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blender-archive/source/blender/collada/SceneExporter.cpp
Campbell Barton 1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00

248 lines
7.7 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, Jan Diederich, Tod Liverseed.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/SceneExporter.cpp
* \ingroup collada
*/
extern "C" {
#include "BLI_utildefines.h"
#include "BKE_object.h"
#include "BLI_listbase.h"
}
#include "SceneExporter.h"
#include "collada_utils.h"
SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm, const ExportSettings *export_settings)
: COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm), export_settings(export_settings)
{
}
void SceneExporter::setExportTransformationType(BC_export_transformation_type transformation_type)
{
this->transformation_type = transformation_type;
}
void SceneExporter::exportScene(const EvaluationContext *eval_ctx, Scene *sce)
{
// <library_visual_scenes> <visual_scene>
std::string id_naming = id_name(sce);
openVisualScene(translate_id(id_naming), id_naming);
exportHierarchy(eval_ctx, sce);
closeVisualScene();
closeLibrary();
}
void SceneExporter::exportHierarchy(const EvaluationContext *eval_ctx, Scene *sce)
{
LinkNode *node;
std::vector<Object *> base_objects;
// Ensure all objects in the export_set are marked
for (node = this->export_settings->export_set; node; node = node->next) {
Object *ob = (Object *) node->link;
ob->id.tag |= LIB_TAG_DOIT;
}
// Now find all exportable base ojects (highest in export hierarchy)
for (node = this->export_settings->export_set; node; node = node->next) {
Object *ob = (Object *) node->link;
if (bc_is_base_node(this->export_settings->export_set, ob)) {
switch (ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
base_objects.push_back(ob);
break;
}
}
}
// And now export the base objects:
for (int index = 0; index < base_objects.size(); index++) {
Object *ob = base_objects[index];
if (bc_is_marked(ob)) {
bc_remove_mark(ob);
writeNodes(eval_ctx, ob, sce);
}
}
}
void SceneExporter::writeNodes(const EvaluationContext *eval_ctx, Object *ob, Scene *sce)
{
// Add associated armature first if available
bool armature_exported = false;
Object *ob_arm = bc_get_assigned_armature(ob);
if (ob_arm != NULL) {
armature_exported = bc_is_in_Export_set(this->export_settings->export_set, ob_arm);
if (armature_exported && bc_is_marked(ob_arm)) {
bc_remove_mark(ob_arm);
writeNodes(eval_ctx, ob_arm, sce);
armature_exported = true;
}
}
COLLADASW::Node colladaNode(mSW);
colladaNode.setNodeId(translate_id(id_name(ob)));
colladaNode.setNodeName(translate_id(id_name(ob)));
colladaNode.setType(COLLADASW::Node::NODE);
colladaNode.start();
std::list<Object *> child_objects;
// list child objects
LinkNode *node;
for (node=this->export_settings->export_set; node; node=node->next) {
// cob - child object
Object *cob = (Object *)node->link;
if (cob->parent == ob) {
switch (cob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
if (bc_is_marked(cob))
child_objects.push_back(cob);
break;
}
}
}
if (ob->type == OB_MESH && armature_exported)
// for skinned mesh we write obmat in <bind_shape_matrix>
TransformWriter::add_node_transform_identity(colladaNode);
else {
TransformWriter::add_node_transform_ob(colladaNode, ob, this->transformation_type);
}
// <instance_geometry>
if (ob->type == OB_MESH) {
bool instance_controller_created = false;
if (armature_exported) {
instance_controller_created = arm_exporter->add_instance_controller(ob);
}
if (!instance_controller_created) {
COLLADASW::InstanceGeometry instGeom(mSW);
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob, this->export_settings->use_object_instantiation)));
instGeom.setName(translate_id(id_name(ob)));
InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob, this->export_settings->active_uv_only);
instGeom.add();
}
}
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(eval_ctx, ob, sce, this, child_objects);
}
// <instance_camera>
else if (ob->type == OB_CAMERA) {
COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
instCam.add();
}
// <instance_light>
else if (ob->type == OB_LAMP) {
COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
instLa.add();
}
// empty object
else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLIGROUP
if ((ob->transflag & OB_DUPLIGROUP) == OB_DUPLIGROUP && ob->dup_group) {
GroupObject *go = NULL;
Group *gr = ob->dup_group;
/* printf("group detected '%s'\n", gr->id.name + 2); */
for (go = (GroupObject *)(gr->gobject.first); go; go = go->next) {
printf("\t%s\n", go->ob->id.name);
}
}
}
if (ob->type == OB_ARMATURE) {
colladaNode.end();
}
if (BLI_listbase_is_empty(&ob->constraints) == false) {
bConstraint *con = (bConstraint *) ob->constraints.first;
while (con) {
std::string con_name(translate_id(con->name));
std::string con_tag = con_name + "_constraint";
printf("%s\n", con_name.c_str());
printf("%s\n\n", con_tag.c_str());
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"type",con->type);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"enforce",con->enforce);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"flag",con->flag);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"headtail",con->headtail);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"lin_error",con->lin_error);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"own_space",con->ownspace);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"rot_error",con->rot_error);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"tar_space",con->tarspace);
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"lin_error",con->lin_error);
//not ideal: add the target object name as another parameter.
//No real mapping in the .dae
//Need support for multiple target objects also.
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
ListBase targets = {NULL, NULL};
if (cti && cti->get_constraint_targets) {
bConstraintTarget *ct;
Object *obtar;
cti->get_constraint_targets(con, &targets);
for (ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
obtar = ct->tar;
std::string tar_id((obtar) ? id_name(obtar) : "");
colladaNode.addExtraTechniqueChildParameter("blender",con_tag,"target_id",tar_id);
}
if (cti->flush_constraint_targets)
cti->flush_constraint_targets(con, &targets, 1);
}
con = con->next;
}
}
for (std::list<Object *>::iterator i = child_objects.begin(); i != child_objects.end(); ++i) {
if (bc_is_marked(*i)) {
bc_remove_mark(*i);
writeNodes(eval_ctx, *i, sce);
}
}
if (ob->type != OB_ARMATURE)
colladaNode.end();
}