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.
153 lines
5.1 KiB
C++
153 lines
5.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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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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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/collada.cpp
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* \ingroup collada
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*/
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/* COLLADABU_ASSERT, may be able to remove later */
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#include "COLLADABUPlatform.h"
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#include "DocumentExporter.h"
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#include "DocumentImporter.h"
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#include "ExportSettings.h"
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#include "ImportSettings.h"
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extern "C"
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{
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#include "BKE_scene.h"
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#include "BKE_context.h"
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/* make dummy file */
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#include "BLI_fileops.h"
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#include "BLI_linklist.h"
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int collada_import(bContext *C,
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const char *filepath,
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int import_units,
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int find_chains,
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int auto_connect,
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int fix_orientation,
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int min_chain_length,
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int keep_bind_info)
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{
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ImportSettings import_settings;
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import_settings.filepath = (char *)filepath;
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import_settings.import_units = import_units != 0;
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import_settings.auto_connect = auto_connect != 0;
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import_settings.find_chains = find_chains != 0;
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import_settings.fix_orientation = fix_orientation != 0;
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import_settings.min_chain_length = min_chain_length;
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import_settings.keep_bind_info = keep_bind_info !=0;
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DocumentImporter imp(C, &import_settings);
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if (imp.import()) return 1;
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return 0;
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}
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int collada_export(const EvaluationContext *eval_ctx,
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Scene *sce,
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SceneLayer *scene_layer,
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const char *filepath,
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int apply_modifiers,
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BC_export_mesh_type export_mesh_type,
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int selected,
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int include_children,
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int include_armatures,
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int include_shapekeys,
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int deform_bones_only,
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int active_uv_only,
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int include_material_textures,
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int use_texture_copies,
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int triangulate,
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int use_object_instantiation,
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int use_blender_profile,
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int sort_by_name,
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BC_export_transformation_type export_transformation_type,
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int open_sim,
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int limit_precision,
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int keep_bind_info)
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{
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ExportSettings export_settings;
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export_settings.filepath = (char *)filepath;
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export_settings.apply_modifiers = apply_modifiers != 0;
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export_settings.export_mesh_type = export_mesh_type;
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export_settings.selected = selected != 0;
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export_settings.include_children = include_children != 0;
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export_settings.include_armatures = include_armatures != 0;
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export_settings.include_shapekeys = include_shapekeys != 0;
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export_settings.deform_bones_only = deform_bones_only != 0;
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export_settings.active_uv_only = active_uv_only != 0;
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export_settings.include_material_textures= include_material_textures != 0;
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export_settings.use_texture_copies = use_texture_copies != 0;
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export_settings.triangulate = triangulate != 0;
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export_settings.use_object_instantiation = use_object_instantiation != 0;
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export_settings.use_blender_profile = use_blender_profile != 0;
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export_settings.sort_by_name = sort_by_name != 0;
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export_settings.export_transformation_type = export_transformation_type;
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export_settings.open_sim = open_sim != 0;
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export_settings.limit_precision = limit_precision != 0;
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export_settings.keep_bind_info = keep_bind_info !=0;
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int includeFilter = OB_REL_NONE;
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if (export_settings.include_armatures) includeFilter |= OB_REL_MOD_ARMATURE;
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if (export_settings.include_children) includeFilter |= OB_REL_CHILDREN_RECURSIVE;
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eObjectSet objectSet = (export_settings.selected) ? OB_SET_SELECTED : OB_SET_ALL;
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export_settings.export_set = BKE_object_relational_superset(scene_layer, objectSet, (eObRelationTypes)includeFilter);
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int export_count = BLI_linklist_count(export_settings.export_set);
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if (export_count == 0) {
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if (export_settings.selected) {
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fprintf(stderr, "Collada: Found no objects to export.\nPlease ensure that all objects which shall be exported are also visible in the 3D Viewport.\n");
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}
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else {
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fprintf(stderr, "Collada: Your scene seems to be empty. No Objects will be exported.\n");
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}
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}
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else {
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if (export_settings.sort_by_name)
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bc_bubble_sort_by_Object_name(export_settings.export_set);
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}
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DocumentExporter exporter(&export_settings);
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int status = exporter.exportCurrentScene(eval_ctx, sce);
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BLI_linklist_free(export_settings.export_set, NULL);
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return (status) ? -1:export_count;
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}
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/* end extern C */
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}
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