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blender-archive/source/blender/collada/DocumentExporter.cpp
Brecht Van Lommel 34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00

343 lines
9.6 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, Jan Diederich, Tod Liverseed.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/DocumentExporter.cpp
* \ingroup collada
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <vector>
#include <algorithm> // std::find
#include "COLLADASWCamera.h"
#include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWVertices.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWImage.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInstanceNode.h"
#include "COLLADASWBaseInputElement.h"
extern "C"
{
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_group_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BKE_action.h" // pose functions
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_blender_version.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_appdir.h"
#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern char build_commit_date[];
extern char build_commit_time[];
extern char build_hash[];
#endif
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
}
#include "collada_internal.h"
#include "collada_utils.h"
#include "DocumentExporter.h"
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "SceneExporter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
#include <errno.h>
char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
int layer_index = CustomData_get_layer_index(data, type);
if (layer_index < 0) return NULL;
return data->layers[layer_index + n].name;
}
char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index < 0) return NULL;
return data->layers[layer_index].name;
}
DocumentExporter::DocumentExporter(Depsgraph *depsgraph, const ExportSettings *export_settings) :
depsgraph(depsgraph),
export_settings(export_settings) {
}
static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
{
char tempfile[FILE_MAX];
const char *tempdir = BKE_tempdir_session();
if (name == NULL) {
name = "untitled";
}
BLI_make_file_string(NULL, tempfile, tempdir, name);
if (extension) {
BLI_ensure_extension(tempfile, FILE_MAX, extension);
}
COLLADABU::NativeString native_filename =
COLLADABU::NativeString(tempfile, COLLADABU::NativeString::ENCODING_UTF8);
return native_filename;
}
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
int DocumentExporter::exportCurrentScene(Scene *sce)
{
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
clear_global_id_map();
COLLADABU::NativeString native_filename = make_temp_filepath(NULL, ".dae");
COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);
// open <collada>
writer->startDocument();
// <asset>
COLLADASW::Asset asset(writer);
RNA_id_pointer_create(&(sce->id), &sceneptr);
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
system = RNA_struct_find_property(&unit_settings, "system");
//scale = RNA_struct_find_property(&unit_settings, "scale_length");
std::string unitname = "meter";
float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
switch (RNA_property_enum_get(&unit_settings, system)) {
case USER_UNIT_NONE:
case USER_UNIT_METRIC:
if (linearmeasure == 0.001f) {
unitname = "millimeter";
}
else if (linearmeasure == 0.01f) {
unitname = "centimeter";
}
else if (linearmeasure == 0.1f) {
unitname = "decimeter";
}
else if (linearmeasure == 1.0f) {
unitname = "meter";
}
else if (linearmeasure == 1000.0f) {
unitname = "kilometer";
}
break;
case USER_UNIT_IMPERIAL:
if (linearmeasure == 0.0254f) {
unitname = "inch";
}
else if (linearmeasure == 0.3048f) {
unitname = "foot";
}
else if (linearmeasure == 0.9144f) {
unitname = "yard";
}
break;
default:
break;
}
asset.setUnit(unitname, linearmeasure);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
if (U.author[0] != '\0') {
asset.getContributor().mAuthor = U.author;
}
else {
asset.getContributor().mAuthor = "Blender User";
}
char version_buf[128];
#ifdef WITH_BUILDINFO
BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d commit date:%s, commit time:%s, hash:%s",
BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION,
build_commit_date, build_commit_time, build_hash);
#else
BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d",
BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION);
#endif
asset.getContributor().mAuthoringTool = version_buf;
asset.add();
LinkNode *export_set = this->export_settings->export_set;
// <library_cameras>
if (bc_has_object_type(export_set, OB_CAMERA)) {
CamerasExporter ce(writer, this->export_settings);
ce.exportCameras(sce);
}
// <library_lights>
if (bc_has_object_type(export_set, OB_LAMP)) {
LightsExporter le(writer, this->export_settings);
le.exportLights(sce);
}
// <library_images>
ImagesExporter ie(writer, this->export_settings);
ie.exportImages(sce);
// <library_effects>
EffectsExporter ee(writer, this->export_settings);
ee.exportEffects(sce);
// <library_materials>
MaterialsExporter me(writer, this->export_settings);
me.exportMaterials(sce);
// <library_geometries>
if (bc_has_object_type(export_set, OB_MESH)) {
GeometryExporter ge(writer, this->export_settings);
ge.exportGeom(depsgraph, sce);
}
// <library_controllers>
ArmatureExporter arm_exporter(writer, this->export_settings);
ControllerExporter controller_exporter(writer, this->export_settings);
if (bc_has_object_type(export_set, OB_ARMATURE) || this->export_settings->include_shapekeys)
{
controller_exporter.export_controllers(depsgraph, sce);
}
// <library_visual_scenes>
SceneExporter se(writer, &arm_exporter, this->export_settings);
if (this->export_settings->include_animations) {
// <library_animations>
AnimationExporter ae(depsgraph, writer, this->export_settings);
ae.exportAnimations(sce);
}
se.exportScene(depsgraph, sce);
// <scene>
std::string scene_name(translate_id(id_name(sce)));
COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
scene_name));
scene.add();
// close <Collada>
writer->endDocument();
delete writer;
// Finally move the created document into place
fprintf(stdout, "Collada export to: %s\n", this->export_settings->filepath);
int status = BLI_rename(native_filename.c_str(), this->export_settings->filepath);
if (status != 0) {
status = BLI_copy(native_filename.c_str(), this->export_settings->filepath);
BLI_delete(native_filename.c_str(), false, false);
}
return status;
}
void DocumentExporter::exportScenes(const char *filename)
{
}
/*
* NOTES:
*
* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a user
*
*/