This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/collada/collada_utils.cpp

366 lines
9.1 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/collada_utils.cpp
* \ingroup collada
*/
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "COLLADAFWGeometry.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWMeshVertexData.h"
#include "collada_utils.h"
extern "C" {
#include "DNA_modifier_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_armature_types.h"
#include "BLI_math.h"
#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "WM_api.h" // XXX hrm, see if we can do without this
#include "WM_types.h"
#include "bmesh.h"
#include "bmesh_tools.h"
}
float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
{
if (index >= array.getValuesCount())
return 0.0f;
if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
return array.getFloatValues()->getData()[index];
else
return array.getDoubleValues()->getData()[index];
}
// copied from /editors/object/object_relations.c
int bc_test_parent_loop(Object *par, Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if (par == NULL) return 0;
if (ob == par) return 1;
return bc_test_parent_loop(par->parent, ob);
}
// a shortened version of parent_set_exec()
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
Object workob;
Scene *sce = CTX_data_scene(C);
if (!par || bc_test_parent_loop(par, ob))
return false;
ob->parent = par;
ob->partype = PAROBJECT;
ob->parsubstr[0] = 0;
if (is_parent_space) {
float mat[4][4];
// calc par->obmat
BKE_object_where_is_calc(sce, par);
// move child obmat into world space
mul_m4_m4m4(mat, par->obmat, ob->obmat);
copy_m4_m4(ob->obmat, mat);
}
// apply child obmat (i.e. decompose it into rot/loc/size)
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
// compute parentinv
BKE_object_workob_calc_parent(sce, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
DAG_id_tag_update(&par->id, OB_RECALC_OB);
/** done once after import */
#if 0
DAG_relations_tag_update(bmain);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
#endif
return true;
}
Object *bc_add_object(Scene *scene, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(G.main, type, name);
ob->data = BKE_object_obdata_add_from_type(G.main, type, name);
ob->lay = scene->lay;
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
BKE_scene_base_select(scene, BKE_scene_base_add(scene, ob));
return ob;
}
Mesh *bc_get_mesh_copy(Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
{
Mesh *tmpmesh;
CustomDataMask mask = CD_MASK_MESH;
Mesh *mesh = (Mesh *)ob->data;
DerivedMesh *dm = NULL;
if (apply_modifiers) {
switch (export_mesh_type) {
case BC_MESH_TYPE_VIEW:
{
dm = mesh_create_derived_view(scene, ob, mask);
break;
}
case BC_MESH_TYPE_RENDER:
{
dm = mesh_create_derived_render(scene, ob, mask);
break;
}
}
}
else {
dm = mesh_create_derived((Mesh *)ob->data, NULL);
}
tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
tmpmesh->flag = mesh->flag;
if (triangulate) {
bc_triangulate_mesh(tmpmesh);
}
BKE_mesh_tessface_ensure(tmpmesh);
return tmpmesh;
}
Object *bc_get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod;
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
// Returns the highest selected ancestor
// returns NULL if no ancestor is selected
// IMPORTANT: This function expects that
// all exported objects have set:
// ob->id.flag & LIB_DOIT
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
{
Object *ancestor = ob;
while (ob->parent && bc_is_marked(ob->parent)) {
ob = ob->parent;
ancestor = ob;
}
return ancestor;
}
bool bc_is_base_node(LinkNode *export_set, Object *ob)
{
Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
return (root == ob);
}
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
{
return (BLI_linklist_index(export_set, ob) != -1);
}
bool bc_has_object_type(LinkNode *export_set, short obtype)
{
LinkNode *node;
for (node = export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
/* XXX - why is this checking for ob->data? - we could be looking for empties */
if (ob->type == obtype && ob->data) {
return true;
}
}
return false;
}
int bc_is_marked(Object *ob)
{
return ob && (ob->id.flag & LIB_DOIT);
}
void bc_remove_mark(Object *ob)
{
ob->id.flag &= ~LIB_DOIT;
}
void bc_set_mark(Object *ob)
{
ob->id.flag |= LIB_DOIT;
}
// Use bubble sort algorithm for sorting the export set
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
bool sorted = false;
LinkNode *node;
for (node = export_set; node->next && !sorted; node = node->next) {
sorted = true;
LinkNode *current;
for (current = export_set; current->next; current = current->next) {
Object *a = (Object *)current->link;
Object *b = (Object *)current->next->link;
if (strcmp(a->id.name, b->id.name) > 0) {
current->link = b;
current->next->link = a;
sorted = false;
}
}
}
}
/* Check if a bone is the top most exportable bone in the bone hierarchy.
* When deform_bones_only == false, then only bones with NO parent
* can be root bones. Otherwise the top most deform bones in the hierarchy
* are root bones.
*/
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
{
if (deform_bones_only) {
Bone *root = NULL;
Bone *bone = aBone;
while (bone) {
if (!(bone->flag & BONE_NO_DEFORM))
root = bone;
bone = bone->parent;
}
return (aBone == root);
}
else
return !(aBone->parent);
}
int bc_get_active_UVLayer(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
}
std::string bc_url_encode(std::string data)
{
/* XXX We probably do not need to do a full encoding.
* But in case that is necessary,then it can be added here.
*/
return bc_replace_string(data,"#", "%23");
}
std::string bc_replace_string(std::string data, const std::string& pattern,
const std::string& replacement)
{
size_t pos = 0;
while ((pos = data.find(pattern, pos)) != std::string::npos) {
data.replace(pos, pattern.length(), replacement);
pos += replacement.length();
}
return data;
}
/**
* Calculate a rescale factor such that the imported scene's scale
* is preserved. I.e. 1 meter in the import will also be
* 1 meter in the current scene.
*/
void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
{
if (scale_to_scene) {
mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
}
mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
}
void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene)
{
for (std::vector<Object *>::iterator it = objects_done->begin();
it != objects_done->end();
++it)
{
Object *ob = *it;
if (ob -> parent == NULL) {
bc_match_scale(*it, bc_unit, scale_to_scene);
}
}
}
void bc_triangulate_mesh(Mesh *me)
{
bool use_beauty = false;
bool tag_only = false;
int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default);
BM_mesh_bm_from_me(bm, me, true, false, 0);
BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL);
BM_mesh_bm_to_me(bm, me, false);
BM_mesh_free(bm);
}