Currently the `MLoopUV` struct stores UV coordinates and flags related to editing UV maps in the UV editor. This patch changes the coordinates to use the generic 2D vector type, and moves the flags into three separate boolean attributes. This follows the design in T95965, with the ultimate intention of simplifying code and improving performance. Importantly, the change allows exporters and renderers to use UVs "touched" by geometry nodes, which only creates generic attributes. It also allows geometry nodes to create "proper" UV maps from scratch, though only with the Store Named Attribute node for now. The new design considers any 2D vector attribute on the corner domain to be a UV map. In the future, they might be distinguished from regular 2D vectors with attribute metadata, which may be helpful because they are often interpolated differently. Most of the code changes deal with passing around UV BMesh custom data offsets and tracking the boolean "sublayers". The boolean layers are use the following prefixes for attribute names: vert selection: `.vs.`, edge selection: `.es.`, pinning: `.pn.`. Currently these are short to avoid using up the maximum length of attribute names. To accommodate for these 4 extra characters, the name length limit is enlarged to 68 bytes, while the maximum user settable name length is still 64 bytes. Unfortunately Python/RNA API access to the UV flag data becomes slower. Accessing the boolean layers directly is be better for performance in general. Like the other mesh SoA refactors, backward and forward compatibility aren't affected, and won't be changed until 4.0. We pay for that by making mesh reading and writing more expensive with conversions. Resolves T85962 Differential Revision: https://developer.blender.org/D14365
706 lines
22 KiB
C++
706 lines
22 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#include <sstream>
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#include "COLLADABUUtils.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWSource.h"
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#include "COLLADASWVertices.h"
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#include "GeometryExporter.h"
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#include "DNA_meshdata_types.h"
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#include "BLI_math_vector_types.hh"
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#include "BLI_utildefines.h"
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#include "BKE_attribute.hh"
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#include "BKE_customdata.h"
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#include "BKE_global.h"
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#include "BKE_lib_id.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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using blender::float3;
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using blender::Span;
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void GeometryExporter::exportGeom()
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{
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Scene *sce = blender_context.get_scene();
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openLibrary();
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GeometryFunctor gf;
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gf.forEachMeshObjectInExportSet<GeometryExporter>(
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sce, *this, this->export_settings.get_export_set());
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closeLibrary();
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}
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void GeometryExporter::operator()(Object *ob)
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{
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bool use_instantiation = this->export_settings.get_use_object_instantiation();
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Mesh *me = bc_get_mesh_copy(blender_context,
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ob,
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this->export_settings.get_export_mesh_type(),
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this->export_settings.get_apply_modifiers(),
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this->export_settings.get_triangulate());
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std::string geom_id = get_geometry_id(ob, use_instantiation);
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std::vector<Normal> nor;
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std::vector<BCPolygonNormalsIndices> norind;
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/* Skip if linked geometry was already exported from another reference */
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if (use_instantiation && exportedGeometry.find(geom_id) != exportedGeometry.end()) {
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return;
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}
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std::string geom_name = (use_instantiation) ? id_name(ob->data) : id_name(ob);
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geom_name = encode_xml(geom_name);
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exportedGeometry.insert(geom_id);
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bool has_color = bool(CustomData_has_layer(&me->fdata, CD_MCOL));
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create_normals(nor, norind, me);
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/* openMesh(geoId, geoName, meshId) */
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openMesh(geom_id, geom_name);
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/* writes <source> for vertex coords */
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createVertsSource(geom_id, me);
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/* writes <source> for normal coords */
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createNormalsSource(geom_id, me, nor);
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bool has_uvs = bool(CustomData_has_layer(&me->ldata, CD_PROP_FLOAT2));
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/* writes <source> for uv coords if mesh has uv coords */
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if (has_uvs) {
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createTexcoordsSource(geom_id, me);
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}
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if (has_color) {
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createVertexColorSource(geom_id, me);
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}
