The idea is pretty simple: instead of making temporary copy of all the related custom data layers just pass the ownership from the DM to the mesh. This is really handy in cases when you've got DM which you need to convert to Mesh datablock and wouldn't need that DM after conversion anyway. Foe example, render database conversion, exporters and even Modifier Apply will benefit from this option. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D1127
367 lines
9.1 KiB
C++
367 lines
9.1 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, Nathan Letwory.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/collada/collada_utils.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 "COLLADAFWGeometry.h"
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#include "COLLADAFWMeshPrimitive.h"
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#include "COLLADAFWMeshVertexData.h"
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#include "collada_utils.h"
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extern "C" {
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#include "DNA_modifier_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_object_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_armature_types.h"
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#include "BLI_math.h"
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#include "BLI_linklist.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_depsgraph.h"
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#include "BKE_object.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_scene.h"
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#include "BKE_DerivedMesh.h"
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#include "WM_api.h" // XXX hrm, see if we can do without this
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#include "WM_types.h"
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#include "bmesh.h"
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#include "bmesh_tools.h"
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}
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float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
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{
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if (index >= array.getValuesCount())
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return 0.0f;
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if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
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return array.getFloatValues()->getData()[index];
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else
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return array.getDoubleValues()->getData()[index];
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}
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// copied from /editors/object/object_relations.c
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int bc_test_parent_loop(Object *par, Object *ob)
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{
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/* test if 'ob' is a parent somewhere in par's parents */
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if (par == NULL) return 0;
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if (ob == par) return 1;
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return bc_test_parent_loop(par->parent, ob);
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}
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// a shortened version of parent_set_exec()
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// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
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int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
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{
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Object workob;
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Scene *sce = CTX_data_scene(C);
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if (!par || bc_test_parent_loop(par, ob))
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return false;
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ob->parent = par;
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ob->partype = PAROBJECT;
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ob->parsubstr[0] = 0;
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if (is_parent_space) {
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float mat[4][4];
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// calc par->obmat
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BKE_object_where_is_calc(sce, par);
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// move child obmat into world space
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mul_m4_m4m4(mat, par->obmat, ob->obmat);
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copy_m4_m4(ob->obmat, mat);
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}
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// apply child obmat (i.e. decompose it into rot/loc/size)
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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// compute parentinv
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BKE_object_workob_calc_parent(sce, ob, &workob);
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invert_m4_m4(ob->parentinv, workob.obmat);
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DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
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DAG_id_tag_update(&par->id, OB_RECALC_OB);
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/** done once after import */
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#if 0
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DAG_relations_tag_update(bmain);
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WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
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#endif
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return true;
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}
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Object *bc_add_object(Scene *scene, int type, const char *name)
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{
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Object *ob = BKE_object_add_only_object(G.main, type, name);
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ob->data = BKE_object_obdata_add_from_type(G.main, type);
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ob->lay = scene->lay;
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DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
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BKE_scene_base_select(scene, BKE_scene_base_add(scene, ob));
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return ob;
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}
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Mesh *bc_get_mesh_copy(Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
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{
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Mesh *tmpmesh;
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CustomDataMask mask = CD_MASK_MESH;
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DerivedMesh *dm = NULL;
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if (apply_modifiers) {
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switch (export_mesh_type) {
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case BC_MESH_TYPE_VIEW:
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{
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dm = mesh_create_derived_view(scene, ob, mask);
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break;
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}
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case BC_MESH_TYPE_RENDER:
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{
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dm = mesh_create_derived_render(scene, ob, mask);
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break;
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}
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}
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}
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else {
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dm = mesh_create_derived((Mesh *)ob->data, NULL);
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}
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tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
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DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
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if (triangulate) {
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bc_triangulate_mesh(tmpmesh);
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}
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// XXX Not sure if we need that for ngon_export as well.
