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blender-archive/source/blender/io/collada/ImageExporter.cpp
Hans Goudey 1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: blender/blender#105416
2023-03-12 22:29:15 +01:00

155 lines
4.5 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#include "COLLADABUURI.h"
#include "COLLADASWImage.h"
#include "DNA_image_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_texture_types.h"
#include "BKE_customdata.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_image_format.h"
#include "BKE_main.h"
#include "BKE_mesh.hh"
#include "BLI_fileops.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "IMB_imbuf_types.h"
#include "ImageExporter.h"
#include "MaterialExporter.h"
ImagesExporter::ImagesExporter(COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings,
KeyImageMap &key_image_map)
: COLLADASW::LibraryImages(sw), export_settings(export_settings), key_image_map(key_image_map)
{
/* pass */
}
void ImagesExporter::export_UV_Image(Image *image, bool use_copies)
{
std::string name(id_name(image));
std::string translated_name(translate_id(name));
ImBuf *imbuf = BKE_image_acquire_ibuf(image, nullptr, nullptr);
if (!imbuf) {
fprintf(stderr, "Collada export: image does not exist:\n%s\n", image->filepath);
return;
}
bool is_dirty = BKE_image_is_dirty(image);
ImageFormatData imageFormat;
BKE_image_format_from_imbuf(&imageFormat, imbuf);
short image_source = image->source;
bool is_generated = image_source == IMA_SRC_GENERATED;
bool is_packed = BKE_image_has_packedfile(image);
char export_path[FILE_MAX];
char source_path[FILE_MAX];
char export_dir[FILE_MAX];
char export_file[FILE_MAX];
/* Destination folder for exported assets */
BLI_split_dir_part(this->export_settings.get_filepath(), export_dir, sizeof(export_dir));
if (is_generated || is_dirty || use_copies || is_packed) {
/* make absolute destination path */
BLI_strncpy(export_file, name.c_str(), sizeof(export_file));
BKE_image_path_ensure_ext_from_imformat(export_file, &imageFormat);
BLI_path_join(export_path, sizeof(export_path), export_dir, export_file);
/* make dest directory if it doesn't exist */
BLI_make_existing_file(export_path);
}
if (is_generated || is_dirty || is_packed) {
/* This image in its current state only exists in Blender memory.
* So we have to export it. The export will keep the image state intact,
* so the exported file will not be associated with the image. */
if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
fprintf(stderr, "Collada export: Cannot export image to:\n%s\n", export_path);
return;
}
BLI_strncpy(export_path, export_file, sizeof(export_path));
}
else {
/* make absolute source path */
BLI_strncpy(source_path, image->filepath, sizeof(source_path));
BLI_path_abs(source_path, ID_BLEND_PATH_FROM_GLOBAL(&image->id));
BLI_path_normalize(nullptr, source_path);
if (use_copies) {
/* This image is already located on the file system.
* But we want to create copies here.
* To move images into the same export directory.
* NOTE: If an image is already located in the export folder,
* then skip the copy (as it would result in a file copy error). */
if (BLI_path_cmp(source_path, export_path) != 0) {
if (BLI_copy(source_path, export_path) != 0) {
fprintf(stderr,
"Collada export: Cannot copy image:\n source:%s\ndest :%s\n",
source_path,
export_path);
return;
}
}
BLI_strncpy(export_path, export_file, sizeof(export_path));
}
else {
/* Do not make any copies, but use the source path directly as reference
* to the original image */
BLI_strncpy(export_path, source_path, sizeof(export_path));
}
}
/* Set name also to mNameNC.
* This helps other viewers import files exported from Blender better. */
COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(export_path)),
translated_name,
translated_name);
img.add(mSW);
fprintf(stdout, "Collada export: Added image: %s\n", export_file);
BKE_image_release_ibuf(image, imbuf, nullptr);
}
void ImagesExporter::exportImages(Scene *sce)
{
bool use_texture_copies = this->export_settings.get_use_texture_copies();
openLibrary();
KeyImageMap::iterator iter;
for (iter = key_image_map.begin(); iter != key_image_map.end(); iter++) {
Image *image = iter->second;
std::string uid(id_name(image));
std::string key = translate_id(uid);
export_UV_Image(image, use_texture_copies);
}
closeLibrary();
}