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/* <vertices> */
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COLLADASW::Vertices verts(mSW);
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verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
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COLLADASW::InputList &input_list = verts.getInputList();
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COLLADASW::Input input(COLLADASW::InputSemantic::POSITION,
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getUrlBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
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input_list.push_back(input);
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verts.add();
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createLooseEdgeList(ob, me, geom_id);
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/* Only create Polylists if number of faces > 0 */
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if (me->totface > 0) {
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/* XXX slow */
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if (ob->totcol) {
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for (int a = 0; a < ob->totcol; a++) {
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create_mesh_primitive_list(a, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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else {
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create_mesh_primitive_list(0, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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closeMesh();
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closeGeometry();
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if (this->export_settings.get_include_shapekeys()) {
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Key *key = BKE_key_from_object(ob);
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if (key) {
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blender::MutableSpan<float3> positions = me->vert_positions_for_write();
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KeyBlock *kb = (KeyBlock *)key->block.first;
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/* skip the basis */
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kb = kb->next;
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for (; kb; kb = kb->next) {
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BKE_keyblock_convert_to_mesh(
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kb, reinterpret_cast<float(*)[3]>(positions.data()), me->totvert);
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export_key_mesh(ob, me, kb);
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}
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}
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}
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BKE_id_free(nullptr, me);
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}
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void GeometryExporter::export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb)
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{
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std::string geom_id = get_geometry_id(ob, false) + "_morph_" + translate_id(kb->name);
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std::vector<Normal> nor;
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std::vector<BCPolygonNormalsIndices> norind;
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if (exportedGeometry.find(geom_id) != exportedGeometry.end()) {
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return;
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}
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std::string geom_name = kb->name;
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exportedGeometry.insert(geom_id);
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bool has_color = bool(CustomData_has_layer(&me->fdata, CD_MCOL));
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create_normals(nor, norind, me);
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// openMesh(geoId, geoName, meshId)
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openMesh(geom_id, geom_name);
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/* writes <source> for vertex coords */
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createVertsSource(geom_id, me);
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/* writes <source> for normal coords */
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createNormalsSource(geom_id, me, nor);
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bool has_uvs = bool(CustomData_has_layer(&me->ldata, CD_PROP_FLOAT2));
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/* writes <source> for uv coords if mesh has uv coords */
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if (has_uvs) {
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createTexcoordsSource(geom_id, me);
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}
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if (has_color) {
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createVertexColorSource(geom_id, me);
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}
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/* <vertices> */
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COLLADASW::Vertices verts(mSW);
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verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
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COLLADASW::InputList &input_list = verts.getInputList();
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COLLADASW::Input input(COLLADASW::InputSemantic::POSITION,
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getUrlBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
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input_list.push_back(input);
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verts.add();
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// createLooseEdgeList(ob, me, geom_id, norind);
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/* XXX slow */
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if (ob->totcol) {
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for (int a = 0; a < ob->totcol; a++) {
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create_mesh_primitive_list(a, has_uvs, has_color, ob, me, geom_id, norind);
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}
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}
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else {
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create_mesh_primitive_list(0, has_uvs, has_color, ob, me, geom_id, norind);
