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blender-archive/source/blender/collada/GeometryExporter.h
Gaia Clary 0c8b0771f2 refactor: Collada reorganize class constructors
- Class constructors without body (only attribute initialisations)
  can safely be kept in the class header files

- Constructor variables should be initialized in the order of their
  definition in the header files

This change is also aimed to remove a couple of
build warnings from the linux builds.
2018-11-24 14:30:19 +01:00

153 lines
4.2 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,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GeometryExporter.h
* \ingroup collada
*/
#ifndef __GEOMETRYEXPORTER_H__
#define __GEOMETRYEXPORTER_H__
#include <string>
#include <vector>
#include <set>
#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryGeometries.h"
#include "COLLADASWInputList.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_key_types.h"
#include "ExportSettings.h"
#include "collada_utils.h"
#include "BlenderContext.h"
#include "BKE_key.h"
struct Depsgraph;
extern Object *bc_get_highest_selected_ancestor_or_self(Object *ob);
class Normal
{
public:
float x;
float y;
float z;
friend bool operator< (const Normal &, const Normal &);
};
bool operator< (const Normal &, const Normal &);
// TODO: optimize UV sets by making indexed list with duplicates removed
class GeometryExporter : COLLADASW::LibraryGeometries
{
struct Face
{
unsigned int v1, v2, v3, v4;
};
Normal n;
public:
// TODO: optimize UV sets by making indexed list with duplicates removed
GeometryExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) :
COLLADASW::LibraryGeometries(sw),
blender_context(blender_context),
export_settings(export_settings)
{}
void exportGeom();
void operator()(Object *ob);
void createLooseEdgeList(Object *ob,
Mesh *me,
std::string& geom_id);
// powerful because it handles both cases when there is material and when there's not
void createPolylist(short material_index,
bool has_uvs,
bool has_color,
Object *ob,
Mesh *me,
std::string& geom_id,
std::vector<BCPolygonNormalsIndices>& norind);
// creates <source> for positions
void createVertsSource(std::string geom_id, Mesh *me);
void createVertexColorSource(std::string geom_id, Mesh *me);
std::string makeTexcoordSourceId(std::string& geom_id, int layer_index, bool is_single_layer);
//creates <source> for texcoords
void createTexcoordsSource(std::string geom_id, Mesh *me);
void createTesselatedTexcoordsSource(std::string geom_id, Mesh *me);
//creates <source> for normals
void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal>& nor);
void create_normals(std::vector<Normal> &nor, std::vector<BCPolygonNormalsIndices> &ind, Mesh *me);
std::string getIdBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
std::string makeVertexColorSourceId(std::string& geom_id, char *layer_name);
COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
COLLADASW::URI makeUrl(std::string id);
void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);
private:
std::set<std::string> exportedGeometry;
BlenderContext &blender_context;
const ExportSettings *export_settings;
Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers);
};
struct GeometryFunctor {
// f should have
// void operator()(Object *ob)
template<class Functor>
void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
{
LinkNode *node;
for (node=export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
if (ob->type == OB_MESH) {
f(ob);
}
}
}
};
#endif