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blender-archive/source/blender/collada/SceneExporter.cpp
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

162 lines
4.0 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/SceneExporter.cpp
* \ingroup collada
*/
#include "SceneExporter.h"
SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm, const ExportSettings *export_settings)
: COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm), export_settings(export_settings)
{}
void SceneExporter::exportScene(Scene *sce)
{
// <library_visual_scenes> <visual_scene>
std::string id_naming = id_name(sce);
openVisualScene(translate_id(id_naming), id_naming);
exportHierarchy(sce);
closeVisualScene();
closeLibrary();
}
void SceneExporter::exportHierarchy(Scene *sce)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (!ob->parent) {
if(sce->lay & ob->lay) {
switch(ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_ARMATURE:
case OB_EMPTY:
if (this->export_settings->selected && !(ob->flag & SELECT)) {
break;
}
// write nodes....
writeNodes(ob, sce);
break;
}
}
}
base= base->next;
}
}
void SceneExporter::writeNodes(Object *ob, Scene *sce)
{
COLLADASW::Node node(mSW);
node.setNodeId(translate_id(id_name(ob)));
node.setType(COLLADASW::Node::NODE);
node.start();
bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
if (ob->type == OB_MESH && is_skinned_mesh)
// for skinned mesh we write obmat in <bind_shape_matrix>
TransformWriter::add_node_transform_identity(node);
else
TransformWriter::add_node_transform_ob(node, ob);
// <instance_geometry>
if (ob->type == OB_MESH) {
if (is_skinned_mesh) {
arm_exporter->add_instance_controller(ob);
}
else {
COLLADASW::InstanceGeometry instGeom(mSW);
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob);
instGeom.add();
}
}
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(ob, sce);
// XXX this looks unstable...
node.end();
}
// <instance_camera>
else if (ob->type == OB_CAMERA) {
COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
instCam.add();
}
// <instance_light>
else if (ob->type == OB_LAMP) {
COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
instLa.add();
}
// empty object
else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLIGROUP
if((ob->transflag & OB_DUPLIGROUP) == OB_DUPLIGROUP && ob->dup_group) {
GroupObject *go = NULL;
Group *gr = ob->dup_group;
printf("group detected %u\n", gr);
for(go = (GroupObject*)(gr->gobject.first); go; go=go->next) {
printf("\t%s\n", go->ob->id.name);
}
}
}
// write nodes for child objects
Base *b = (Base*) sce->base.first;
while(b) {
// cob - child object
Object *cob = b->object;
if (cob->parent == ob) {
switch(cob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
// write node...
writeNodes(cob, sce);
break;
}
}
b = b->next;
}
if (ob->type != OB_ARMATURE)
node.end();
}