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blender-archive/source/blender/io/collada/DocumentExporter.cpp
2020-12-04 11:28:09 +01:00

336 lines
9.6 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup collada
*/
#include <algorithm> /* std::find */
#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <vector>
#include "COLLADASWAsset.h"
#include "COLLADASWBaseInputElement.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWCamera.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWConstants.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWImage.h"
#include "COLLADASWInputList.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWInstanceNode.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWSource.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWVertices.h"
#include "MEM_guardedalloc.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_collection_types.h"
#include "DNA_curve_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_userdef_types.h"
#include "BLI_fileops.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_path_util.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_action.h" /* pose functions */
#include "BKE_animsys.h"
#include "BKE_appdir.h"
#include "BKE_armature.h"
#include "BKE_blender_version.h"
#include "BKE_customdata.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern "C" char build_commit_date[];
extern "C" char build_commit_time[];
extern "C" char build_hash[];
#endif
#include "RNA_access.h"
#include "DocumentExporter.h"
#include "collada_internal.h"
#include "collada_utils.h"
/* can probably go after refactor is complete */
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "AnimationExporter.h"
#include "ArmatureExporter.h"
#include "CameraExporter.h"
#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
#include "SceneExporter.h"
#include <cerrno>
char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
int layer_index = CustomData_get_layer_index(data, type);
if (layer_index < 0) {
return nullptr;
}
return data->layers[layer_index + n].name;
}
char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index < 0) {
return nullptr;
}
return data->layers[layer_index].name;
}
DocumentExporter::DocumentExporter(BlenderContext &blender_context,
ExportSettings *export_settings)
: blender_context(blender_context),
export_settings(BCExportSettings(export_settings, blender_context))
{
}
static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
{
char tempfile[FILE_MAX];
if (name == nullptr) {
name = "untitled";
}
BLI_join_dirfile(tempfile, sizeof(tempfile), BKE_tempdir_session(), name);
if (extension) {
BLI_path_extension_ensure(tempfile, FILE_MAX, extension);
}
COLLADABU::NativeString native_filename = COLLADABU::NativeString(
tempfile, COLLADABU::NativeString::ENCODING_UTF8);
return native_filename;
}
/* TODO: it would be better to instantiate animations rather than create a new one per object
* COLLADA allows this through multiple <channel>s in <animation>.
* For this to work, we need to know objects that use a certain action. */
int DocumentExporter::exportCurrentScene()
{
Scene *sce = blender_context.get_scene();
bContext *C = blender_context.get_context();
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
clear_global_id_map();
COLLADABU::NativeString native_filename = make_temp_filepath(nullptr, ".dae");
COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);
/* open <collada> */
writer->startDocument();
/* <asset> */
COLLADASW::Asset asset(writer);
RNA_id_pointer_create(&(sce->id), &sceneptr);
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
system = RNA_struct_find_property(&unit_settings, "system");
// scale = RNA_struct_find_property(&unit_settings, "scale_length");
std::string unitname = "meter";
float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
switch (RNA_property_enum_get(&unit_settings, system)) {
case USER_UNIT_NONE:
case USER_UNIT_METRIC:
if (linearmeasure == 0.001f) {
unitname = "millimeter";
}
else if (linearmeasure == 0.01f) {
unitname = "centimeter";
}
else if (linearmeasure == 0.1f) {
unitname = "decimeter";
}
else if (linearmeasure == 1.0f) {
unitname = "meter";
}
else if (linearmeasure == 1000.0f) {
unitname = "kilometer";
}
break;
case USER_UNIT_IMPERIAL:
if (linearmeasure == 0.0254f) {
unitname = "inch";
}
else if (linearmeasure == 0.3048f) {
unitname = "foot";
}
else if (linearmeasure == 0.9144f) {
unitname = "yard";
}
break;
default:
break;
}
asset.setUnit(unitname, linearmeasure);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
asset.getContributor().mAuthor = "Blender User";
char version_buf[128];
#ifdef WITH_BUILDINFO
BLI_snprintf(version_buf,
sizeof(version_buf),
"Blender %s commit date:%s, commit time:%s, hash:%s",
BKE_blender_version_string(),
build_commit_date,
build_commit_time,
build_hash);
#else
BLI_snprintf(version_buf, sizeof(version_buf), "Blender %s", BKE_blender_version_string());
#endif
asset.getContributor().mAuthoringTool = version_buf;
asset.add();
LinkNode *export_set = this->export_settings.get_export_set();
/* <library_cameras> */
if (bc_has_object_type(export_set, OB_CAMERA)) {
CamerasExporter ce(writer, this->export_settings);
ce.exportCameras(sce);
}
/* <library_lights> */
if (bc_has_object_type(export_set, OB_LAMP)) {
LightsExporter le(writer, this->export_settings);
le.exportLights(sce);
}
/* <library_effects> */
EffectsExporter ee(writer, this->export_settings, key_image_map);
ee.exportEffects(C, sce);
/* <library_images> */
ImagesExporter ie(writer, this->export_settings, key_image_map);
ie.exportImages(sce);
/* <library_materials> */
MaterialsExporter me(writer, this->export_settings);
me.exportMaterials(sce);
/* <library_geometries> */
if (bc_has_object_type(export_set, OB_MESH)) {
GeometryExporter ge(blender_context, writer, this->export_settings);
ge.exportGeom();
}
/* <library_controllers> */
ArmatureExporter arm_exporter(blender_context, writer, this->export_settings);
ControllerExporter controller_exporter(blender_context, writer, this->export_settings);
if (bc_has_object_type(export_set, OB_ARMATURE) ||
this->export_settings.get_include_shapekeys()) {
controller_exporter.export_controllers();
}
/* <library_visual_scenes> */
SceneExporter se(blender_context, writer, &arm_exporter, this->export_settings);
if (this->export_settings.get_include_animations()) {
/* <library_animations> */
AnimationExporter ae(writer, this->export_settings);
ae.exportAnimations();
}
se.exportScene();
/* <scene> */
std::string scene_name(translate_id(id_name(sce)));
COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, scene_name));
scene.add();
/* close <Collada> */
writer->endDocument();
delete writer;
/* Finally move the created document into place */
fprintf(stdout, "Collada export to: %s\n", this->export_settings.get_filepath());
int status = BLI_rename(native_filename.c_str(), this->export_settings.get_filepath());
if (status != 0) {
status = BLI_copy(native_filename.c_str(), this->export_settings.get_filepath());
BLI_delete(native_filename.c_str(), false, false);
}
return status;
}
void DocumentExporter::exportScenes(const char *filename)
{
}
/*
* NOTES:
*
* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a
* user
*/