Summary: Old idea with changes since previous release tag didn't work good enough. In most of the cases tag was done in a branch hence not actually reachable from the master branch. Now change since release is gone, and date of the latest commit is used instead. The date is displayed in format YYYY-MM-DD HH:mm in the splash. New bpy.app fields: - build_commit_timestamp is an unix timestamp of the commit blender was build from. - build_commit_date is a date of that commit. - build_commit_time is a time of that commit. Reviewers: campbellbarton Differential Revision: http://developer.blender.org/D5
323 lines
9.2 KiB
C++
323 lines
9.2 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, Jan Diederich, Tod Liverseed.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/DocumentExporter.cpp
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* \ingroup collada
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <vector>
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#include <algorithm> // std::find
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#include "COLLADASWCamera.h"
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#include "COLLADASWAsset.h"
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#include "COLLADASWLibraryVisualScenes.h"
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#include "COLLADASWNode.h"
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#include "COLLADASWSource.h"
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#include "COLLADASWInstanceGeometry.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWVertices.h"
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#include "COLLADASWLibraryAnimations.h"
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#include "COLLADASWLibraryImages.h"
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#include "COLLADASWLibraryEffects.h"
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#include "COLLADASWImage.h"
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#include "COLLADASWEffectProfile.h"
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#include "COLLADASWColorOrTexture.h"
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#include "COLLADASWParamTemplate.h"
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#include "COLLADASWParamBase.h"
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#include "COLLADASWSurfaceInitOption.h"
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#include "COLLADASWSampler.h"
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#include "COLLADASWScene.h"
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#include "COLLADASWTechnique.h"
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#include "COLLADASWTexture.h"
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#include "COLLADASWLibraryMaterials.h"
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#include "COLLADASWBindMaterial.h"
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#include "COLLADASWInstanceCamera.h"
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#include "COLLADASWInstanceLight.h"
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#include "COLLADASWConstants.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWInstanceController.h"
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#include "COLLADASWInstanceNode.h"
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#include "COLLADASWBaseInputElement.h"
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extern "C"
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{
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_group_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_action_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_userdef_types.h"
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#include "BLI_path_util.h"
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#include "BLI_fileops.h"
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#include "BLI_math.h"
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#include "BLI_string.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_action.h" // pose functions
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#include "BKE_animsys.h"
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#include "BKE_armature.h"
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#include "BKE_blender.h" // version info
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#include "BKE_fcurve.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "ED_keyframing.h"
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#ifdef WITH_BUILDINFO
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extern char build_commit_date[];
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extern char build_commit_time[];
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extern char build_hash[];
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#endif
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#include "MEM_guardedalloc.h"
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#include "RNA_access.h"
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}
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#include "collada_internal.h"
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#include "collada_utils.h"
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#include "DocumentExporter.h"
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extern bool bc_has_object_type(LinkNode *export_set, short obtype);
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// can probably go after refactor is complete
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#include "InstanceWriter.h"
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#include "TransformWriter.h"
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#include "SceneExporter.h"
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#include "ArmatureExporter.h"
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#include "AnimationExporter.h"
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#include "CameraExporter.h"
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#include "ControllerExporter.h"
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#include "EffectExporter.h"
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#include "GeometryExporter.h"
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#include "ImageExporter.h"
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#include "LightExporter.h"
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#include "MaterialExporter.h"
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char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
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{
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int layer_index = CustomData_get_layer_index(data, type);
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if (layer_index < 0) return NULL;
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return data->layers[layer_index + n].name;
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}
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char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
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{
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/* get the layer index of the active layer of type */
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int layer_index = CustomData_get_active_layer_index(data, type);
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if (layer_index < 0) return NULL;
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return data->layers[layer_index].name;
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}
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DocumentExporter::DocumentExporter(const ExportSettings *export_settings) : export_settings(export_settings) {
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}
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// TODO: it would be better to instantiate animations rather than create a new one per object
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// COLLADA allows this through multiple <channel>s in <animation>.
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// For this to work, we need to know objects that use a certain action.
