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blender-archive/source/blender/io/collada/MeshImporter.h

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/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <map>
#include <vector>
#include "COLLADAFWIndexList.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterialBinding.h"
#include "COLLADAFWMesh.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWTextureCoordinateBinding.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"
#include "ArmatureImporter.h"
#include "collada_utils.h"
#include "BLI_edgehash.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
/* only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid */
class MeshImporterBase {
public:
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid) = 0;
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &mesh_uid) = 0;
virtual std::string *get_geometry_name(const std::string &mesh_name) = 0;
};
class UVDataWrapper {
COLLADAFW::MeshVertexData *mVData;
public:
UVDataWrapper(COLLADAFW::MeshVertexData &vdata);
#ifdef COLLADA_DEBUG
void print();
#endif
void getUV(int uv_index, float *uv);
};
class VCOLDataWrapper {
COLLADAFW::MeshVertexData *mVData;
public:
VCOLDataWrapper(COLLADAFW::MeshVertexData &vdata);
void get_vcol(int v_index, MLoopCol *mloopcol);
};
class MeshImporter : public MeshImporterBase {
private:
UnitConverter *unitconverter;
Main *m_bmain;
Scene *scene;
ViewLayer *view_layer;
ArmatureImporter *armature_importer;
std::map<std::string, std::string> mesh_geom_map; /* needed for correct shape key naming */
std::map<COLLADAFW::UniqueId, Mesh *> uid_mesh_map; /* geometry unique id-to-mesh map */
std::map<COLLADAFW::UniqueId, Object *> uid_object_map; /* geom UID-to-object */
std::vector<Object *> imported_objects; /* list of imported objects */
/* this structure is used to assign material indices to polygons
* it holds a portion of Mesh faces and corresponds to a DAE primitive list
* (<triangles>, <polylist>, etc.) */
struct Primitive {
MPoly *mpoly;
unsigned int totpoly;
};
typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive>> MaterialIdPrimitiveArrayMap;
/* crazy name! */
std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map;
/* < materials that have already been mapped to a geometry.
* A pair/of geom UID and mat UID, one geometry can have several materials. */
std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom;
bool set_poly_indices(
MPoly *mpoly, MLoop *mloop, int loop_index, const unsigned int *indices, int loop_count);
void set_face_uv(MLoopUV *mloopuv,
UVDataWrapper &uvs,
int start_index,
COLLADAFW::IndexList &index_list,
int count);
void set_vcol(MLoopCol *mloopcol,
VCOLDataWrapper &vob,
int loop_index,
COLLADAFW::IndexList &index_list,
int count);
#ifdef COLLADA_DEBUG
void print_index_list(COLLADAFW::IndexList &index_list);
#endif
/** Checks if mesh has supported primitive types: lines, polylist, triangles, triangle_fans. */
bool is_nice_mesh(COLLADAFW::Mesh *mesh);
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
/**
* Condition 1: The Primitive has normals
* condition 2: The number of normals equals the number of faces.
* return true if both conditions apply.
* return false otherwise.
*/
bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
/**
* Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS
* have faces. (to be verified).
*/
bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);
/**
* This function is copied from source/blender/editors/mesh/mesh_data.c
*
* TODO: (As discussed with sergey-) :
* Maybe move this function to `blenderkernel/intern/mesh.c`.
* and add definition to BKE_mesh.c.
*/
static void mesh_add_edges(Mesh *mesh, int len);
unsigned int get_loose_edge_count(COLLADAFW::Mesh *mesh);
CustomData create_edge_custom_data(EdgeHash *eh);
/**
* Return the number of faces by summing up
* the face-counts of the parts.
* HINT: This is done because `mesh->getFacesCount()` does
* count loose edges as extra faces, which is not what we want here.
*/
void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);
/* TODO: import uv set names */
/**
* Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
* IMPORTANT: This function MUST be called before read_lines()
* Otherwise we will lose all edges from faces (see read_lines() above)
*
* TODO: import uv set names.
*/
void read_polys(COLLADAFW::Mesh *mesh, Mesh *me);
/**
* Read all loose edges.
* IMPORTANT: This function assumes that all edges from existing
* faces have already been generated and added to me->medge
* So this function MUST be called after read_faces() (see below)
*/
void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
unsigned int get_vertex_count(COLLADAFW::Polygons *mp, int index);
void get_vector(float v[3], COLLADAFW::MeshVertexData &arr, int i, int stride);
bool is_flat_face(unsigned int *nind, COLLADAFW::MeshVertexData &nor, int count);
/**
* Returns the list of Users of the given Mesh object.
* NOTE: This function uses the object user flag to control
* which objects have already been processed.
*/
std::vector<Object *> get_all_users_of(Mesh *reference_mesh);
public:
MeshImporter(UnitConverter *unitconv,
ArmatureImporter *arm,
Main *bmain,
Scene *sce,
ViewLayer *view_layer);
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);
/**
*
* During import all materials have been assigned to Object.
* Now we iterate over the imported objects and optimize
* the assignments as follows:
*
* for each imported geometry:
* if number of users is 1:
* get the user (object)
* move the materials from Object to Data
* else:
* determine which materials are assigned to the first user
* check if all other users have the same materials in the same order
* if the check is positive:
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*
*/
void optimize_material_assignements();
/**
* We do not know in advance which objects will share geometries.
* And we do not know either if the objects which share geometries
* come along with different materials. So we first create the objects
* and assign the materials to Object, then in a later cleanup we decide
* which materials shall be moved to the created geometries. Also see
* optimize_material_assignements() above.
*/
void assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map,
Object *ob,
const COLLADAFW::UniqueId *geom_uid,
short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node,
COLLADAFW::InstanceGeometry *geom,
bool isController,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map);
/** Create a mesh storing a pointer in a map so it can be retrieved later by geometry UID. */
bool write_geometry(const COLLADAFW::Geometry *geom);
std::string *get_geometry_name(const std::string &mesh_name);
};