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}
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closeMesh();
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closeGeometry();
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}
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void GeometryExporter::createLooseEdgeList(Object *ob, Mesh *me, std::string &geom_id)
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{
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using namespace blender;
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const Span<MEdge> edges = me->edges();
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int edges_in_linelist = 0;
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std::vector<uint> edge_list;
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int index;
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/* Find all loose edges in Mesh
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* and save vertex indices in edge_list */
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const bke::LooseEdgeCache &loose_edges = me->loose_edges();
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if (loose_edges.count > 0) {
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for (const int64_t i : edges.index_range()) {
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if (loose_edges.is_loose_bits[i]) {
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const MEdge *edge = &edges[i];
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edges_in_linelist += 1;
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edge_list.push_back(edge->v1);
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edge_list.push_back(edge->v2);
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}
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}
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}
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if (edges_in_linelist > 0) {
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/* Create the list of loose edges */
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COLLADASW::Lines lines(mSW);
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lines.setCount(edges_in_linelist);
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COLLADASW::InputList &til = lines.getInputList();
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/* creates <input> in <lines> for vertices */
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COLLADASW::Input input1(COLLADASW::InputSemantic::VERTEX,
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getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX),
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0);
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til.push_back(input1);
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lines.prepareToAppendValues();
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for (index = 0; index < edges_in_linelist; index++) {
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lines.appendValues(edge_list[2 * index + 1]);
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lines.appendValues(edge_list[2 * index]);
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}
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lines.finish();
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}
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}
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static void prepareToAppendValues(bool is_triangulated,
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COLLADASW::PrimitivesBase &primitive_list,
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std::vector<ulong> &vcount_list)
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{
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/* performs the actual writing */
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if (is_triangulated) {
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((COLLADASW::Triangles &)primitive_list).prepareToAppendValues();
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}
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else {
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/* sets <vcount> */
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primitive_list.setVCountList(vcount_list);
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((COLLADASW::Polylist &)primitive_list).prepareToAppendValues();
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}
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}
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static void finish_and_delete_primitive_List(bool is_triangulated,
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COLLADASW::PrimitivesBase *primitive_list)
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{
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if (is_triangulated) {
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((COLLADASW::Triangles *)primitive_list)->finish();
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}
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else {
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((COLLADASW::Polylist *)primitive_list)->finish();
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}
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delete primitive_list;
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}
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static COLLADASW::PrimitivesBase *create_primitive_list(bool is_triangulated,
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COLLADASW::StreamWriter *mSW)
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{
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COLLADASW::PrimitivesBase *primitive_list;
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if (is_triangulated) {
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primitive_list = new COLLADASW::Triangles(mSW);
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}
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else {
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primitive_list = new COLLADASW::Polylist(mSW);
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}
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return primitive_list;
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}
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static bool collect_vertex_counts_per_poly(Mesh *me,
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int material_index,
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std::vector<ulong> &vcount_list)
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{
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const Span<MPoly> polys = me->polys();
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const blender::bke::AttributeAccessor attributes = me->attributes();
