This repository has been archived on 2023-10-09.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/MeshImporter.h

156 lines
5.1 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 MeshImporter.h
* \ingroup collada
*/
#ifndef __BC__MESHIMPORTER_H__
#define __BC__MESHIMPORTER_H__
#include <map>
#include <vector>
#include "COLLADAFWIndexList.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterialBinding.h"
#include "COLLADAFWMesh.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWTextureCoordinateBinding.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "ArmatureImporter.h"
#include "collada_utils.h"
// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
class MeshImporterBase
{
public:
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
};
class UVDataWrapper
{
COLLADAFW::MeshVertexData *mVData;
public:
UVDataWrapper(COLLADAFW::MeshVertexData& vdata);
#ifdef COLLADA_DEBUG
void print();
#endif
void getUV(int uv_index, float *uv);
};
class MeshImporter : public MeshImporterBase
{
private:
UnitConverter *unitconverter;
Scene *scene;
ArmatureImporter *armature_importer;
std::map<COLLADAFW::UniqueId, Mesh*> uid_mesh_map; // geometry unique id-to-mesh map
std::map<COLLADAFW::UniqueId, Object*> uid_object_map; // geom uid-to-object
// this structure is used to assign material indices to faces
// it holds a portion of Mesh faces and corresponds to a DAE primitive list (<triangles>, <polylist>, etc.)
struct Primitive {
MFace *mface;
unsigned int totface;
};
typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive> > MaterialIdPrimitiveArrayMap;
std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map; // crazy name!
std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom; //< materials that have already been mapped to a geometry. A pair of geom uid and mat uid, one geometry can have several materials
void set_face_indices(MFace *mface, unsigned int *indices, bool quad);
// not used anymore, test_index_face from blenkernel is better
#if 0
// change face indices order so that v4 is not 0
void rotate_face_indices(MFace *mface);
#endif
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
COLLADAFW::IndexList& index_list, unsigned int *tris_indices);
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
COLLADAFW::IndexList& index_list, int index, bool quad);
#ifdef COLLADA_DEBUG
void print_index_list(COLLADAFW::IndexList& index_list);
#endif
bool is_nice_mesh(COLLADAFW::Mesh *mesh);
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
int triangulate_poly(unsigned int *indices, int totvert, MVert *verts, std::vector<unsigned int>& tri);
int count_new_tris(COLLADAFW::Mesh *mesh, Mesh *me);
// TODO: import uv set names
void read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris);
void get_vector(float v[3], COLLADAFW::MeshVertexData& arr, int i, int stride);
bool flat_face(unsigned int *nind, COLLADAFW::MeshVertexData& nor, int count);
public:
MeshImporter(UnitConverter *unitconv, ArmatureImporter *arm, Scene *sce);
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
MTex *assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
MTex *color_texture);
MTFace *assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
Object *ob, const COLLADAFW::UniqueId *geom_uid,
MTex **color_texture, char *layername, MTFace *texture_face,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
bool isController,
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map);
// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
bool write_geometry(const COLLADAFW::Geometry* geom);
};
#endif