This was used in *one* place only... much better to have a dedicated helper for that kind of things. ;)
1431 lines
36 KiB
C++
1431 lines
36 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 blender/collada/collada_utils.cpp
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* \ingroup collada
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*/
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "COLLADAFWGeometry.h"
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#include "COLLADAFWMeshPrimitive.h"
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#include "COLLADAFWMeshVertexData.h"
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#include <set>
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#include <string>
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extern "C" {
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#include "DNA_modifier_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_key_types.h"
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#include "DNA_object_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_armature_types.h"
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#include "BLI_math.h"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BKE_action.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_constraint.h"
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#include "BKE_key.h"
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#include "BKE_material.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_layer.h"
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#include "BKE_library.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "ED_armature.h"
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#include "ED_screen.h"
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#include "ED_node.h"
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#include "MEM_guardedalloc.h"
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#include "WM_api.h" // XXX hrm, see if we can do without this
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#include "WM_types.h"
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#include "bmesh.h"
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#include "bmesh_tools.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#if 0
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#include "NOD_common.h"
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#endif
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}
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#include "collada_utils.h"
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#include "ExportSettings.h"
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#include "BlenderContext.h"
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float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
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{
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if (index >= array.getValuesCount())
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return 0.0f;
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if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
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return array.getFloatValues()->getData()[index];
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else
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return array.getDoubleValues()->getData()[index];
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}
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// copied from /editors/object/object_relations.c
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int bc_test_parent_loop(Object *par, Object *ob)
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{
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/* test if 'ob' is a parent somewhere in par's parents */
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if (par == NULL) return 0;
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if (ob == par) return 1;
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return bc_test_parent_loop(par->parent, ob);
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}
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void bc_get_children(std::vector<Object *> &child_set, Object *ob, ViewLayer *view_layer)
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{
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Base *base;
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for (base = (Base *)view_layer->object_bases.first; base; base = base->next) {
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Object *cob = base->object;
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if (cob->parent == 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_ARMATURE:
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child_set.push_back(cob);
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default: break;
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}
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}
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}
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}
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bool bc_validateConstraints(bConstraint *con)
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{
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const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
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/* these we can skip completely (invalid constraints...) */
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if (cti == NULL)
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return false;
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if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF))
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return false;
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/* these constraints can't be evaluated anyway */
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if (cti->evaluate_constraint == NULL)
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return false;
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/* influence == 0 should be ignored */
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if (con->enforce == 0.0f)
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return false;
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/* validation passed */
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return true;
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}
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// a shortened version of parent_set_exec()
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// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
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int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
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{
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Object workob;
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Depsgraph *depsgraph = CTX_data_depsgraph(C);
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Scene *sce = CTX_data_scene(C);
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if (!par || bc_test_parent_loop(par, ob))
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return false;
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ob->parent = par;
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ob->partype = PAROBJECT;
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ob->parsubstr[0] = 0;
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if (is_parent_space) {
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float mat[4][4];
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// calc par->obmat
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BKE_object_where_is_calc(depsgraph, sce, par);
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// move child obmat into world space
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mul_m4_m4m4(mat, par->obmat, ob->obmat);
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copy_m4_m4(ob->obmat, mat);
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}
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// apply child obmat (i.e. decompose it into rot/loc/size)
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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// compute parentinv
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BKE_object_workob_calc_parent(depsgraph, sce, ob, &workob);
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invert_m4_m4(ob->parentinv, workob.obmat);
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DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY);
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DEG_id_tag_update(&par->id, ID_RECALC_TRANSFORM);
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return true;
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}
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std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions)
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{
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std::vector<bAction *> actions;
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if (all_actions) {
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Main *bmain = CTX_data_main(C);
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ID *id;
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for (id = (ID *)bmain->action.first; id; id = (ID *)(id->next)) {
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bAction *act = (bAction *)id;
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/* XXX This currently creates too many actions.