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const blender::VArray<int> material_indices = attributes.lookup_or_default<int>(
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"material_index", ATTR_DOMAIN_FACE, 0);
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bool is_triangulated = true;
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/* Expecting that the material index is always 0 if the mesh has no materials assigned */
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for (const int i : polys.index_range()) {
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if (material_indices[i] == material_index) {
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const MPoly &poly = polys[i];
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const int vertex_count = poly.totloop;
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vcount_list.push_back(vertex_count);
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if (vertex_count != 3) {
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is_triangulated = false;
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}
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}
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}
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return is_triangulated;
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}
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std::string GeometryExporter::makeVertexColorSourceId(std::string &geom_id, char *layer_name)
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{
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std::string result = getIdBySemantics(geom_id, COLLADASW::InputSemantic::COLOR) + "-" +
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layer_name;
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return result;
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}
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void GeometryExporter::create_mesh_primitive_list(short material_index,
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bool has_uvs,
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bool has_color,
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Object *ob,
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Mesh *me,
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std::string &geom_id,
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std::vector<BCPolygonNormalsIndices> &norind)
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{
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const Span<MPoly> polys = me->polys();
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const Span<MLoop> loops = me->loops();
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std::vector<ulong> vcount_list;
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bool is_triangulated = collect_vertex_counts_per_poly(me, material_index, vcount_list);
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int polygon_count = vcount_list.size();
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/* no faces using this material */
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if (polygon_count == 0) {
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fprintf(
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stderr, "%s: material with index %d is not used.\n", id_name(ob).c_str(), material_index);
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return;
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}
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Material *ma = ob->totcol ? BKE_object_material_get(ob, material_index + 1) : nullptr;
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COLLADASW::PrimitivesBase *primitive_list = create_primitive_list(is_triangulated, mSW);
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/* sets count attribute in <polylist> */
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primitive_list->setCount(polygon_count);
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/* sets material name */
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if (ma) {
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std::string material_id = get_material_id(ma);
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std::ostringstream ostr;
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ostr << translate_id(material_id);
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primitive_list->setMaterial(ostr.str());
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}
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COLLADASW::Input vertex_input(COLLADASW::InputSemantic::VERTEX,
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getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX),
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0);
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COLLADASW::Input normals_input(COLLADASW::InputSemantic::NORMAL,
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getUrlBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL),
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1);
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COLLADASW::InputList &til = primitive_list->getInputList();
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til.push_back(vertex_input);
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til.push_back(normals_input);
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/* if mesh has uv coords writes <input> for TEXCOORD */
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int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
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int active_uv_index = CustomData_get_active_layer_index(&me->ldata, CD_PROP_FLOAT2);
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for (int i = 0; i < num_layers; i++) {
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int layer_index = CustomData_get_layer_index_n(&me->ldata, CD_PROP_FLOAT2, i);
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if (!this->export_settings.get_active_uv_only() || layer_index == active_uv_index) {
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// char *name = CustomData_get_layer_name(&me->ldata, CD_PROP_FLOAT2, i);
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COLLADASW::Input texcoord_input(
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COLLADASW::InputSemantic::TEXCOORD,
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makeUrl(makeTexcoordSourceId(geom_id, i, this->export_settings.get_active_uv_only())),
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2, /* this is only until we have optimized UV sets */
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(this->export_settings.get_active_uv_only()) ? 0 : layer_index - 1 /* set (0,1,2,...) */