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void DocumentExporter::exportCurrentScene(Scene *sce)
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{
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PointerRNA sceneptr, unit_settings;
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PropertyRNA *system; /* unused , *scale; */
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clear_global_id_map();
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COLLADABU::NativeString native_filename =
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COLLADABU::NativeString(std::string(this->export_settings->filepath), COLLADABU::NativeString::ENCODING_UTF8);
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COLLADASW::StreamWriter sw(native_filename);
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fprintf(stdout, "Collada export: %s\n", this->export_settings->filepath);
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// open <collada>
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sw.startDocument();
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// <asset>
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COLLADASW::Asset asset(&sw);
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RNA_id_pointer_create(&(sce->id), &sceneptr);
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unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
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system = RNA_struct_find_property(&unit_settings, "system");
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//scale = RNA_struct_find_property(&unit_settings, "scale_length");
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std::string unitname = "meter";
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float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
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switch (RNA_property_enum_get(&unit_settings, system)) {
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case USER_UNIT_NONE:
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case USER_UNIT_METRIC:
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if (linearmeasure == 0.001f) {
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unitname = "millimeter";
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}
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else if (linearmeasure == 0.01f) {
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unitname = "centimeter";
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}
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else if (linearmeasure == 0.1f) {
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unitname = "decimeter";
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}
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else if (linearmeasure == 1.0f) {
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unitname = "meter";
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}
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else if (linearmeasure == 1000.0f) {
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unitname = "kilometer";
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}
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break;
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case USER_UNIT_IMPERIAL:
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if (linearmeasure == 0.0254f) {
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unitname = "inch";
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}
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else if (linearmeasure == 0.3048f) {
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unitname = "foot";
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}
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else if (linearmeasure == 0.9144f) {
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unitname = "yard";
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}
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break;
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default:
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break;
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}
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asset.setUnit(unitname, linearmeasure);
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asset.setUpAxisType(COLLADASW::Asset::Z_UP);
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if (U.author[0] != '\0') {
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asset.getContributor().mAuthor = U.author;
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}
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else {
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asset.getContributor().mAuthor = "Blender User";
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}
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char version_buf[128];
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#ifdef WITH_BUILDINFO
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BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d commit date:%s, hash:",
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BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION,
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build_commit_date, blender_commit_time, build_hash);
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#else
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BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d",
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BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION);
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#endif
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asset.getContributor().mAuthoringTool = version_buf;
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asset.add();
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LinkNode *export_set = this->export_settings->export_set;
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// <library_cameras>
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if (bc_has_object_type(export_set, OB_CAMERA)) {
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CamerasExporter ce(&sw, this->export_settings);
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ce.exportCameras(sce);
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}
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// <library_lights>
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if (bc_has_object_type(export_set, OB_LAMP)) {
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LightsExporter le(&sw, this->export_settings);
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le.exportLights(sce);
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}
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// <library_images>
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ImagesExporter ie(&sw, this->export_settings);
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ie.exportImages(sce);
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// <library_effects>
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EffectsExporter ee(&sw, this->export_settings);
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ee.exportEffects(sce);
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// <library_materials>
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MaterialsExporter me(&sw, this->export_settings);
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me.exportMaterials(sce);
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// <library_geometries>
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if (bc_has_object_type(export_set, OB_MESH)) {
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GeometryExporter ge(&sw, this->export_settings);
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ge.exportGeom(sce);
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}
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// <library_animations>
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AnimationExporter ae(&sw, this->export_settings);
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bool has_animations = ae.exportAnimations(sce);
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// <library_controllers>
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ArmatureExporter arm_exporter(&sw, this->export_settings);
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ControllerExporter controller_exporter(&sw , this->export_settings);
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if (bc_has_object_type(export_set, OB_ARMATURE) || this->export_settings->include_shapekeys)
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{
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controller_exporter.export_controllers(sce);
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}
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// <library_visual_scenes>
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SceneExporter se(&sw, &arm_exporter, this->export_settings);
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if (has_animations && this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX) {
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// channels adressing <matrix> objects is not (yet) supported
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// So we force usage of <location>, <translation> and <scale>
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fprintf(stdout,
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"For animated Ojects we must use decomposed <matrix> elements,\n" \
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"Forcing usage of TransLocRot transformation type.");
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se.setExportTransformationType(BC_TRANSFORMATION_TYPE_TRANSROTLOC);
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}
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else {
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se.setExportTransformationType(this->export_settings->export_transformation_type);
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}
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se.exportScene(sce);
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// <scene>
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std::string scene_name(translate_id(id_name(sce)));
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COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
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scene_name));
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scene.add();
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// close <Collada>
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sw.endDocument();
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}
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void DocumentExporter::exportScenes(const char *filename)
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{
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}
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/*
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* NOTES:
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*
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* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a user
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*
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*/
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