583 lines
13 KiB
C++
583 lines
13 KiB
C++
/*
|
|
* ***** BEGIN GPL LICENSE BLOCK *****
|
|
*
|
|
* This program is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU General Public License
|
|
* as published by the Free Software Foundation; either version 2
|
|
* of the License, or (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, write to the Free Software Foundation,
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
*
|
|
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
|
|
*
|
|
* ***** END GPL LICENSE BLOCK *****
|
|
*/
|
|
|
|
/** \file blender/collada/collada_utils.cpp
|
|
* \ingroup collada
|
|
*/
|
|
|
|
|
|
/* COLLADABU_ASSERT, may be able to remove later */
|
|
#include "COLLADABUPlatform.h"
|
|
|
|
#include "COLLADAFWGeometry.h"
|
|
#include "COLLADAFWMeshPrimitive.h"
|
|
#include "COLLADAFWMeshVertexData.h"
|
|
|
|
#include "collada_utils.h"
|
|
|
|
extern "C" {
|
|
#include "DNA_modifier_types.h"
|
|
#include "DNA_customdata_types.h"
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_mesh_types.h"
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_armature_types.h"
|
|
|
|
#include "BLI_math.h"
|
|
#include "BLI_linklist.h"
|
|
|
|
#include "BKE_context.h"
|
|
#include "BKE_customdata.h"
|
|
#include "BKE_depsgraph.h"
|
|
#include "BKE_object.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_mesh.h"
|
|
#include "BKE_scene.h"
|
|
#include "BKE_DerivedMesh.h"
|
|
|
|
#include "ED_armature.h"
|
|
|
|
#include "WM_api.h" // XXX hrm, see if we can do without this
|
|
#include "WM_types.h"
|
|
|
|
#include "bmesh.h"
|
|
#include "bmesh_tools.h"
|
|
}
|
|
|
|
float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
|
|
{
|
|
if (index >= array.getValuesCount())
|
|
return 0.0f;
|
|
|
|
if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
|
|
return array.getFloatValues()->getData()[index];
|
|
else
|
|
return array.getDoubleValues()->getData()[index];
|
|
}
|
|
|
|
// copied from /editors/object/object_relations.c
|
|
int bc_test_parent_loop(Object *par, Object *ob)
|
|
{
|
|
/* test if 'ob' is a parent somewhere in par's parents */
|
|
|
|
if (par == NULL) return 0;
|
|
if (ob == par) return 1;
|
|
|
|
return bc_test_parent_loop(par->parent, ob);
|
|
}
|
|
|
|
// a shortened version of parent_set_exec()
|
|
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
|
|
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
|
|
{
|
|
Object workob;
|
|
Scene *sce = CTX_data_scene(C);
|
|
|
|
if (!par || bc_test_parent_loop(par, ob))
|
|
return false;
|
|
|
|
ob->parent = par;
|
|
ob->partype = PAROBJECT;
|
|
|
|
ob->parsubstr[0] = 0;
|
|
|
|
if (is_parent_space) {
|
|
float mat[4][4];
|
|
// calc par->obmat
|
|
BKE_object_where_is_calc(sce, par);
|
|
|
|
// move child obmat into world space
|
|
mul_m4_m4m4(mat, par->obmat, ob->obmat);
|
|
copy_m4_m4(ob->obmat, mat);
|
|
}
|
|
|
|
// apply child obmat (i.e. decompose it into rot/loc/size)
|
|
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
|
|
|
|
// compute parentinv
|
|
BKE_object_workob_calc_parent(sce, ob, &workob);
|
|
invert_m4_m4(ob->parentinv, workob.obmat);
|
|
|
|
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
|
|
DAG_id_tag_update(&par->id, OB_RECALC_OB);
|
|
|
|
/** done once after import */
|
|
#if 0
|
|
DAG_relations_tag_update(bmain);
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
Object *bc_add_object(Scene *scene, int type, const char *name)
|
|
{
|
|
Object *ob = BKE_object_add_only_object(G.main, type, name);
|
|
|
|
ob->data = BKE_object_obdata_add_from_type(G.main, type, name);
|
|
ob->lay = scene->lay;
|
|
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
|
|
|
|
BKE_scene_base_select(scene, BKE_scene_base_add(scene, ob));
|
|
|
|
return ob;
|
|
}
|
|
|
|
Mesh *bc_get_mesh_copy(Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
|
|
{
|
|
Mesh *tmpmesh;
|
|
CustomDataMask mask = CD_MASK_MESH;
|
|
Mesh *mesh = (Mesh *)ob->data;
|
|
DerivedMesh *dm = NULL;
|
|
if (apply_modifiers) {
|
|
switch (export_mesh_type) {
|
|
case BC_MESH_TYPE_VIEW:
|
|
{
|
|
dm = mesh_create_derived_view(scene, ob, mask);
|
|
break;
|
|
}
|
|
case BC_MESH_TYPE_RENDER:
|
|
{
|
|
dm = mesh_create_derived_render(scene, ob, mask);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
dm = mesh_create_derived((Mesh *)ob->data, NULL);
|
|
}
|
|
|
|
tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
|
|
DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
|
|
tmpmesh->flag = mesh->flag;
|
|
|
|
if (triangulate) {
|
|
bc_triangulate_mesh(tmpmesh);
|
|
}
|
|
BKE_mesh_tessface_ensure(tmpmesh);
|
|
return tmpmesh;
|
|
}
|
|
|
|
Object *bc_get_assigned_armature(Object *ob)
|
|
{