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);
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til.push_back(texcoord_input);
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}
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}
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int totlayer_mcol = CustomData_number_of_layers(&me->ldata, CD_PROP_BYTE_COLOR);
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if (totlayer_mcol > 0) {
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int map_index = 0;
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for (int a = 0; a < totlayer_mcol; a++) {
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char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_PROP_BYTE_COLOR, a);
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COLLADASW::Input input4(COLLADASW::InputSemantic::COLOR,
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makeUrl(makeVertexColorSourceId(geom_id, layer_name)),
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(has_uvs) ? 3 : 2, /* all color layers have same index order */
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map_index /* set number equals color map index */
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);
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til.push_back(input4);
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map_index++;
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}
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}
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/* performs the actual writing */
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prepareToAppendValues(is_triangulated, *primitive_list, vcount_list);
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const blender::bke::AttributeAccessor attributes = me->attributes();
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const blender::VArray<int> material_indices = attributes.lookup_or_default<int>(
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"material_index", ATTR_DOMAIN_FACE, 0);
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/* <p> */
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int texindex = 0;
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for (const int i : polys.index_range()) {
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const MPoly *p = &polys[i];
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int loop_count = p->totloop;
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if (material_indices[i] == material_index) {
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const MLoop *l = &loops[p->loopstart];
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BCPolygonNormalsIndices normal_indices = norind[i];
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for (int j = 0; j < loop_count; j++) {
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primitive_list->appendValues(l[j].v);
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primitive_list->appendValues(normal_indices[j]);
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if (has_uvs) {
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primitive_list->appendValues(texindex + j);
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}
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if (has_color) {
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primitive_list->appendValues(texindex + j);
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}
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}
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}
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texindex += loop_count;
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}
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finish_and_delete_primitive_List(is_triangulated, primitive_list);
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}
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void GeometryExporter::createVertsSource(std::string geom_id, Mesh *me)
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{
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const Span<float3> positions = me->vert_positions();
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COLLADASW::FloatSourceF source(mSW);
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source.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
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source.setArrayId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::POSITION) +
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ARRAY_ID_SUFFIX);
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source.setAccessorCount(positions.size());
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source.setAccessorStride(3);
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COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
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param.push_back("X");
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param.push_back("Y");
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param.push_back("Z");
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/* main function, it creates <source id = "">, <float_array id = ""
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* count = ""> */
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source.prepareToAppendValues();
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/* appends data to <float_array> */
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for (const int i : positions.index_range()) {
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Vector co;
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if (export_settings.get_apply_global_orientation()) {
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float co_c[3];
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copy_v3_v3(co_c, positions[i]);
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bc_add_global_transform(co, co_c, export_settings.get_global_transform());
|
|
}
|
|
else {
|
|
copy_v3_v3(co, positions[i]);
|
|
}
|
|
source.appendValues(co[0], co[1], co[2]);
|
|
}
|
|
|
|
source.finish();
|
|
}
|
|
|
|
void GeometryExporter::createVertexColorSource(std::string geom_id, Mesh *me)
|
|
{
|
|
/* Find number of vertex color layers */
|
|
int totlayer_mcol = CustomData_number_of_layers(&me->ldata, CD_PROP_BYTE_COLOR);
|
|
if (totlayer_mcol == 0) {
|
|
return;
|
|
}
|
|
|
|
int map_index = 0;
|
|
for (int a = 0; a < totlayer_mcol; a++) {
|
|
|
|
map_index++;
|
|
const MLoopCol *mloopcol = (const MLoopCol *)CustomData_get_layer_n(
|
|
&me->ldata, CD_PROP_BYTE_COLOR, a);
|
|
|
|
COLLADASW::FloatSourceF source(mSW);
|
|
|
|
char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_PROP_BYTE_COLOR, a);
|
|
