Added new feature: Collada: global axis rotation upon export (UI)
The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)
- Refactor:Added new utility methods to collada_utils
Made BCMatrix class more powerfull
moved Blender related structures into new BlenderContext class
added class wrapper to encapsulate ExportSettings structure
Added blender context getters to ExportSettings
added access methods to BlenderContext into ExportSettings class
Moved class BCMatrix into BlenderContext
moved utility functions from collada_util into BlenderContext
replace own function for parenting by a call to ED_object_parent_set()
- Cleanup: removed obsolete parameters from methods
renamed parameters for better understanding
cleanup whitespace and indentation
removed obsolete comments
242 lines
8.2 KiB
C++
242 lines
8.2 KiB
C++
/*
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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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/** \file
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* \ingroup collada
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*/
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extern "C" {
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#include "BLI_utildefines.h"
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#include "BKE_collection.h"
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#include "BKE_object.h"
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#include "BLI_listbase.h"
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#include "BKE_library.h"
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}
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#include "SceneExporter.h"
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#include "collada_utils.h"
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#include "BCSampleData.h"
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void SceneExporter::exportScene()
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{
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Scene *scene = blender_context.get_scene();
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/* <library_visual_scenes> <visual_scene> */
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std::string name = id_name(scene);
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openVisualScene(translate_id(name), encode_xml(name));
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exportHierarchy();
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closeVisualScene();
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closeLibrary();
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}
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void SceneExporter::exportHierarchy()
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{
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LinkNode *node;
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ColladaBaseNodes base_objects;
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/* Ensure all objects in the export_set are marked */
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for (node = this->export_settings.get_export_set(); node; node = node->next) {
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Object *ob = (Object *)node->link;
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ob->id.tag |= LIB_TAG_DOIT;
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}
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/* Now find all exportable base objects (highest in export hierarchy) */
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for (node = this->export_settings.get_export_set(); node; node = node->next) {
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Object *ob = (Object *)node->link;
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if (this->export_settings.is_export_root(ob)) {
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switch (ob->type) {
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case OB_MESH:
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case OB_CAMERA:
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case OB_LAMP:
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case OB_EMPTY:
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case OB_GPENCIL:
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case OB_ARMATURE:
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base_objects.add(ob);
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break;
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}
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}
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}
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/* And now export the base objects: */
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for (int index = 0; index < base_objects.size(); index++) {
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Object *ob = base_objects.get(index);
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writeNode(ob);
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if (bc_is_marked(ob)) {
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bc_remove_mark(ob);
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}
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}
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}
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void SceneExporter::writeNodeList(std::vector<Object *> &child_objects, Object *parent)
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{
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/* TODO: Handle the case where a parent is not exported
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* Actually i am not even sure if this can be done at all
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* in a good way.
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* I really prefer to enforce the export of hidden
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* elements in an object hierarchy. When the children of
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* the hidden elements are exported as well. */
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for (int i = 0; i < child_objects.size(); ++i) {
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Object *child = child_objects[i];
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writeNode(child);
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if (bc_is_marked(child)) {
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bc_remove_mark(child);
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}
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}
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}
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void SceneExporter::writeNode(Object *ob)
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{
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ViewLayer *view_layer = blender_context.get_view_layer();
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std::vector<Object *> child_objects;
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bc_get_children(child_objects, ob, view_layer);
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bool can_export = bc_is_in_Export_set(this->export_settings.get_export_set(), ob, view_layer);
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/* Add associated armature first if available */
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bool armature_exported = false;
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Object *ob_arm = bc_get_assigned_armature(ob);
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if (ob_arm != NULL) {
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armature_exported = bc_is_in_Export_set(
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this->export_settings.get_export_set(), ob_arm, view_layer);
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if (armature_exported && bc_is_marked(ob_arm)) {
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writeNode(ob_arm);
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bc_remove_mark(ob_arm);
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armature_exported = true;
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}
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}
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if (can_export) {
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COLLADASW::Node colladaNode(mSW);
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colladaNode.setNodeId(translate_id(id_name(ob)));
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colladaNode.setNodeName(encode_xml(id_name(ob)));
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colladaNode.setType(COLLADASW::Node::NODE);
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colladaNode.start();
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if (ob->type == OB_MESH && armature_exported) {
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/* for skinned mesh we write obmat in <bind_shape_matrix> */
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TransformWriter::add_node_transform_identity(colladaNode);
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}
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else {
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TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings);
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}
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/* <instance_geometry> */
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if (ob->type == OB_MESH) {
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bool instance_controller_created = false;
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if (armature_exported) {
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instance_controller_created = arm_exporter->add_instance_controller(ob);
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}
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if (!instance_controller_created) {
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COLLADASW::InstanceGeometry instGeom(mSW);
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instGeom.setUrl(COLLADASW::URI(
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COLLADABU::Utils::EMPTY_STRING,
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get_geometry_id(ob, this->export_settings.get_use_object_instantiation())));
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instGeom.setName(encode_xml(id_name(ob)));
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InstanceWriter::add_material_bindings(
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instGeom.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
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instGeom.add();
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}
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}
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/* <instance_controller> */
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else if (ob->type == OB_ARMATURE) {
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arm_exporter->add_armature_bones(ob, view_layer, this, child_objects);
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}
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/* <instance_camera> */
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else if (ob->type == OB_CAMERA) {
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COLLADASW::InstanceCamera instCam(
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mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
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instCam.add();
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}
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/* <instance_light> */
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else if (ob->type == OB_LAMP) {
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COLLADASW::InstanceLight instLa(
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mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
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instLa.add();
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}
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/* empty object */
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else if (ob->type == OB_EMPTY) { /* TODO: handle groups (OB_DUPLICOLLECTION */
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if ((ob->transflag & OB_DUPLICOLLECTION) == OB_DUPLICOLLECTION && ob->instance_collection) {
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Collection *collection = ob->instance_collection;
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/* printf("group detected '%s'\n", group->id.name + 2); */
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, object) {
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printf("\t%s\n", object->id.name);
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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}
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if (BLI_listbase_is_empty(&ob->constraints) == false) {
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bConstraint *con = (bConstraint *)ob->constraints.first;
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while (con) {
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std::string con_name(encode_xml(con->name));
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std::string con_tag = con_name + "_constraint";
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printf("%s\n", con_name.c_str());
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printf("%s\n\n", con_tag.c_str());
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "type", con->type);
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "enforce", con->enforce);
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "flag", con->flag);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "headtail", con->headtail);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "lin_error", con->lin_error);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "own_space", con->ownspace);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "rot_error", con->rot_error);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "tar_space", con->tarspace);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "lin_error", con->lin_error);
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/* not ideal: add the target object name as another parameter.
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* No real mapping in the .dae
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* Need support for multiple target objects also. */
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const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
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ListBase targets = {NULL, NULL};
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if (cti && cti->get_constraint_targets) {
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bConstraintTarget *ct;
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Object *obtar;
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cti->get_constraint_targets(con, &targets);
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for (ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
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obtar = ct->tar;
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std::string tar_id((obtar) ? id_name(obtar) : "");
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "target_id", tar_id);
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}
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if (cti->flush_constraint_targets)
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cti->flush_constraint_targets(con, &targets, 1);
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}
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con = con->next;
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}
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}
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}
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bc_remove_mark(ob);
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writeNodeList(child_objects, ob);
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colladaNode.end();
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}
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else {
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writeNodeList(child_objects, ob);
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}
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}
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