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TODO Need to check if the action is compatible to the given object
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*/
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actions.push_back(act);
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}
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}
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else
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{
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bAction *action = bc_getSceneObjectAction(ob);
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actions.push_back(action);
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}
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return actions;
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}
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std::string bc_get_action_id(std::string action_name, std::string ob_name, std::string channel_type, std::string axis_name, std::string axis_separator)
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{
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std::string result = action_name + "_" + channel_type;
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if (ob_name.length() > 0)
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result = ob_name + "_" + result;
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if (axis_name.length() > 0)
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result += axis_separator + axis_name;
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return translate_id(result);
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}
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void bc_update_scene(BlenderContext &blender_context, float ctime)
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{
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Main *bmain = blender_context.get_main();
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Scene *scene = blender_context.get_scene();
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Depsgraph *depsgraph = blender_context.get_depsgraph();
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/*
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* See remark in physics_fluid.c lines 395...)
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* BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
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*/
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BKE_scene_frame_set(scene, ctime);
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ED_update_for_newframe(bmain, depsgraph);
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}
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Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name)
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{
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Object *ob = BKE_object_add_only_object(bmain, type, name);
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ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
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ob->lay = scene->lay;
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DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
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LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
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BKE_collection_object_add(bmain, layer_collection->collection, ob);
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Base *base = BKE_view_layer_base_find(view_layer, ob);
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/* TODO: is setting active needed? */
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BKE_view_layer_base_select_and_set_active(view_layer, base);
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return ob;
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}
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Mesh *bc_get_mesh_copy(
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BlenderContext &blender_context,
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Object *ob,
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BC_export_mesh_type export_mesh_type,
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bool apply_modifiers,
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bool triangulate)
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{
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CustomDataMask mask = CD_MASK_MESH;
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Mesh *tmpmesh = NULL;
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if (apply_modifiers) {
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#if 0 /* Not supported by new system currently... */
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switch (export_mesh_type) {
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case BC_MESH_TYPE_VIEW:
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{
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dm = mesh_create_derived_view(depsgraph, scene, ob, mask);
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break;
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}
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case BC_MESH_TYPE_RENDER:
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{
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dm = mesh_create_derived_render(depsgraph, scene, ob, mask);
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break;
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}
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}
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#else
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Depsgraph *depsgraph = blender_context.get_depsgraph();
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Scene *scene_eval = blender_context.get_evaluated_scene();
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Object *ob_eval = blender_context.get_evaluated_object(ob);
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tmpmesh = mesh_get_eval_final(depsgraph, scene_eval, ob_eval, mask);
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#endif
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}
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else {
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tmpmesh = (Mesh *)ob->data;
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}
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BKE_id_copy_ex(NULL, &tmpmesh->id, (ID **)&tmpmesh,
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LIB_ID_CREATE_NO_MAIN |
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LIB_ID_CREATE_NO_USER_REFCOUNT |
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LIB_ID_CREATE_NO_DEG_TAG |
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LIB_ID_COPY_NO_PREVIEW);
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if (triangulate) {
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bc_triangulate_mesh(tmpmesh);
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}
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BKE_mesh_tessface_ensure(tmpmesh);
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return tmpmesh;
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}
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Object *bc_get_assigned_armature(Object *ob)
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{
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Object *ob_arm = NULL;
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if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
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ob_arm = ob->parent;
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}
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else {
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ModifierData *mod;
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for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
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if (mod->type == eModifierType_Armature) {
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ob_arm = ((ArmatureModifierData *)mod)->object;
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}