std::string layer_id = makeVertexColorSourceId(geom_id, layer_name);
|
|
source.setId(layer_id);
|
|
|
|
source.setNodeName(layer_name);
|
|
|
|
source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
|
|
source.setAccessorCount(me->totloop);
|
|
source.setAccessorStride(4);
|
|
|
|
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
|
|
param.push_back("R");
|
|
param.push_back("G");
|
|
param.push_back("B");
|
|
param.push_back("A");
|
|
|
|
source.prepareToAppendValues();
|
|
|
|
const Span<MPoly> polys = me->polys();
|
|
for (const int i : polys.index_range()) {
|
|
const MPoly &poly = polys[i];
|
|
const MLoopCol *mlc = mloopcol + poly.loopstart;
|
|
for (int j = 0; j < poly.totloop; j++, mlc++) {
|
|
source.appendValues(mlc->r / 255.0f, mlc->g / 255.0f, mlc->b / 255.0f, mlc->a / 255.0f);
|
|
}
|
|
}
|
|
|
|
source.finish();
|
|
}
|
|
}
|
|
|
|
std::string GeometryExporter::makeTexcoordSourceId(std::string &geom_id,
|
|
int layer_index,
|
|
bool is_single_layer)
|
|
{
|
|
char suffix[20];
|
|
if (is_single_layer) {
|
|
suffix[0] = '\0';
|
|
}
|
|
else {
|
|
BLI_snprintf(suffix, sizeof(suffix), "-%d", layer_index);
|
|
}
|
|
return getIdBySemantics(geom_id, COLLADASW::InputSemantic::TEXCOORD) + suffix;
|
|
}
|
|
|
|
void GeometryExporter::createTexcoordsSource(std::string geom_id, Mesh *me)
|
|
{
|
|
int totuv = me->totloop;
|
|
const Span<MPoly> polys = me->polys();
|
|
|
|
int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
|
|
|
|
/* write <source> for each layer
|
|
* each <source> will get id like meshName + "map-channel-1" */
|
|
int active_uv_index = CustomData_get_active_layer_index(&me->ldata, CD_PROP_FLOAT2);
|
|
for (int a = 0; a < num_layers; a++) {
|
|
int layer_index = CustomData_get_layer_index_n(&me->ldata, CD_PROP_FLOAT2, a);
|
|
if (!this->export_settings.get_active_uv_only() || layer_index == active_uv_index) {
|
|
const blender::float2 *uv_map = static_cast<const blender::float2 *>(
|
|
CustomData_get_layer_n(&me->ldata, CD_PROP_FLOAT2, a));
|
|
|
|
COLLADASW::FloatSourceF source(mSW);
|
|
std::string layer_id = makeTexcoordSourceId(
|
|
geom_id, a, this->export_settings.get_active_uv_only());
|
|
source.setId(layer_id);
|
|
source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
|
|
|
|
source.setAccessorCount(totuv);
|
|
source.setAccessorStride(2);
|
|
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
|
|
param.push_back("S");
|
|
param.push_back("T");
|
|
|
|
source.prepareToAppendValues();
|
|
|
|
for (const int i : polys.index_range()) {
|
|
const MPoly *mpoly = &polys[i];
|
|
const blender::float2 *mloop = uv_map + mpoly->loopstart;
|
|
for (int j = 0; j < mpoly->totloop; j++) {
|
|
source.appendValues(mloop[j][0], mloop[j][1]);
|
|
}
|
|
}
|
|
|
|
source.finish();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool operator<(const Normal &a, const Normal &b)
|
|
{
|
|
/* Only needed to sort normal vectors and find() them later in a map. */
|
|
return a.x < b.x || (a.x == b.x && (a.y < b.y || (a.y == b.y && a.z < b.z)));
|
|
}
|
|
|
|
void GeometryExporter::createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal> &nor)
|
|
{
|
|
COLLADASW::FloatSourceF source(mSW);
|
|
source.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL));
|
|
source.setArrayId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL) + ARRAY_ID_SUFFIX);
|
|
source.setAccessorCount(ulong(nor.size()));
|
|
source.setAccessorStride(3);
|
|
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
|
|
param.push_back("X");
|
|
param.push_back("Y");
|
|
param.push_back("Z");
|
|
|
|
source.prepareToAppendValues();
|
|
|
|
std::vector<Normal>::iterator it;
|
|
for (it = nor.begin(); it != nor.end(); it++) {
|
|
Normal &n = *it;
|
|
|
|
Vector no{n.x, n.y, n.z};
|
|
if (export_settings.get_apply_global_orientation()) {
|
|
bc_add_global_transform(no, export_settings.get_global_transform());
|
|
}
|
|
source.appendValues(no[0], no[1], no[2]);
|
|
}
|
|
|
|
source.finish();
|
|
}
|
|
|
|
void GeometryExporter::create_normals(std::vector<Normal> &normals,
|
|
std::vector<BCPolygonNormalsIndices> &polygons_normals,
|
|
Mesh *me)
|
|
{
|
|
std::map<Normal, uint> shared_normal_indices;
|
|
int last_normal_index = -1;
|
|
|
|
const Span<float3> positions = me->vert_positions();
|
|
const float(*vert_normals)[3] = BKE_mesh_vertex_normals_ensure(me);
|
|
const Span<MPoly> polys = me->polys();
|
|
const Span<MLoop> loops = me->loops();
|
|
const float(*lnors)[3] = nullptr;
|
|
bool use_custom_normals = false;
|
|
|
|
BKE_mesh_calc_normals_split(me);
|
|
if (CustomData_has_layer(&me->ldata, CD_NORMAL)) {
|
|
lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL);
|
|
use_custom_normals = true;
|
|
}
|
|
|
|
for (const int poly_index : polys.index_range()) {
|
|
const MPoly *mpoly = &polys[poly_index];
|
|
bool use_vertex_normals = use_custom_normals || mpoly->flag & ME_SMOOTH;
|
|
|
|
if (!use_vertex_normals) {
|
|
/* For flat faces use face normal as vertex normal: */
|
|
|
|
float vector[3];
|
|
BKE_mesh_calc_poly_normal(mpoly,
|
|
&loops[mpoly->loopstart],
|
|
reinterpret_cast<const float(*)[3]>(positions.data()),
|
|
vector);
|
|
|
|
Normal n = {vector[0], vector[1], vector[2]};
|
|
normals.push_back(n);
|
|
last_normal_index++;
|
|
}
|
|
|
|
BCPolygonNormalsIndices poly_indices;
|
|
for (int loop_index = 0; loop_index < mpoly->totloop; loop_index++) {
|
|
uint loop_idx = mpoly->loopstart + loop_index;
|
|
if (use_vertex_normals) {
|
|
float normalized[3];
|
|
|
|
if (use_custom_normals) {
|
|
normalize_v3_v3(normalized, lnors[loop_idx]);
|
|
}
|
|
else {
|
|
copy_v3_v3(normalized, vert_normals[loops[loop_index].v]);
|
|
normalize_v3(normalized);
|
|
}
|
|
Normal n = {normalized[0], normalized[1], normalized[2]};
|
|
|
|
if (shared_normal_indices.find(n) != shared_normal_indices.end()) {
|
|
poly_indices.add_index(shared_normal_indices[n]);
|
|
}
|
|
else {
|
|
last_normal_index++;
|
|
poly_indices.add_index(last_normal_index);
|
|
shared_normal_indices[n] = last_normal_index;
|
|
normals.push_back(n);
|
|
}
|
|
}
|
|
else {
|
|
poly_indices.add_index(last_normal_index);
|
|
}
|
|
}
|
|
|
|
polygons_normals.push_back(poly_indices);
|
|
}
|
|
}
|
|
|
|
std::string GeometryExporter::getIdBySemantics(std::string geom_id,
|
|
COLLADASW::InputSemantic::Semantics type,
|
|
std::string other_suffix)
|
|
{
|
|
return geom_id + getSuffixBySemantic(type) + other_suffix;
|
|
}
|
|
|
|
COLLADASW::URI GeometryExporter::getUrlBySemantics(std::string geom_id,
|
|
COLLADASW::InputSemantic::Semantics type,
|
|
std::string other_suffix)
|
|
{
|
|
|
|
std::string id(getIdBySemantics(geom_id, type, other_suffix));
|
|
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
|
|
}
|
|
|
|
COLLADASW::URI GeometryExporter::makeUrl(std::string id)
|
|
{
|
|
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
|
|
}
|