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blender-archive/source/blender/collada/collada_utils.cpp
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00

955 lines
23 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, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/collada_utils.cpp
* \ingroup collada
*/
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "COLLADAFWGeometry.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWMeshVertexData.h"
#include <set>
extern "C" {
#include "DNA_modifier_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_armature_types.h"
#include "BLI_math.h"
#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_layer.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "BKE_main.h"
#include "ED_armature.h"
#include "WM_api.h" // XXX hrm, see if we can do without this
#include "WM_types.h"
#include "bmesh.h"
#include "bmesh_tools.h"
}
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "collada_utils.h"
#include "ExportSettings.h"
float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
{
if (index >= array.getValuesCount())
return 0.0f;
if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
return array.getFloatValues()->getData()[index];
else
return array.getDoubleValues()->getData()[index];
}
// copied from /editors/object/object_relations.c
int bc_test_parent_loop(Object *par, Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if (par == NULL) return 0;
if (ob == par) return 1;
return bc_test_parent_loop(par->parent, ob);
}
// a shortened version of parent_set_exec()
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
Object workob;
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *sce = CTX_data_scene(C);
if (!par || bc_test_parent_loop(par, ob))
return false;
ob->parent = par;
ob->partype = PAROBJECT;
ob->parsubstr[0] = 0;
if (is_parent_space) {
float mat[4][4];
// calc par->obmat
BKE_object_where_is_calc(depsgraph, sce, par);
// move child obmat into world space
mul_m4_m4m4(mat, par->obmat, ob->obmat);
copy_m4_m4(ob->obmat, mat);
}
// apply child obmat (i.e. decompose it into rot/loc/size)
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
// compute parentinv
BKE_object_workob_calc_parent(depsgraph, sce, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
DEG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
DEG_id_tag_update(&par->id, OB_RECALC_OB);
/** done once after import */
#if 0
DEG_relations_tag_update(bmain);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
#endif
return true;
}
Scene *bc_get_scene(bContext *C)
{
return CTX_data_scene(C);
}
Main *bc_get_main()
{
return G.main;
}
void bc_update_scene(Depsgraph *depsgraph, Scene *scene, float ctime)
{
BKE_scene_frame_set(scene, ctime);
Main *bmain = bc_get_main();
BKE_scene_graph_update_for_newframe(depsgraph, bmain);
}
Object *bc_add_object(Scene *scene, ViewLayer *view_layer, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(G.main, type, name);
ob->data = BKE_object_obdata_add_from_type(G.main, type, name);
ob->lay = scene->lay;
DEG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
LayerCollection *layer_collection = BKE_layer_collection_get_active_ensure(scene, view_layer);
BKE_collection_object_add(&scene->id, layer_collection->scene_collection, ob);
Base *base = BKE_view_layer_base_find(view_layer, ob);
BKE_view_layer_base_select(view_layer, base);
return ob;
}
Mesh *bc_get_mesh_copy(struct Depsgraph *depsgraph, Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
{
Mesh *tmpmesh;
CustomDataMask mask = CD_MASK_MESH;
Mesh *mesh = (Mesh *)ob->data;
DerivedMesh *dm = NULL;
if (apply_modifiers) {
switch (export_mesh_type) {
case BC_MESH_TYPE_VIEW:
{
dm = mesh_create_derived_view(depsgraph, scene, ob, mask);
break;
}
case BC_MESH_TYPE_RENDER:
{
dm = mesh_create_derived_render(depsgraph, scene, ob, mask);
break;
}
}
}
else {
dm = mesh_create_derived((Mesh *)ob->data, NULL);
}
tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
tmpmesh->flag = mesh->flag;
if (triangulate) {
bc_triangulate_mesh(tmpmesh);
}
BKE_mesh_tessface_ensure(tmpmesh);
return tmpmesh;
}
Object *bc_get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod;
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
// Returns the highest selected ancestor
// returns NULL if no ancestor is selected
// IMPORTANT: This function expects that
// all exported objects have set:
// ob->id.tag & LIB_TAG_DOIT
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
{
Object *ancestor = ob;
while (ob->parent && bc_is_marked(ob->parent)) {
ob = ob->parent;
ancestor = ob;
}
return ancestor;
}
