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blender-archive/source/blender/collada/collada_utils.h
Gaia Clary e68ac2827d fix D4476 collada exporter: in Blender 2.80 we no longer have a specular color.
Specularity is not a color but a factor.
I have replaced the original export code with
a correct export of the Specularity factor.
2019-03-07 23:26:10 +01:00

318 lines
9.8 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup collada
*/
#ifndef __COLLADA_UTILS_H__
#define __COLLADA_UTILS_H__
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWGeometry.h"
#include "COLLADAFWFloatOrDoubleArray.h"
#include "COLLADAFWTypes.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADAFWColorOrTexture.h"
#include <vector>
#include <map>
#include <set>
#include <algorithm>
extern "C" {
#include "DNA_object_types.h"
#include "DNA_anim_types.h"
#include "DNA_constraint_types.h"
#include "DNA_mesh_types.h"
#include "DNA_light_types.h"
#include "DNA_camera_types.h"
#include "DNA_customdata_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "RNA_access.h"
#include "BLI_linklist.h"
#include "BLI_utildefines.h"
#include "BLI_string.h"
#include "BKE_main.h"
#include "BKE_context.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_idprop.h"
#include "BKE_node.h"
}
#include "DEG_depsgraph_query.h"
#include "ImportSettings.h"
#include "ExportSettings.h"
#include "collada_internal.h"
#include "BCSampleData.h"
#include "BlenderContext.h"
constexpr int LIMITTED_PRECISION = 6;
struct Depsgraph;
typedef std::map<COLLADAFW::UniqueId, Image*> UidImageMap;
typedef std::map<std::string, Image*> KeyImageMap;
typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *> > TexIndexTextureArrayMap;
typedef std::set<Object *> BCObjectSet;
extern void bc_update_scene(BlenderContext &blender_context, float ctime);
/* Action helpers */
std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions);
/* Action helpers */
inline bAction *bc_getSceneObjectAction(Object *ob)
{
return (ob->adt && ob->adt->action) ? ob->adt->action : NULL;
}
/* Returns Light Action or NULL */
inline bAction *bc_getSceneLightAction(Object *ob)
{
if (ob->type != OB_LAMP)
return NULL;
Light *lamp = (Light *)ob->data;
return (lamp->adt && lamp->adt->action) ? lamp->adt->action : NULL;
}
/* Return Camera Action or NULL */
inline bAction *bc_getSceneCameraAction(Object *ob)
{
if (ob->type != OB_CAMERA)
return NULL;
Camera *camera = (Camera *)ob->data;
return (camera->adt && camera->adt->action) ? camera->adt->action : NULL;
}
/* returns material action or NULL */
inline bAction *bc_getSceneMaterialAction(Material *ma)
{
if (ma == NULL)
return NULL;
return (ma->adt && ma->adt->action) ? ma->adt->action : NULL;
}
inline void bc_setSceneObjectAction(bAction *action, Object *ob)
{
if (ob->adt)
ob->adt->action = action;
}
std::string bc_get_action_id(std::string action_name, std::string ob_name, std::string channel_type, std::string axis_name, std::string axis_separator = "_");
extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index);
extern int bc_test_parent_loop(Object *par, Object *ob);
extern void bc_get_children(std::vector<Object *> &child_set, Object *ob, ViewLayer *view_layer);
extern bool bc_validateConstraints(bConstraint *con);
extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
extern Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name);
extern Mesh *bc_get_mesh_copy(
BlenderContext &blender_context, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate);
extern Object *bc_get_assigned_armature(Object *ob);
extern Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob);
extern bool bc_is_base_node(LinkNode *export_set, Object *ob);
extern bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
extern int bc_is_marked(Object *ob);
extern void bc_remove_mark(Object *ob);
extern void bc_set_mark(Object *ob);
extern char *bc_CustomData_get_layer_name(const CustomData *data, int type, int n);
extern char *bc_CustomData_get_active_layer_name(const CustomData *data, int type);
extern void bc_bubble_sort_by_Object_name(LinkNode *export_set);
extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only);
extern int bc_get_active_UVLayer(Object *ob);
std::string bc_find_bonename_in_path(std::string path, std::string probe);
inline std::string bc_string_after(const std::string& s, const char c)
{
size_t i = s.rfind(c, s.length());
if (i != std::string::npos) {
return(s.substr(i + 1, s.length() - i));
