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