bool bc_is_base_node(LinkNode *export_set, Object *ob)
{
Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
return (root == ob);
}
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
{
return (BLI_linklist_index(export_set, ob) != -1);
}
bool bc_has_object_type(LinkNode *export_set, short obtype)
{
LinkNode *node;
for (node = export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
/* XXX - why is this checking for ob->data? - we could be looking for empties */
if (ob->type == obtype && ob->data) {
return true;
}
}
return false;
}
int bc_is_marked(Object *ob)
{
return ob && (ob->id.tag & LIB_TAG_DOIT);
}
void bc_remove_mark(Object *ob)
{
ob->id.tag &= ~LIB_TAG_DOIT;
}
void bc_set_mark(Object *ob)
{
ob->id.tag |= LIB_TAG_DOIT;
}
// Use bubble sort algorithm for sorting the export set
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
bool sorted = false;
LinkNode *node;
for (node = export_set; node->next && !sorted; node = node->next) {
sorted = true;
LinkNode *current;
for (current = export_set; current->next; current = current->next) {
Object *a = (Object *)current->link;
Object *b = (Object *)current->next->link;
if (strcmp(a->id.name, b->id.name) > 0) {
current->link = b;
current->next->link = a;
sorted = false;
}
}
}
}
/* Check if a bone is the top most exportable bone in the bone hierarchy.
* When deform_bones_only == false, then only bones with NO parent
* can be root bones. Otherwise the top most deform bones in the hierarchy
* are root bones.
*/
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
{
if (deform_bones_only) {
Bone *root = NULL;
Bone *bone = aBone;
while (bone) {
if (!(bone->flag & BONE_NO_DEFORM))
root = bone;
bone = bone->parent;
}
return (aBone == root);
}
else
return !(aBone->parent);
}
int bc_get_active_UVLayer(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
}
std::string bc_url_encode(std::string data)
{
/* XXX We probably do not need to do a full encoding.
* But in case that is necessary,then it can be added here.
*/
return bc_replace_string(data,"#", "%23");
}
std::string bc_replace_string(std::string data, const std::string& pattern,
const std::string& replacement)
{
size_t pos = 0;
while ((pos = data.find(pattern, pos)) != std::string::npos) {
data.replace(pos, pattern.length(), replacement);
pos += replacement.length();
}
return data;
}
/**
* Calculate a rescale factor such that the imported scene's scale
* is preserved. I.e. 1 meter in the import will also be
* 1 meter in the current scene.
*/
void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
{
if (scale_to_scene) {
mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
}
mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
}
void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene)
{
for (std::vector<Object *>::iterator it = objects_done->begin();
it != objects_done->end();
++it)
{
Object *ob = *it;
if (ob -> parent == NULL) {
bc_match_scale(*it, bc_unit, scale_to_scene);
}
}
}
/*
Convenience function to get only the needed components of a matrix
*/
void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
{
if (size) {
mat4_to_size(size, mat);
}
if (eul) {
mat4_to_eul(eul, mat);
}
if (quat) {
mat4_to_quat(quat, mat);
}
if (loc) {
copy_v3_v3(loc, mat[3]);
}
}
/*
* Create rotation_quaternion from a delta rotation and a reference quat
*
* Input:
* mat_from: The rotation matrix before rotation
* mat_to : The rotation matrix after rotation
* qref : the quat corresponding to mat_from
*
* Output:
* rot : the calculated result (quaternion)
*
*/
void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4])
{
float qd[4];
float matd[4][4];
float mati[4][4];
float mat_from[4][4];
quat_to_mat4(mat_from, quat_from);
// Calculate the difference matrix matd between mat_from and mat_to
invert_m4_m4(mati, mat_from);
mul_m4_m4m4(matd, mati, mat_to);
mat4_to_quat(qd, matd);
mul_qt_qtqt(quat_to, qd, quat_from); // rot is the final rotation corresponding to mat_to
}
void bc_triangulate_mesh(Mesh *me)
{
bool use_beauty = false;
bool tag_only = false;
int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
const struct BMeshCreateParams bm_create_params = {0};
BMesh *bm = BM_mesh_create(
&bm_mesh_allocsize_default,
&bm_create_params);
BMeshFromMeshParams bm_from_me_params = {0};
bm_from_me_params.calc_face_normal = true;
BM_mesh_bm_from_me(bm, me, &bm_from_me_params);
BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL, NULL);
BMeshToMeshParams bm_to_me_params = {0};
BM_mesh_bm_to_me(bm, me, &bm_to_me_params);
BM_mesh_free(bm);
}
/*
* A bone is a leaf when it has no children or all children are not connected.
