156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file MeshImporter.h
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* \ingroup collada
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*/
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#ifndef __BC__MESHIMPORTER_H__
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#define __BC__MESHIMPORTER_H__
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#include <map>
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#include <vector>
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#include "COLLADAFWIndexList.h"
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#include "COLLADAFWInstanceGeometry.h"
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#include "COLLADAFWMaterialBinding.h"
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#include "COLLADAFWMesh.h"
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#include "COLLADAFWMeshVertexData.h"
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#include "COLLADAFWNode.h"
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#include "COLLADAFWTextureCoordinateBinding.h"
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#include "COLLADAFWTypes.h"
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#include "COLLADAFWUniqueId.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "ArmatureImporter.h"
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#include "collada_utils.h"
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// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
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class MeshImporterBase
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{
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public:
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virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
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};
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class UVDataWrapper
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{
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COLLADAFW::MeshVertexData *mVData;
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public:
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UVDataWrapper(COLLADAFW::MeshVertexData& vdata);
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#ifdef COLLADA_DEBUG
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void print();
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#endif
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void getUV(int uv_index, float *uv);
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};
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class MeshImporter : public MeshImporterBase
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{
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private:
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UnitConverter *unitconverter;
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Scene *scene;
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ArmatureImporter *armature_importer;
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std::map<COLLADAFW::UniqueId, Mesh*> uid_mesh_map; // geometry unique id-to-mesh map
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std::map<COLLADAFW::UniqueId, Object*> uid_object_map; // geom uid-to-object
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// this structure is used to assign material indices to faces
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// it holds a portion of Mesh faces and corresponds to a DAE primitive list (<triangles>, <polylist>, etc.)
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struct Primitive {
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MFace *mface;
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unsigned int totface;
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};
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typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive> > MaterialIdPrimitiveArrayMap;
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std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map; // crazy name!
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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
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void set_face_indices(MFace *mface, unsigned int *indices, bool quad);
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// not used anymore, test_index_face from blenkernel is better
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#if 0
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// change face indices order so that v4 is not 0
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void rotate_face_indices(MFace *mface);
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#endif
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void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
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COLLADAFW::IndexList& index_list, unsigned int *tris_indices);
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void set_face_uv(MTFace *mtface, UVDataWrapper &uvs,
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COLLADAFW::IndexList& index_list, int index, bool quad);
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#ifdef COLLADA_DEBUG
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void print_index_list(COLLADAFW::IndexList& index_list);
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#endif
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bool is_nice_mesh(COLLADAFW::Mesh *mesh);
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void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
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int triangulate_poly(unsigned int *indices, int totvert, MVert *verts, std::vector<unsigned int>& tri);
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int count_new_tris(COLLADAFW::Mesh *mesh, Mesh *me);
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// TODO: import uv set names
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void read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris);
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void get_vector(float v[3], COLLADAFW::MeshVertexData& arr, int i, int stride);
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bool flat_face(unsigned int *nind, COLLADAFW::MeshVertexData& nor, int count);
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public:
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MeshImporter(UnitConverter *unitconv, ArmatureImporter *arm, Scene *sce);
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virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
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MTex *assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
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Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
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MTex *color_texture);
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MTFace *assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
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std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
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Object *ob, const COLLADAFW::UniqueId *geom_uid,
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MTex **color_texture, char *layername, MTFace *texture_face,
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std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
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Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
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bool isController,
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std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
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std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map);
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// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
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bool write_geometry(const COLLADAFW::Geometry* geom);
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};
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#endif
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