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BKE_mesh_tessface_ensure(tmpmesh);
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return tmpmesh;
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}
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Object *bc_get_assigned_armature(Object *ob)
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{
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Object *ob_arm = NULL;
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if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
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ob_arm = ob->parent;
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}
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else {
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ModifierData *mod;
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for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
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if (mod->type == eModifierType_Armature) {
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ob_arm = ((ArmatureModifierData *)mod)->object;
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}
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}
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}
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return ob_arm;
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}
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// Returns the highest selected ancestor
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// returns NULL if no ancestor is selected
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// IMPORTANT: This function expects that
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// all exported objects have set:
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// ob->id.flag & LIB_DOIT
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Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
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{
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Object *ancestor = ob;
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while (ob->parent && bc_is_marked(ob->parent)) {
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ob = ob->parent;
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ancestor = ob;
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}
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return ancestor;
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}
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bool bc_is_base_node(LinkNode *export_set, Object *ob)
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{
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Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
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return (root == ob);
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}
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bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
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{
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return (BLI_linklist_index(export_set, ob) != -1);
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}
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bool bc_has_object_type(LinkNode *export_set, short obtype)
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{
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LinkNode *node;
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for (node = export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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/* XXX - why is this checking for ob->data? - we could be looking for empties */
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if (ob->type == obtype && ob->data) {
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return true;
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}
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}
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return false;
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}
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int bc_is_marked(Object *ob)
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{
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return ob && (ob->id.flag & LIB_DOIT);
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}
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void bc_remove_mark(Object *ob)
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{
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ob->id.flag &= ~LIB_DOIT;
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}
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void bc_set_mark(Object *ob)
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{
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ob->id.flag |= LIB_DOIT;
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}
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// Use bubble sort algorithm for sorting the export set
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void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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{
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bool sorted = false;
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LinkNode *node;
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for (node = export_set; node->next && !sorted; node = node->next) {
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sorted = true;
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LinkNode *current;
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for (current = export_set; current->next; current = current->next) {
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Object *a = (Object *)current->link;
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Object *b = (Object *)current->next->link;
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if (strcmp(a->id.name, b->id.name) > 0) {
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current->link = b;
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current->next->link = a;
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sorted = false;
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}
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}
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}
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}
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/* Check if a bone is the top most exportable bone in the bone hierarchy.
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* When deform_bones_only == false, then only bones with NO parent
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* can be root bones. Otherwise the top most deform bones in the hierarchy
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* are root bones.
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*/
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bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
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{
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if (deform_bones_only) {
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Bone *root = NULL;
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Bone *bone = aBone;
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while (bone) {
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if (!(bone->flag & BONE_NO_DEFORM))
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root = bone;
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bone = bone->parent;
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}
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return (aBone == root);
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}
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else
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return !(aBone->parent);
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}
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int bc_get_active_UVLayer(Object *ob)
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{
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Mesh *me = (Mesh *)ob->data;
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return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
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}
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std::string bc_url_encode(std::string data)
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{
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/* XXX We probably do not need to do a full encoding.
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* But in case that is necessary,then it can be added here.
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*/
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return bc_replace_string(data,"#", "%23");
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}
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std::string bc_replace_string(std::string data, const std::string& pattern,
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const std::string& replacement)
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{
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size_t pos = 0;
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while ((pos = data.find(pattern, pos)) != std::string::npos) {
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data.replace(pos, pattern.length(), replacement);
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pos += replacement.length();
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}
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return data;
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}
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/**
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* Calculate a rescale factor such that the imported scene's scale
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* is preserved. I.e. 1 meter in the import will also be
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* 1 meter in the current scene.
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*/
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void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
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{
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if (scale_to_scene) {
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mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
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}
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mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
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BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
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}
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void bc_match_scale(std::vector<Object *> *objects_done,
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UnitConverter &bc_unit,
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bool scale_to_scene)
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{
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for (std::vector<Object *>::iterator it = objects_done->begin();
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it != objects_done->end();
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++it)
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{
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Object *ob = *it;
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if (ob -> parent == NULL) {
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bc_match_scale(*it, bc_unit, scale_to_scene);
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}
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}
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}
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void bc_triangulate_mesh(Mesh *me)
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{
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bool use_beauty = false;
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bool tag_only = false;
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int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
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BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default);
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BM_mesh_bm_from_me(bm, me, true, false, 0);
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BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL);
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BM_mesh_bm_to_me(bm, me, false);
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BM_mesh_free(bm);
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}
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