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}
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}
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return ob_arm;
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}
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/*
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* Returns the highest selected ancestor
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* returns NULL if no ancestor is selected
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* IMPORTANT: This function expects that all exported objects have set:
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* ob->id.tag & LIB_TAG_DOIT
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*/
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Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
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{
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Object *ancestor = ob;
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while (ob->parent && bc_is_marked(ob->parent)) {
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ob = ob->parent;
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ancestor = ob;
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}
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return ancestor;
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}
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bool bc_is_base_node(LinkNode *export_set, Object *ob)
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{
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Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
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return (root == ob);
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}
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bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer)
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{
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bool to_export = (BLI_linklist_index(export_set, ob) != -1);
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if (!to_export)
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{
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/* Mark this object as to_export even if it is not in the
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export list, but it contains children to export */
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std::vector<Object *> children;
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bc_get_children(children, ob, view_layer);
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for (int i = 0; i < children.size(); i++) {
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if (bc_is_in_Export_set(export_set, children[i], view_layer)) {
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to_export = true;
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break;
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}
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}
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}
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return to_export;
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}
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bool bc_has_object_type(LinkNode *export_set, short obtype)
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{
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LinkNode *node;
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for (node = export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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/* XXX - why is this checking for ob->data? - we could be looking for empties */
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if (ob->type == obtype && ob->data) {
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return true;
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}
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}
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return false;
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}
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int bc_is_marked(Object *ob)
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{
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return ob && (ob->id.tag & LIB_TAG_DOIT);
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}
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void bc_remove_mark(Object *ob)
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{
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ob->id.tag &= ~LIB_TAG_DOIT;
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}
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void bc_set_mark(Object *ob)
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{
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ob->id.tag |= LIB_TAG_DOIT;
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}
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// Use bubble sort algorithm for sorting the export set
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void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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{
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bool sorted = false;
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LinkNode *node;
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for (node = export_set; node->next && !sorted; node = node->next) {
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sorted = true;
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LinkNode *current;
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for (current = export_set; current->next; current = current->next) {
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Object *a = (Object *)current->link;
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Object *b = (Object *)current->next->link;
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if (strcmp(a->id.name, b->id.name) > 0) {
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current->link = b;
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current->next->link = a;
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sorted = false;
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}
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}
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}
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}
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/* Check if a bone is the top most exportable bone in the bone hierarchy.
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* When deform_bones_only == false, then only bones with NO parent
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* can be root bones. Otherwise the top most deform bones in the hierarchy
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* are root bones.
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*/
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bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
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{
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if (deform_bones_only) {
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Bone *root = NULL;
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Bone *bone = aBone;
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while (bone) {
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if (!(bone->flag & BONE_NO_DEFORM))
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root = bone;
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bone = bone->parent;
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}
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return (aBone == root);
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}
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else
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return !(aBone->parent);
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}
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int bc_get_active_UVLayer(Object *ob)
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{
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Mesh *me = (Mesh *)ob->data;
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return CustomData_get_active_layer_index(&me->ldata, CD_MLOOPUV);
