128 lines
4.0 KiB
C++
128 lines
4.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/collada.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 "DocumentExporter.h"
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#include "DocumentImporter.h"
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#include "ExportSettings.h"
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#include "ImportSettings.h"
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extern "C"
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{
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#include "BKE_scene.h"
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#include "BKE_context.h"
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/* make dummy file */
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#include "BLI_fileops.h"
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#include "BLI_linklist.h"
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int collada_import(bContext *C,
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const char *filepath,
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int import_units)
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{
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ImportSettings import_settings;
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import_settings.filepath = (char *)filepath;
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import_settings.import_units = import_units != 0;
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DocumentImporter imp(C, &import_settings);
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if (imp.import()) return 1;
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return 0;
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}
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int collada_export(Scene *sce,
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const char *filepath,
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int apply_modifiers,
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BC_export_mesh_type export_mesh_type,
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int selected,
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int include_children,
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int include_armatures,
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int include_shapekeys,
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int deform_bones_only,
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int active_uv_only,
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int include_uv_textures,
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int include_material_textures,
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int use_texture_copies,
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int triangulate,
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int use_object_instantiation,
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int sort_by_name,
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BC_export_transformation_type export_transformation_type,
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int open_sim)
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{
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ExportSettings export_settings;
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export_settings.filepath = (char *)filepath;
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export_settings.apply_modifiers = apply_modifiers != 0;
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export_settings.export_mesh_type = export_mesh_type;
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export_settings.selected = selected != 0;
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export_settings.include_children = include_children != 0;
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export_settings.include_armatures = include_armatures != 0;
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export_settings.include_shapekeys = include_shapekeys != 0;
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export_settings.deform_bones_only = deform_bones_only != 0;
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export_settings.active_uv_only = active_uv_only != 0;
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export_settings.include_uv_textures = include_uv_textures != 0;
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export_settings.include_material_textures= include_material_textures != 0;
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export_settings.use_texture_copies = use_texture_copies != 0;
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export_settings.triangulate = triangulate != 0;
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export_settings.use_object_instantiation = use_object_instantiation != 0;
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export_settings.sort_by_name = sort_by_name != 0;
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export_settings.export_transformation_type = export_transformation_type;
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export_settings.open_sim = open_sim != 0;
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int includeFilter = OB_REL_NONE;
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if (export_settings.include_armatures) includeFilter |= OB_REL_MOD_ARMATURE;
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if (export_settings.include_children) includeFilter |= OB_REL_CHILDREN_RECURSIVE;
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eObjectSet objectSet = (export_settings.selected) ? OB_SET_SELECTED : OB_SET_ALL;
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export_settings.export_set = BKE_object_relational_superset(sce, objectSet, (eObRelationTypes)includeFilter);
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if (export_settings.sort_by_name)
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bc_bubble_sort_by_Object_name(export_settings.export_set);
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DocumentExporter exporter(&export_settings);
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exporter.exportCurrentScene(sce);
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BLI_linklist_free(export_settings.export_set, NULL);
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return 1;
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}
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/* end extern C */
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}
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