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blender-archive/source/blender/collada/DocumentExporter.cpp
Gaia Clary 6be9d19951 Collada exporter update
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
2019-05-23 12:29:20 +02:00

345 lines
9.8 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup collada
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <vector>
#include <algorithm> // std::find
#include "COLLADASWCamera.h"
#include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWVertices.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWImage.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInstanceNode.h"
#include "COLLADASWBaseInputElement.h"
extern "C" {
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_collection_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BKE_action.h" // pose functions
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_blender_version.h"
#include "BKE_customdata.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_appdir.h"
#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern char build_commit_date[];
extern char build_commit_time[];
extern char build_hash[];
#endif
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
}
#include "collada_internal.h"
#include "collada_utils.h"
#include "DocumentExporter.h"
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "SceneExporter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
#include <errno.h>
char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
int layer_index = CustomData_get_layer_index(data, type);
if (layer_index < 0)
return NULL;
return data->layers[layer_index + n].name;
}
char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index < 0)
return NULL;
return data->layers[layer_index].name;
}
DocumentExporter::DocumentExporter(BlenderContext &blender_context, ExportSettings *exportSettings)
: blender_context(blender_context),
export_settings(BCExportSettings(exportSettings, blender_context))
{
}
static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
{
char tempfile[FILE_MAX];
const char *tempdir = BKE_tempdir_session();
if (name == NULL) {
name = "untitled";
}
BLI_make_file_string(NULL, tempfile, tempdir, name);
if (extension) {
BLI_path_extension_ensure(tempfile, FILE_MAX, extension);
}
COLLADABU::NativeString native_filename = COLLADABU::NativeString(
tempfile, COLLADABU::NativeString::ENCODING_UTF8);
return native_filename;
}
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
int DocumentExporter::exportCurrentScene()
{
Scene *sce = blender_context.get_scene();
bContext *C = blender_context.get_context();
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
clear_global_id_map();
COLLADABU::NativeString native_filename = make_temp_filepath(NULL, ".dae");
COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);
// open <collada>
writer->startDocument();
// <asset>
COLLADASW::Asset asset(writer);
RNA_id_pointer_create(&(sce->id), &sceneptr);
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
system = RNA_struct_find_property(&unit_settings, "system");
// scale = RNA_struct_find_property(&unit_settings, "scale_length");
std::string unitname = "meter";
float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
switch (RNA_property_enum_get(&unit_settings, system)) {
case USER_UNIT_NONE:
case USER_UNIT_METRIC:
if (linearmeasure == 0.001f) {
unitname = "millimeter";
}
else if (linearmeasure == 0.01f) {
unitname = "centimeter";
}
else if (linearmeasure == 0.1f) {
unitname = "decimeter";
}
else if (linearmeasure == 1.0f) {
unitname = "meter";
}
else if (linearmeasure == 1000.0f) {
unitname = "kilometer";
}
break;
case USER_UNIT_IMPERIAL:
if (linearmeasure == 0.0254f) {
unitname = "inch";
}
else if (linearmeasure == 0.3048f) {
unitname = "foot";
}
else if (linearmeasure == 0.9144f) {
unitname = "yard";
}
break;
default:
break;
}
asset.setUnit(unitname, linearmeasure);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
asset.getContributor().mAuthor = "Blender User";
char version_buf[128];
#ifdef WITH_BUILDINFO
BLI_snprintf(version_buf,
sizeof(version_buf),
"Blender %d.%02d.%d commit date:%s, commit time:%s, hash:%s",
BLENDER_VERSION / 100,
BLENDER_VERSION % 100,
BLENDER_SUBVERSION,
build_commit_date,
build_commit_time,
build_hash);
#else
BLI_snprintf(version_buf,
sizeof(version_buf),
"Blender %d.%02d.%d",
BLENDER_VERSION / 100,
BLENDER_VERSION % 100,
BLENDER_SUBVERSION);
#endif
asset.getContributor().mAuthoringTool = version_buf;
asset.add();
LinkNode *export_set = this->export_settings.get_export_set();
// <library_cameras>
if (bc_has_object_type(export_set, OB_CAMERA)) {
CamerasExporter ce(writer, this->export_settings);
ce.exportCameras(sce);
}
// <library_lights>
if (bc_has_object_type(export_set, OB_LAMP)) {
LightsExporter le(writer, this->export_settings);
le.exportLights(sce);
}
// <library_effects>
EffectsExporter ee(writer, this->export_settings, key_image_map);
ee.exportEffects(C, sce);
// <library_images>
ImagesExporter ie(writer, this->export_settings, key_image_map);
ie.exportImages(sce);
// <library_materials>
MaterialsExporter me(writer, this->export_settings);
me.exportMaterials(sce);
// <library_geometries>
if (bc_has_object_type(export_set, OB_MESH)) {
GeometryExporter ge(blender_context, writer, this->export_settings);
ge.exportGeom();
}
// <library_controllers>
ArmatureExporter arm_exporter(blender_context, writer, this->export_settings);
ControllerExporter controller_exporter(blender_context, writer, this->export_settings);
if (bc_has_object_type(export_set, OB_ARMATURE) ||
this->export_settings.get_include_shapekeys()) {
controller_exporter.export_controllers();
}
// <library_visual_scenes>
SceneExporter se(blender_context, writer, &arm_exporter, this->export_settings);
if (this->export_settings.get_include_animations()) {
// <library_animations>
AnimationExporter ae(writer, this->export_settings);
ae.exportAnimations();
}
se.exportScene();
// <scene>
std::string scene_name(translate_id(id_name(sce)));
COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, scene_name));
scene.add();
// close <Collada>
writer->endDocument();
delete writer;
// Finally move the created document into place
fprintf(stdout, "Collada export to: %s\n", this->export_settings.get_filepath());
int status = BLI_rename(native_filename.c_str(), this->export_settings.get_filepath());
if (status != 0) {
status = BLI_copy(native_filename.c_str(), this->export_settings.get_filepath());
BLI_delete(native_filename.c_str(), false, false);
}
return status;
}
void DocumentExporter::exportScenes(const char *filename)
{
}
/*
* NOTES:
*
* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a
* user
*/