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}
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std::string bc_url_encode(std::string data)
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{
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/* XXX We probably do not need to do a full encoding.
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* But in case that is necessary,then it can be added here.
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*/
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return bc_replace_string(data,"#", "%23");
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}
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std::string bc_replace_string(std::string data, const std::string& pattern,
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const std::string& replacement)
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{
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size_t pos = 0;
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while ((pos = data.find(pattern, pos)) != std::string::npos) {
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data.replace(pos, pattern.length(), replacement);
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pos += replacement.length();
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}
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return data;
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}
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/**
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* Calculate a rescale factor such that the imported scene's scale
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* is preserved. I.e. 1 meter in the import will also be
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* 1 meter in the current scene.
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*/
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void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
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{
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if (scale_to_scene) {
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mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
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}
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mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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}
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void bc_match_scale(std::vector<Object *> *objects_done,
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UnitConverter &bc_unit,
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bool scale_to_scene)
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{
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for (std::vector<Object *>::iterator it = objects_done->begin();
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it != objects_done->end();
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++it)
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{
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Object *ob = *it;
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if (ob -> parent == NULL) {
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bc_match_scale(*it, bc_unit, scale_to_scene);
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}
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}
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}
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/*
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* Convenience function to get only the needed components of a matrix
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*/
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void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
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{
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if (size) {
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mat4_to_size(size, mat);
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}
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if (eul) {
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mat4_to_eul(eul, mat);
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}
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if (quat) {
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mat4_to_quat(quat, mat);
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}
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if (loc) {
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copy_v3_v3(loc, mat[3]);
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}
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}
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/*
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* Create rotation_quaternion from a delta rotation and a reference quat
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*
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|
* Input:
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|
* mat_from: The rotation matrix before rotation
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* mat_to : The rotation matrix after rotation
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* qref : the quat corresponding to mat_from
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*
|
|
* 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_to_me_params.calc_object_remap = false;
|
|
BM_mesh_bm_to_me(NULL, 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 successful
|
|
*
|
|
* 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"));
|
|
|
|
}
|
|
|
|
void bc_enable_fcurves(bAction *act, char *bone_name)
|
|
{
|
|
FCurve *fcu;
|
|
char prefix[200];
|
|
|
|
if (bone_name)
|
|
BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name);
|
|
|
|
for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
|
|
if (bone_name) {
|
|
if (STREQLEN(fcu->rna_path, prefix, strlen(prefix)))
|
|
fcu->flag &= ~FCURVE_DISABLED;
|
|
else
|
|
fcu->flag |= FCURVE_DISABLED;
|
|
}
|
|
else {
|
|
fcu->flag &= ~FCURVE_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim)
|
|
{
|
|
|
|
/* Ok, lets be super cautious and check if the bone exists */
|
|
bPose *pose = ob->pose;
|
|
bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
|
|
if (!pchan) {
|
|
return false;
|
|
}
|
|
|
|
bAction *action = bc_getSceneObjectAction(ob);
|
|
bPoseChannel *parchan = pchan->parent;
|
|
|
|
bc_enable_fcurves(action, bone->name);
|
|
float ipar[4][4];
|
|
|
|
if (bone->parent) {
|
|
invert_m4_m4(ipar, parchan->pose_mat);
|
|
mul_m4_m4m4(mat, ipar, pchan->pose_mat);
|
|
}
|
|
else
|
|
copy_m4_m4(mat, pchan->pose_mat);
|
|
|
|
/* OPEN_SIM_COMPATIBILITY
|
|
* AFAIK animation to second life is via BVH, but no
|
|
* reason to not have the collada-animation be correct
|
|
*/
|
|
if (for_opensim) {
|
|
float temp[4][4];
|
|
copy_m4_m4(temp, bone->arm_mat);
|
|
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
|
|
invert_m4(temp);
|
|
|
|
mul_m4_m4m4(mat, mat, temp);
|
|
|
|
if (bone->parent) {
|
|
copy_m4_m4(temp, bone->parent->arm_mat);
|
|
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
|
|
|
|
mul_m4_m4m4(mat, temp, mat);
|
|
}
|
|
}
|
|
bc_enable_fcurves(action, NULL);
|
|
return true;
|
|
}
|
|
|
|
bool bc_is_animated(BCMatrixSampleMap &values)
|
|
{
|
|
static float MIN_DISTANCE = 0.00001;
|
|
|
|
if (values.size() < 2)
|
|
return false; // need at least 2 entries to be not flat
|
|
|
|
BCMatrixSampleMap::iterator it;
|
|
const BCMatrix *refmat = NULL;
|
|
for (it = values.begin(); it != values.end(); ++it) {
|
|
const BCMatrix *matrix = it->second;
|
|
|
|
if (refmat == NULL) {
|
|
refmat = matrix;
|
|
continue;
|
|
}
|
|
|
|
if (!matrix->in_range(*refmat, MIN_DISTANCE))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool bc_has_animations(Object *ob)
|
|
{
|
|
/* Check for object,lamp and camera transform animations */
|
|
if ((bc_getSceneObjectAction(ob) && bc_getSceneObjectAction(ob)->curves.first) ||
|
|
(bc_getSceneLampAction(ob) && bc_getSceneLampAction(ob)->curves.first) ||
|
|
(bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first))
|
|
return true;
|
|
|
|
//Check Material Effect parameter animations.