*/
bool bc_is_leaf_bone(Bone *bone)
{
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
if (child->flag & BONE_CONNECTED)
return false;
}
return true;
}
EditBone *bc_get_edit_bone(bArmature * armature, char *name) {
EditBone *eBone;
for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) {
if (STREQ(name, eBone->name))
return eBone;
}
return NULL;
}
int bc_set_layer(int bitfield, int layer)
{
return bc_set_layer(bitfield, layer, true); /* enable */
}
int bc_set_layer(int bitfield, int layer, bool enable)
{
int bit = 1u << layer;
if (enable)
bitfield |= bit;
else
bitfield &= ~bit;
return bitfield;
}
/*
| This method creates a new extension map when needed.
| Note: The ~BoneExtensionManager destructor takes care
| to delete the created maps when the manager is removed.
*/
BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
{
std::string key = armature->id.name;
BoneExtensionMap *result = extended_bone_maps[key];
if (result == NULL)
{
result = new BoneExtensionMap();
extended_bone_maps[key] = result;
}
return *result;
}
BoneExtensionManager::~BoneExtensionManager()
{
std::map<std::string, BoneExtensionMap *>::iterator map_it;
for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it)
{
BoneExtensionMap *extended_bones = map_it->second;
for (BoneExtensionMap::iterator ext_it = extended_bones->begin(); ext_it != extended_bones->end(); ++ext_it) {
if (ext_it->second != NULL)
delete ext_it->second;
}
extended_bones->clear();
delete extended_bones;
}
}
/**
* BoneExtended is a helper class needed for the Bone chain finder
* See ArmatureImporter::fix_leaf_bones()
* and ArmatureImporter::connect_bone_chains()
*/
BoneExtended::BoneExtended(EditBone *aBone)
{
this->set_name(aBone->name);
this->chain_length = 0;
this->is_leaf = false;
this->tail[0] = 0.0f;
this->tail[1] = 0.5f;
this->tail[2] = 0.0f;
this->use_connect = -1;
this->roll = 0;
this->bone_layers = 0;
this->has_custom_tail = false;
this->has_custom_roll = false;
}
char *BoneExtended::get_name()
{
return name;
}
void BoneExtended::set_name(char *aName)
{
BLI_strncpy(name, aName, MAXBONENAME);
}
int BoneExtended::get_chain_length()
{
return chain_length;
}
void BoneExtended::set_chain_length(const int aLength)
{
chain_length = aLength;
}
void BoneExtended::set_leaf_bone(bool state)
{
is_leaf = state;
}
bool BoneExtended::is_leaf_bone()
{
return is_leaf;
}
void BoneExtended::set_roll(float roll)
{
this->roll = roll;
this->has_custom_roll = true;
}
bool BoneExtended::has_roll()
{
return this->has_custom_roll;
}
float BoneExtended::get_roll()
{
return this->roll;
}
void BoneExtended::set_tail(float vec[])
{
this->tail[0] = vec[0];
this->tail[1] = vec[1];
this->tail[2] = vec[2];
this->has_custom_tail = true;
}
bool BoneExtended::has_tail()
{
return this->has_custom_tail;
}
float *BoneExtended::get_tail()
{
return this->tail;
}
inline bool isInteger(const std::string & s)
{
if (s.empty() || ((!isdigit(s[0])) && (s[0] != '-') && (s[0] != '+'))) return false;
