186 lines
5.6 KiB
C++
186 lines
5.6 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
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* \ingroup collada
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*/
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#ifndef __MESHIMPORTER_H__
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#define __MESHIMPORTER_H__
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#include <map>
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#include <vector>
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#include "COLLADAFWIndexList.h"
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#include "COLLADAFWPolygons.h"
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#include "COLLADAFWInstanceGeometry.h"
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#include "COLLADAFWMaterialBinding.h"
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#include "COLLADAFWMesh.h"
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#include "COLLADAFWMeshVertexData.h"
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#include "COLLADAFWNode.h"
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#include "COLLADAFWTextureCoordinateBinding.h"
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#include "COLLADAFWTypes.h"
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#include "COLLADAFWUniqueId.h"
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#include "ArmatureImporter.h"
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#include "collada_utils.h"
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extern "C" {
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#include "BLI_edgehash.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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}
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// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
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class MeshImporterBase
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{
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public:
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virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
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virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& mesh_uid) = 0;
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virtual std::string *get_geometry_name(const std::string &mesh_name) = 0;
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};
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class UVDataWrapper
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{
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COLLADAFW::MeshVertexData *mVData;
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public:
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UVDataWrapper(COLLADAFW::MeshVertexData& vdata);
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#ifdef COLLADA_DEBUG
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void print();
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#endif
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void getUV(int uv_index, float *uv);
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};
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class VCOLDataWrapper
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{
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COLLADAFW::MeshVertexData *mVData;
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public:
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VCOLDataWrapper(COLLADAFW::MeshVertexData& vdata);
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void get_vcol(int v_index, MLoopCol *mloopcol);
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};
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class MeshImporter : public MeshImporterBase
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{
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private:
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UnitConverter *unitconverter;
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Main *m_bmain;
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Scene *scene;
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ViewLayer *view_layer;
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ArmatureImporter *armature_importer;
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std::map<std::string, std::string> mesh_geom_map; // needed for correct shape key naming
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std::map<COLLADAFW::UniqueId, Mesh*> uid_mesh_map; // geometry unique id-to-mesh map
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std::map<COLLADAFW::UniqueId, Object*> uid_object_map; // geom uid-to-object
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std::vector<Object*> imported_objects; // list of imported objects
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// this structure is used to assign material indices to polygons
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// it holds a portion of Mesh faces and corresponds to a DAE primitive list (<triangles>, <polylist>, etc.)
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struct Primitive {
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MPoly *mpoly;
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unsigned int totpoly;
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};
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typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive> > MaterialIdPrimitiveArrayMap;
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std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map; // crazy name!
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std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom; //< materials that have already been mapped to a geometry. A pair of geom uid and mat uid, one geometry can have several materials
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bool set_poly_indices(
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MPoly *mpoly,
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MLoop *mloop,
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int loop_index,
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unsigned int *indices,
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int loop_count);
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void set_face_uv(
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MLoopUV *mloopuv,
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UVDataWrapper &uvs,
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int loop_index,
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COLLADAFW::IndexList& index_list,
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int count);
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void set_vcol(
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MLoopCol *mloopcol,
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VCOLDataWrapper &vob,
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int loop_index,
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COLLADAFW::IndexList& index_list,
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int count);
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#ifdef COLLADA_DEBUG
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void print_index_list(COLLADAFW::IndexList& index_list);
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#endif
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bool is_nice_mesh(COLLADAFW::Mesh *mesh);
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void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
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bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
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bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);
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static void mesh_add_edges(Mesh *mesh, int len);
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unsigned int get_loose_edge_count(COLLADAFW::Mesh *mesh);
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CustomData create_edge_custom_data(EdgeHash *eh);
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void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);
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// TODO: import uv set names
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void read_polys(COLLADAFW::Mesh *mesh, Mesh *me);
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void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
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unsigned int get_vertex_count(COLLADAFW::Polygons *mp, int index);
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void get_vector(float v[3], COLLADAFW::MeshVertexData& arr, int i, int stride);
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bool is_flat_face(unsigned int *nind, COLLADAFW::MeshVertexData& nor, int count);
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std::vector<Object *> get_all_users_of(Mesh *reference_mesh);
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public:
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MeshImporter(UnitConverter *unitconv, ArmatureImporter *arm, Main *bmain, Scene *sce, ViewLayer *view_layer);
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virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
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virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
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void optimize_material_assignements();
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void assign_material_to_geom(
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COLLADAFW::MaterialBinding cmaterial,
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std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
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Object *ob, const COLLADAFW::UniqueId *geom_uid,
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short mat_index);
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Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
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bool isController,
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std::map<COLLADAFW::UniqueId, Material*>& uid_material_map);
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// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
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bool write_geometry(const COLLADAFW::Geometry* geom);
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std::string *get_geometry_name(const std::string &mesh_name);
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};
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#endif
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