Added new feature: Collada: global axis rotation upon export (UI)
The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)
- Refactor:Added new utility methods to collada_utils
Made BCMatrix class more powerfull
moved Blender related structures into new BlenderContext class
added class wrapper to encapsulate ExportSettings structure
Added blender context getters to ExportSettings
added access methods to BlenderContext into ExportSettings class
Moved class BCMatrix into BlenderContext
moved utility functions from collada_util into BlenderContext
replace own function for parenting by a call to ED_object_parent_set()
- Cleanup: removed obsolete parameters from methods
renamed parameters for better understanding
cleanup whitespace and indentation
removed obsolete comments
170 lines
5.2 KiB
C++
170 lines
5.2 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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#include "COLLADABUURI.h"
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#include "COLLADASWImage.h"
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extern "C" {
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#include "DNA_texture_types.h"
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#include "DNA_image_types.h"
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#include "DNA_meshdata_types.h"
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#include "BKE_customdata.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_mesh.h"
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#include "BLI_fileops.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "IMB_imbuf_types.h"
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}
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#include "ImageExporter.h"
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#include "MaterialExporter.h"
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ImagesExporter::ImagesExporter(COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings,
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KeyImageMap &key_image_map)
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: COLLADASW::LibraryImages(sw), export_settings(export_settings), key_image_map(key_image_map)
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{
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/* pass */
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}
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void ImagesExporter::export_UV_Image(Image *image, bool use_copies)
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{
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std::string name(id_name(image));
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std::string translated_name(translate_id(name));
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ImBuf *imbuf = BKE_image_acquire_ibuf(image, NULL, NULL);
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if (!imbuf) {
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fprintf(stderr, "Collada export: image does not exist:\n%s\n", image->name);
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return;
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}
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bool is_dirty = BKE_image_is_dirty(image);
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ImageFormatData imageFormat;
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BKE_imbuf_to_image_format(&imageFormat, imbuf);
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short image_source = image->source;
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bool is_generated = image_source == IMA_SRC_GENERATED;
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bool is_packed = BKE_image_has_packedfile(image);
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char export_path[FILE_MAX];
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char source_path[FILE_MAX];
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char export_dir[FILE_MAX];
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char export_file[FILE_MAX];
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/* Destination folder for exported assets */
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BLI_split_dir_part(this->export_settings.get_filepath(), export_dir, sizeof(export_dir));
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if (is_generated || is_dirty || use_copies || is_packed) {
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/* make absolute destination path */
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BLI_strncpy(export_file, name.c_str(), sizeof(export_file));
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BKE_image_path_ensure_ext_from_imformat(export_file, &imageFormat);
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BLI_join_dirfile(export_path, sizeof(export_path), export_dir, export_file);
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/* make dest directory if it doesn't exist */
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BLI_make_existing_file(export_path);
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}
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if (is_generated || is_dirty || is_packed) {
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/* This image in its current state only exists in Blender memory.
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* So we have to export it. The export will keep the image state intact,
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* so the exported file will not be associated with the image. */
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if (BKE_imbuf_write_as(imbuf, export_path, &imageFormat, true) == 0) {
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fprintf(stderr, "Collada export: Cannot export image to:\n%s\n", export_path);
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return;
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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/* make absolute source path */
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BLI_strncpy(source_path, image->name, sizeof(source_path));
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BLI_path_abs(source_path, BKE_main_blendfile_path_from_global());
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BLI_cleanup_path(NULL, source_path);
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if (use_copies) {
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/* This image is already located on the file system.
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* But we want to create copies here.
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* To move images into the same export directory.
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* Note: If an image is already located in the export folder,
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* then skip the copy (as it would result in a file copy error). */
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if (BLI_path_cmp(source_path, export_path) != 0) {
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if (BLI_copy(source_path, export_path) != 0) {
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fprintf(stderr,
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"Collada export: Cannot copy image:\n source:%s\ndest :%s\n",
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source_path,
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export_path);
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return;
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}
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}
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BLI_strncpy(export_path, export_file, sizeof(export_path));
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}
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else {
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/* Do not make any copies, but use the source path directly as reference
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* to the original image */
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BLI_strncpy(export_path, source_path, sizeof(export_path));
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}
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}
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/* Set name also to mNameNC.
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* This helps other viewers import files exported from Blender better. */
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COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(export_path)),
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translated_name,
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translated_name);
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img.add(mSW);
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fprintf(stdout, "Collada export: Added image: %s\n", export_file);
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BKE_image_release_ibuf(image, imbuf, NULL);
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}
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void ImagesExporter::exportImages(Scene *sce)
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{
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bool use_texture_copies = this->export_settings.get_use_texture_copies();
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openLibrary();
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KeyImageMap::iterator iter;
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for (iter = key_image_map.begin(); iter != key_image_map.end(); iter++) {
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Image *image = iter->second;
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std::string uid(id_name(image));
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std::string key = translate_id(uid);
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export_UV_Image(image, use_texture_copies);
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}
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closeLibrary();
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}
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