sculpt shape key switch. All cases that called this function needed parameter only_face_normals set to false, so changed it now. Also fixed wrong user count for imported mesh from collada and simplified previous fix for tesselated faces to polygons conversion.
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 __MESHIMPORTER_H__
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#define __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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