This repository has been archived on 2023-10-09.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/GeometryExporter.h
Nathan Letwory 3dc0ee19c4 Introduce struct for export settings in COLLADA export code. This will make it easier to
add new options without having to change function signatures all over the place.
2011-09-07 18:23:30 +00:00

128 lines
3.3 KiB
C++

/*
* $Id$
*
* ***** 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,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GeometryExporter.h
* \ingroup collada
*/
#ifndef __GEOMETRYEXPORTER_H__
#define __GEOMETRYEXPORTER_H__
#include <string>
#include <vector>
#include <set>
#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryGeometries.h"
#include "COLLADASWInputList.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "ExportSettings.h"
// TODO: optimize UV sets by making indexed list with duplicates removed
class GeometryExporter : COLLADASW::LibraryGeometries
{
struct Face
{
unsigned int v1, v2, v3, v4;
};
struct Normal
{
float x, y, z;
};
Scene *mScene;
public:
GeometryExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
void exportGeom(Scene *sce);
void operator()(Object *ob);
// powerful because it handles both cases when there is material and when there's not
void createPolylist(int material_index,
bool has_uvs,
bool has_color,
Object *ob,
std::string& geom_id,
std::vector<Face>& norind);
// creates <source> for positions
void createVertsSource(std::string geom_id, Mesh *me);
void createVertexColorSource(std::string geom_id, Mesh *me);
std::string makeTexcoordSourceId(std::string& geom_id, int layer_index);
//creates <source> for texcoords
void createTexcoordsSource(std::string geom_id, Mesh *me);
//creates <source> for normals
void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal>& nor);
void create_normals(std::vector<Normal> &nor, std::vector<Face> &ind, Mesh *me);
std::string getIdBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
COLLADASW::URI makeUrl(std::string id);
/* int getTriCount(MFace *faces, int totface);*/
private:
std::set<std::string> exportedGeometry;
const ExportSettings *export_settings;
};
struct GeometryFunctor {
// f should have
// void operator()(Object* ob)
template<class Functor>
void forEachMeshObjectInScene(Scene *sce, Functor &f, bool export_selected)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (ob->type == OB_MESH && ob->data
&& !(export_selected && !(ob->flag && SELECT))
&& ((sce->lay & ob->lay)!=0)) {
f(ob);
}
base= base->next;
}
}
};
#endif