char * p;
strtol(s.c_str(), &p, 10);
return (*p == 0);
}
void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels)
{
std::stringstream ss(layerString);
std::string layer;
int pos;
while (ss >> layer) {
/* Blender uses numbers to specify layers*/
if (isInteger(layer))
{
pos = atoi(layer.c_str());
if (pos >= 0 && pos < 32) {
this->bone_layers = bc_set_layer(this->bone_layers, pos);
continue;
}
}
/* layer uses labels (not supported by blender). Map to layer numbers:*/
pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
if (pos >= layer_labels.size()) {
layer_labels.push_back(layer); /* remember layer number for future usage*/
}
if (pos > 31)
{
fprintf(stderr, "Too many layers in Import. Layer %s mapped to Blender layer 31\n", layer.c_str());
pos = 31;
}
/* If numeric layers and labeled layers are used in parallel (unlikely),
* we get a potential mixup. Just leave as is for now.
*/
this->bone_layers = bc_set_layer(this->bone_layers, pos);
}
}
std::string BoneExtended::get_bone_layers(int bitfield)
{
std::string result = "";
std::string sep = "";
int bit = 1u;
std::ostringstream ss;
for (int i = 0; i < 32; i++)
{
if (bit & bitfield)
{
ss << sep << i;
sep = " ";
}
bit = bit << 1;
}
return ss.str();
}
int BoneExtended::get_bone_layers()
{
return (bone_layers == 0) ? 1 : bone_layers; // ensure that the bone is in at least one bone layer!
}
void BoneExtended::set_use_connect(int use_connect)
{
this->use_connect = use_connect;
}
int BoneExtended::get_use_connect()
{
return this->use_connect;
}
/**
* Stores a 4*4 matrix as a custom bone property array of size 16
*/
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
{
IDProperty *idgroup = (IDProperty *)ebone->prop;
if (idgroup == NULL)
{
IDPropertyTemplate val = { 0 };
idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
ebone->prop = idgroup;
}
IDPropertyTemplate val = { 0 };
val.array.len = 16;
val.array.type = IDP_FLOAT;
IDProperty *data = IDP_New(IDP_ARRAY, &val, key);
float *array = (float *)IDP_Array(data);
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
array[4 * i + j] = mat[i][j];
IDP_AddToGroup(idgroup, data);
}
#if 0
/**
* Stores a Float value as a custom bone property
*
* Note: This function is currently not needed. Keep for future usage
*/
static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
{
if (ebone->prop == NULL)
{
IDPropertyTemplate val = { 0 };
ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
}
IDProperty *pgroup = (IDProperty *)ebone->prop;
IDPropertyTemplate val = { 0 };
IDProperty *prop = IDP_New(IDP_FLOAT, &val, key);
IDP_Float(prop) = value;
IDP_AddToGroup(pgroup, prop);
}
#endif
/*
* Get a custom property when it exists.
* This function is also used to check if a property exists.
*/
IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
{
return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
}
/**
* Read a custom bone property and convert to float
* Return def if the property does not exist.