|
|
Object *ob_arm = NULL;
|
|
|
|
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
|
|
ob_arm = ob->parent;
|
|
}
|
|
else {
|
|
ModifierData *mod;
|
|
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
|
|
if (mod->type == eModifierType_Armature) {
|
|
ob_arm = ((ArmatureModifierData *)mod)->object;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ob_arm;
|
|
}
|
|
|
|
// Returns the highest selected ancestor
|
|
// returns NULL if no ancestor is selected
|
|
// IMPORTANT: This function expects that
|
|
// all exported objects have set:
|
|
// ob->id.tag & LIB_TAG_DOIT
|
|
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
|
|
{
|
|
Object *ancestor = ob;
|
|
while (ob->parent && bc_is_marked(ob->parent)) {
|
|
ob = ob->parent;
|
|
ancestor = ob;
|
|
}
|
|
return ancestor;
|
|
}
|
|
|
|
|
|
bool bc_is_base_node(LinkNode *export_set, Object *ob)
|
|
{
|
|
Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
|
|
return (root == ob);
|
|
}
|
|
|
|
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
|
|
{
|
|
return (BLI_linklist_index(export_set, ob) != -1);
|
|
}
|
|
|
|
bool bc_has_object_type(LinkNode *export_set, short obtype)
|
|
{
|
|
LinkNode *node;
|
|
|
|
for (node = export_set; node; node = node->next) {
|
|
Object *ob = (Object *)node->link;
|
|
/* XXX - why is this checking for ob->data? - we could be looking for empties */
|
|
if (ob->type == obtype && ob->data) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
int bc_is_marked(Object *ob)
|
|
{
|
|
return ob && (ob->id.tag & LIB_TAG_DOIT);
|
|
}
|
|
|
|
void bc_remove_mark(Object *ob)
|
|
{
|
|
ob->id.tag &= ~LIB_TAG_DOIT;
|
|
}
|
|
|
|
void bc_set_mark(Object *ob)
|
|
{
|
|
ob->id.tag |= LIB_TAG_DOIT;
|
|
}
|
|
|
|
// Use bubble sort algorithm for sorting the export set
|
|
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
|
|
{
|
|
bool sorted = false;
|
|
LinkNode *node;
|
|
for (node = export_set; node->next && !sorted; node = node->next) {
|
|
|
|
sorted = true;
|
|
|
|
LinkNode *current;
|
|
for (current = export_set; current->next; current = current->next) {
|
|
Object *a = (Object *)current->link;
|
|
Object *b = (Object *)current->next->link;
|
|
|
|
if (strcmp(a->id.name, b->id.name) > 0) {
|
|
current->link = b;
|
|
current->next->link = a;
|
|
sorted = false;
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Check if a bone is the top most exportable bone in the bone hierarchy.
|
|
* When deform_bones_only == false, then only bones with NO parent
|
|
* can be root bones. Otherwise the top most deform bones in the hierarchy
|
|
* are root bones.
|
|
*/
|
|
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
|
|
{
|
|
if (deform_bones_only) {
|
|
Bone *root = NULL;
|
|
Bone *bone = aBone;
|
|
while (bone) {
|
|
if (!(bone->flag & BONE_NO_DEFORM))
|
|
root = bone;
|
|
bone = bone->parent;
|
|
}
|
|
return (aBone == root);
|
|
}
|
|
else
|
|
return !(aBone->parent);
|
|
}
|
|
|
|
int bc_get_active_UVLayer(Object *ob)
|
|
{
|
|
Mesh *me = (Mesh *)ob->data;
|
|
return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
|
|
}
|
|
|
|
std::string bc_url_encode(std::string data)
|
|
{
|
|
/* XXX We probably do not need to do a full encoding.
|
|
* But in case that is necessary,then it can be added here.
|
|
*/
|
|
return bc_replace_string(data,"#", "%23");
|
|
}
|
|
|
|
std::string bc_replace_string(std::string data, const std::string& pattern,
|
|
const std::string& replacement)
|
|
{
|
|
size_t pos = 0;
|
|
while ((pos = data.find(pattern, pos)) != std::string::npos) {
|
|
data.replace(pos, pattern.length(), replacement);
|
|
pos += replacement.length();
|
|
}
|
|
return data;
|
|
}
|
|
|
|
/**
|
|
* Calculate a rescale factor such that the imported scene's scale
|
|
* is preserved. I.e. 1 meter in the import will also be
|
|
* 1 meter in the current scene.
|
|
*/
|
|
|
|
void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
|
|
{
|
|
if (scale_to_scene) {
|
|
mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
|
|
}
|
|
mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
|
|
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
|
|
}
|
|
|
|
void bc_match_scale(std::vector<Object *> *objects_done,
|
|
UnitConverter &bc_unit,
|
|
bool scale_to_scene)
|
|
{
|
|
for (std::vector<Object *>::iterator it = objects_done->begin();
|
|
it != objects_done->end();
|
|
++it)
|
|
{
|
|
Object *ob = *it;
|
|
if (ob -> parent == NULL) {
|
|
bc_match_scale(*it, bc_unit, scale_to_scene);
|
|
}
|
|
}
|
|
}
|
|
|
|
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_mesh_bm_to_me(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;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|