instance_camera> */
else if (ob->type == OB_CAMERA) {
COLLADASW::InstanceCamera instCam(
mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
instCam.add();
}
/* <instance_light> */
else if (ob->type == OB_LAMP) {
COLLADASW::InstanceLight instLa(
mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
instLa.add();
}
/* empty object */
else if (ob->type == OB_EMPTY) { /* TODO: handle groups (OB_DUPLICOLLECTION */
if ((ob->transflag & OB_DUPLICOLLECTION) == OB_DUPLICOLLECTION && ob->instance_collection) {
Collection *collection = ob->instance_collection;
/* printf("group detected '%s'\n", group->id.name + 2); */
FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, object) {
printf("\t%s\n", object->id.name);
}
FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
}
if (BLI_listbase_is_empty(&ob->constraints) == false) {
bConstraint *con = (bConstraint *)ob->constraints.first;
while (con) {
std::string con_name(encode_xml(con->name));
std::string con_tag = con_name + "_constraint";
printf("%s\n", con_name.c_str());
printf("%s\n\n", con_tag.c_str());
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "type", con->type);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "enforce", con->enforce);
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "flag", con->flag);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "headtail", con->headtail);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "lin_error", con->lin_error);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "own_space", con->ownspace);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "rot_error", con->rot_error);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "tar_space", con->tarspace);
colladaNode.addExtraTechniqueChildParameter(
"blender", con_tag, "lin_error", con->lin_error);
/* not ideal: add the target object name as another parameter.
* No real mapping in the .dae
* Need support for multiple target objects also. */
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = {nullptr, nullptr};
if (cti && cti->get_constraint_targets) {
bConstraintTarget *ct;
Object *obtar;
cti->get_constraint_targets(con, &targets);
for (ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
obtar = ct->tar;
std::string tar_id((obtar) ? id_name(obtar) : "");
colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "target_id", tar_id);
}
if (cti->flush_constraint_targets) {
cti->flush_constraint_targets(con, &targets, true);
}
}
con = con->next;
}
}
}
bc_remove_mark(ob);
writeNodeList(child_objects, ob);
colladaNode.end();
}
else {
writeNodeList(child_objects, ob);
}
}