|
|
for (int a = 0; a < ob->totcol; a++) {
|
|
Material *ma = give_current_material(ob, a + 1);
|
|
if (!ma) continue;
|
|
if (ma->adt && ma->adt->action && ma->adt->action->curves.first)
|
|
return true;
|
|
}
|
|
|
|
Key *key = BKE_key_from_object(ob);
|
|
if ((key && key->adt && key->adt->action) && key->adt->action->curves.first)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
bool bc_has_animations(Scene *sce, LinkNode &export_set)
|
|
{
|
|
LinkNode *node;
|
|
|
|
for (node = &export_set; node; node = node->next) {
|
|
Object *ob = (Object *)node->link;
|
|
|
|
if (bc_has_animations(ob))
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* 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++) {
|
|
double val = (double)mat[i][j];
|
|
val = double_round(val, precision);
|
|
mat[i][j] = (float)val;
|
|
}
|
|
}
|
|
|
|
void bc_sanitize_v3(float v[3], int precision)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
double val = (double)v[i];
|
|
val = double_round(val, precision);
|
|
v[i] = (float)val;
|
|
}
|
|
}
|
|
|
|
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_sanitize_v3(double v[3], int precision)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
v[i] = double_round(v[i], 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];
|
|
}
|
|
|
|
void bc_copy_darray_m4d(double *r, double a[4][4])
|
|
{
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
*r++ = a[i][j];
|
|
}
|
|
|
|
void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double(&a)[4][4])
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
r[i][j] = a[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a)
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
r[i][j] = 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->ldata, CD_MLOOPUV);
|
|
if (num_layers) {
|
|
char *layer_name = bc_CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV);
|
|
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->ldata, CD_MLOOPUV);
|
|
if (num_layers && layer < num_layers) {
|
|
char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_MLOOPUV, layer);
|
|
if (layer_name) {
|
|
return std::string(layer_name);
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
std::string bc_find_bonename_in_path(std::string path, std::string probe)
|
|
{
|
|
std::string result;
|
|
char *boneName = BLI_str_quoted_substrN(path.c_str(), probe.c_str());
|
|
if (boneName) {
|
|
result = std::string(boneName);
|
|
MEM_freeN(boneName);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
static bNodeTree *prepare_material_nodetree(Material *ma)
|
|
{
|
|
if (ma->nodetree == NULL) {
|
|
ma->nodetree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree");
|
|
ma->use_nodes = true;
|
|
}
|
|
return ma->nodetree;
|
|
}
|
|
|
|
bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy, std::string label)
|
|
{
|
|
bNode *node = nodeAddStaticNode(C, ntree, node_type);
|
|
if (node) {
|
|
if (label.length() > 0) {
|
|
strcpy(node->label, label.c_str());
|
|
}
|
|
node->locx = locx;
|
|
node->locy = locy;
|
|
node->flag |= NODE_SELECT;
|
|
}
|
|
return node;
|
|
}
|
|
|
|
|
|
bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy)
|
|
{
|
|
return bc_add_node(C, ntree, node_type, locx, locy, "");
|
|
}
|
|
|
|
#if 0
|
|
// experimental, probably not used
|
|
static bNodeSocket *bc_group_add_input_socket(bNodeTree *ntree, bNode *to_node, int to_index, std::string label)
|
|
{
|
|
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
|
|
|
|
//bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
//return socket;
|
|
|
|
bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
bNode *inputGroup = ntreeFindType(ntree, NODE_GROUP_INPUT);
|
|
node_group_input_verify(ntree, inputGroup, (ID *)ntree);
|
|
bNodeSocket *newsock = node_group_input_find_socket(inputGroup, gsock->identifier);
|
|
nodeAddLink(ntree, inputGroup, newsock, to_node, to_socket);
|
|
strcpy(newsock->name, label.c_str());
|
|
return newsock;
|
|
}
|
|
|
|
static bNodeSocket *bc_group_add_output_socket(bNodeTree *ntree, bNode *from_node, int from_index, std::string label)
|
|
{
|
|
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
|
|
|
|
//bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
//return socket;
|
|
|
|
bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, from_node, from_socket);
|
|
bNode *outputGroup = ntreeFindType(ntree, NODE_GROUP_OUTPUT);
|
|
node_group_output_verify(ntree, outputGroup, (ID *)ntree);
|
|