}
return(s);
}
inline bool bc_startswith(std::string const & value, std::string const & starting)
{
if (starting.size() > value.size())
return false;
return (value.substr(0, starting.size()) == starting);
}
#if 0 /* UNUSED */
inline bool bc_endswith(std::string const & value, std::string const & ending)
{
if (ending.size() > value.size()) return false;
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
}
#endif
extern std::string bc_replace_string(std::string data, const std::string& pattern, const std::string& replacement);
extern std::string bc_url_encode(std::string data);
extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene);
extern void bc_match_scale(std::vector<Object *> *objects_done, UnitConverter &unit_converter, bool scale_to_scene);
extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size);
extern void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4]);
extern void bc_triangulate_mesh(Mesh *me);
extern bool bc_is_leaf_bone(Bone *bone);
extern EditBone *bc_get_edit_bone(bArmature * armature, char *name);
extern int bc_set_layer(int bitfield, int layer, bool enable);
extern int bc_set_layer(int bitfield, int layer);
inline bool bc_in_range(float a, float b, float range) {
return fabsf(a - b) < range;
}
void bc_copy_m4_farray(float r[4][4], float *a);
void bc_copy_farray_m4(float *r, float a[4][4]);
void bc_copy_darray_m4d(double *r, double a[4][4]);
void bc_copy_m4d_v44(double(&r)[4][4], std::vector<std::vector<double>> &a);
void bc_copy_v44_m4d(std::vector<std::vector<double>> &a, double(&r)[4][4]);
void bc_sanitize_mat(float mat[4][4], int precision);
void bc_sanitize_mat(double mat[4][4], int precision);
void bc_sanitize_v3(double v[3], int precision);
void bc_sanitize_v3(float v[3], int precision);
extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key);
extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value);
extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]);
extern float bc_get_property(Bone *bone, std::string key, float def);
extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]);
extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]);
extern void bc_enable_fcurves(bAction *act, char *bone_name);
extern bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim);
extern bool bc_is_animated(BCMatrixSampleMap &values);
extern bool bc_has_animations(Scene *sce, LinkNode &node);
extern bool bc_has_animations(Object *ob);
extern void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float world[4][4], bool use_local_space);
class BCPolygonNormalsIndices
{
std::vector<unsigned int> normal_indices;
public:
void add_index(unsigned int index) {
normal_indices.push_back(index);
}
unsigned int operator[](unsigned int i) {
return normal_indices[i];
}
};
class BoneExtended {
private:
char name[MAXBONENAME];
int chain_length;
bool is_leaf;
float tail[3];
float roll;
int bone_layers;
int use_connect;
bool has_custom_tail;
bool has_custom_roll;
public:
BoneExtended(EditBone *aBone);
void set_name(char *aName);
char *get_name();
void set_chain_length(const int aLength);
int get_chain_length();
void set_leaf_bone(bool state);
bool is_leaf_bone();
void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels);
int get_bone_layers();
static std::string get_bone_layers(int bitfield);
void set_roll(float roll);
bool has_roll();
float get_roll();
void set_tail(float *vec);
float *get_tail();
bool has_tail();
void set_use_connect(int use_connect);
int get_use_connect();
};
/* a map to store bone extension maps
* std:string : an armature name
* BoneExtended * : a map that contains extra data for bones
*/
typedef std::map<std::string, BoneExtended *> BoneExtensionMap;
/*
* A class to organise bone extendion data for multiple Armatures.
* this is needed for the case where a Collada file contains 2 or more
* separate armatures.
*/
class BoneExtensionManager {
private:
std::map<std::string, BoneExtensionMap *> extended_bone_maps;
public:
BoneExtensionMap &getExtensionMap(bArmature *armature);
~BoneExtensionManager();
};
void bc_add_default_shader(bContext *C, Material *ma);
bNode *bc_get_master_shader(Material *ma);
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a);
COLLADASW::ColorOrTexture bc_get_base_color(bNode *shader);
bool bc_get_reflectivity(bNode *shader, double &reflectivity);
double bc_get_reflectivity(Material *ma);
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma);
#endif