*/
float bc_get_property(Bone *bone, std::string key, float def)
{
float result = def;
IDProperty *property = bc_get_IDProperty(bone, key);
if (property) {
switch (property->type) {
case IDP_INT:
result = (float)(IDP_Int(property));
break;
case IDP_FLOAT:
result = (float)(IDP_Float(property));
break;
case IDP_DOUBLE:
result = (float)(IDP_Double(property));
break;
default:
result = def;
}
}
return result;
}
/**
* Read a custom bone property and convert to matrix
* Return true if conversion was succesfull
*
* Return false if:
* - the property does not exist
* - is not an array of size 16
*/
bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
{
IDProperty *property = bc_get_IDProperty(bone, key);
if (property && property->type == IDP_ARRAY && property->len == 16) {
float *array = (float *)IDP_Array(property);
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
mat[i][j] = array[4 * i + j];
return true;
}
return false;
}
/**
* get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
*/
void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3])
{
val[0] = bc_get_property(bone, key + "_x", def[0]);
val[1] = bc_get_property(bone, key + "_y", def[1]);
val[2] = bc_get_property(bone, key + "_z", def[2]);
}
/**
* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
*/
static bool has_custom_props(Bone *bone, bool enabled, std::string key)
{
if (!enabled)
return false;
return (bc_get_IDProperty(bone, key + "_x")
|| bc_get_IDProperty(bone, key + "_y")
|| bc_get_IDProperty(bone, key + "_z"));
}
/**
* Check if custom information about bind matrix exists and modify the from_mat
* accordingly.
*
* Note: This is old style for Blender <= 2.78 only kept for compatibility
*/
void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float from_mat[4][4], bool use_local_space)
{
float loc[3];
float rot[3];
float scale[3];
static const float V0[3] = { 0, 0, 0 };
if (!has_custom_props(bone, export_settings->keep_bind_info, "restpose_loc") &&
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_rot") &&
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_scale"))
{
/* No need */
copy_m4_m4(to_mat, from_mat);
return;
}
bc_decompose(from_mat, loc, rot, NULL, scale);
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
if (export_settings->keep_bind_info) {
bc_get_property_vector(bone, "restpose_loc", loc, loc);
if (use_local_space && bone->parent) {
Bone *b = bone;
while (b->parent) {
b = b->parent;
float ploc[3];
bc_get_property_vector(b, "restpose_loc", ploc, V0);
loc[0] += ploc[0];
loc[1] += ploc[1];
loc[2] += ploc[2];
}
}
}
if (export_settings->keep_bind_info) {
if (bc_get_IDProperty(bone, "restpose_rot_x"))
rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
if (bc_get_IDProperty(bone, "restpose_rot_y"))
rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0));
if (bc_get_IDProperty(bone, "restpose_rot_z"))
rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
}
if (export_settings->keep_bind_info) {
bc_get_property_vector(bone, "restpose_scale", scale, scale);
}
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
}
/*
Make 4*4 matrices better readable
*/
void bc_sanitize_mat(float mat[4][4], int precision)
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
mat[i][j] = double_round(mat[i][j], precision);
}
void bc_sanitize_mat(double mat[4][4], int precision)
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
mat[i][j] = double_round(mat[i][j], precision);
}
void bc_copy_m4_farray(float r[4][4], float *a)
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
r[i][j] = *a++;
}
void bc_copy_farray_m4(float *r, float a[4][4])
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
*r++ = a[i][j];
}
/*
* Returns name of Active UV Layer or empty String if no active UV Layer defined
*/
std::string bc_get_active_uvlayer_name(Mesh *me)
{
int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if (num_layers) {
char *layer_name = bc_CustomData_get_active_layer_name(&me->fdata, CD_MTFACE);
if (layer_name) {
return std::string(layer_name);
}
}
return "";
}
/*
* Returns name of Active UV Layer or empty String if no active UV Layer defined.
* Assuming the Object is of type MESH
*/
std::string bc_get_active_uvlayer_name(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
return bc_get_active_uvlayer_name(me);
}
/*
* Returns UV Layer name or empty string if layer index is out of range
*/
std::string bc_get_uvlayer_name(Mesh *me, int layer)
{
int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if (num_layers && layer < num_layers) {
char *layer_name = bc_CustomData_get_layer_name(&me->fdata, CD_MTFACE, layer);
if (layer_name) {
return std::string(layer_name);
}
}
return "";
}