bNodeSocket *newsock = node_group_output_find_socket(outputGroup, gsock->identifier);
|
|
nodeAddLink(ntree, from_node, from_socket, outputGroup, newsock);
|
|
strcpy(newsock->name, label.c_str());
|
|
return newsock;
|
|
}
|
|
|
|
|
|
void bc_make_group(bContext *C, bNodeTree *ntree, std::map<std::string, bNode *> nmap)
|
|
{
|
|
bNode *gnode = node_group_make_from_selected(C, ntree, "ShaderNodeGroup", "ShaderNodeTree");
|
|
bNodeTree *gtree = (bNodeTree *)gnode->id;
|
|
|
|
bc_group_add_input_socket(gtree, nmap["main"], 0, "Diffuse");
|
|
bc_group_add_input_socket(gtree, nmap["emission"], 0, "Emission");
|
|
bc_group_add_input_socket(gtree, nmap["mix"], 0, "Transparency");
|
|
bc_group_add_input_socket(gtree, nmap["emission"], 1, "Emission");
|
|
bc_group_add_input_socket(gtree, nmap["main"], 4, "Metallic");
|
|
bc_group_add_input_socket(gtree, nmap["main"], 5, "Specular");
|
|
|
|
bc_group_add_output_socket(gtree, nmap["mix"], 0, "Shader");
|
|
}
|
|
#endif
|
|
|
|
static void bc_node_add_link(bNodeTree *ntree, bNode *from_node, int from_index, bNode *to_node, int to_index)
|
|
{
|
|
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
|
|
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
|
|
|
|
nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
|
|
}
|
|
|
|
void bc_add_default_shader(bContext *C, Material *ma)
|
|
{
|
|
bNodeTree *ntree = prepare_material_nodetree(ma);
|
|
std::map<std::string, bNode *> nmap;
|
|
#if 0
|
|
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
|
|
nmap["emission"] = bc_add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
|
|
nmap["add"] = bc_add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
|
|
nmap["transparent"] = bc_add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
|
|
nmap["mix"] = bc_add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
|
|
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
|
|
nmap["out"]->flag &= ~NODE_SELECT;
|
|
|
|
bc_node_add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
|
|
bc_node_add_link(ntree, nmap["main"], 0, nmap["add"], 1);
|
|
bc_node_add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
|
|
bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
|
|
|
|
bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
|
|
// experimental, probably not used.
|
|
bc_make_group(C, ntree, nmap);
|
|
#else
|
|
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, 0, 300);
|
|
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 300, 300);
|
|
bc_node_add_link(ntree, nmap["main"], 0, nmap["out"], 0);
|
|
#endif
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma)
|
|
{
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (master_shader) {
|
|
return bc_get_base_color(master_shader);
|
|
}
|
|
else {
|
|
return bc_get_cot(ma->r, ma->g, ma->b, ma->alpha);
|
|
}
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_specular_color(Material *ma, bool use_fallback)
|
|
{
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (master_shader) {
|
|
return bc_get_specular_color(master_shader);
|
|
}
|
|
else if (use_fallback) {
|
|
return bc_get_cot(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
|
|
}
|
|
else {
|
|
return bc_get_cot(0.0, 0.0, 0.0, 1.0); // no specular
|
|
}
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_base_color(bNode *shader)
|
|
{
|
|
bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, "Base Color");
|
|
if (socket)
|
|
{
|
|
bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
|
|
float* col = dcol->value;
|
|
return bc_get_cot(col[0], col[1], col[2], col[3]);
|
|
}
|
|
else {
|
|
return bc_get_cot(0.8, 0.8, 0.8, 1.0); //default white
|
|
}
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_specular_color(bNode *shader)
|
|
{
|
|
bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, "Specular");
|
|
if (socket)
|
|
{
|
|
bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
|
|
float* col = dcol->value;
|
|
return bc_get_cot(col[0], col[1], col[2], col[3]);
|
|
}
|
|
else {
|
|
return bc_get_cot(0.8, 0.8, 0.8, 1.0); //default white
|
|
}
|
|
}
|
|
|
|
bNode *bc_get_master_shader(Material *ma)
|
|
{
|
|
bNodeTree *nodetree = ma->nodetree;
|
|
if (nodetree) {
|
|
for (bNode *node = (bNode *)nodetree->nodes.first; node; node = node->next) {
|
|
if (node->typeinfo->type == SH_NODE_BSDF_PRINCIPLED) {
|
|
return node;
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a)
|
|
{
|
|
COLLADASW::Color color(r, g, b, a);
|
|
COLLADASW::ColorOrTexture cot(color);
|
|
return cot;
|
|
}
|