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blender-archive/source/blender/io/collada/DocumentImporter.cpp
Philipp Oeser a1069b6c66 Fix T86314: materials not updated correctly after collada import (again)
While rB6b18678e34bf did the correct updates, it did it a bit early (not
covering all possible node tree changes).

Now do the ntreeUpdateTree() at the very end of the material import
instead.

Thx @scurest investigating.

Maniphest Tasks: T86314

Differential Revision: https://developer.blender.org/D11159
2021-05-06 08:30:54 +02:00

1258 lines
40 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
*/
/* TODO:
* * name imported objects
* * import object rotation as euler */
#include <algorithm> /* sort() */
#include <map>
#include <string>
#include "COLLADAFWArrayPrimitiveType.h"
#include "COLLADAFWCamera.h"
#include "COLLADAFWColorOrTexture.h"
#include "COLLADAFWIndexList.h"
#include "COLLADAFWLibraryNodes.h"
#include "COLLADAFWLight.h"
#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWRoot.h"
#include "COLLADAFWSampler.h"
#include "COLLADAFWStableHeaders.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWVisualScene.h"
#include "COLLADASaxFWLIExtraDataCallbackHandler.h"
#include "COLLADASaxFWLLoader.h"
#include "MEM_guardedalloc.h"
#include "BLI_fileops.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_camera.h"
#include "BKE_collection.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_layer.h"
#include "BKE_lib_id.h"
#include "BKE_light.h"
#include "BKE_material.h"
#include "BKE_scene.h"
#include "BLI_path_util.h"
#include "DNA_camera_types.h"
#include "DNA_light_types.h"
#include "RNA_access.h"
#include "WM_api.h"
#include "WM_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
#include "DocumentImporter.h"
#include "ErrorHandler.h"
#include "ExtraHandler.h"
#include "TransformReader.h"
#include "Materials.h"
#include "collada_internal.h"
#include "collada_utils.h"
/*
* COLLADA Importer limitations:
* - no multiple scene import, all objects are added to active scene
*/
// #define COLLADA_DEBUG
/* creates empties for each imported bone on layer 2, for debugging */
// #define ARMATURE_TEST
DocumentImporter::DocumentImporter(bContext *C, const ImportSettings *import_settings)
: import_settings(import_settings),
mImportStage(Fetching_Scene_data),
mContext(C),
view_layer(CTX_data_view_layer(mContext)),
armature_importer(&unit_converter,
&mesh_importer,
CTX_data_main(C),
CTX_data_scene(C),
view_layer,
import_settings),
mesh_importer(
&unit_converter, &armature_importer, CTX_data_main(C), CTX_data_scene(C), view_layer),
anim_importer(C, &unit_converter, &armature_importer, CTX_data_scene(C))
{
}
DocumentImporter::~DocumentImporter()
{
TagsMap::iterator etit;
etit = uid_tags_map.begin();
while (etit != uid_tags_map.end()) {
delete etit->second;
etit++;
}
}
bool DocumentImporter::import()
{
ErrorHandler errorHandler;
COLLADASaxFWL::Loader loader(&errorHandler);
COLLADAFW::Root root(&loader, this);
ExtraHandler *ehandler = new ExtraHandler(this, &(this->anim_importer));
loader.registerExtraDataCallbackHandler(ehandler);
/* deselect all to select new objects */
BKE_view_layer_base_deselect_all(view_layer);
std::string mFilename = std::string(this->import_settings->filepath);
const std::string encodedFilename = bc_url_encode(mFilename);
if (!root.loadDocument(encodedFilename)) {
fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 1st pass\n");
delete ehandler;
return false;
}
if (errorHandler.hasError()) {
delete ehandler;
return false;
}
/** TODO set up scene graph and such here */
mImportStage = Fetching_Controller_data;
COLLADASaxFWL::Loader loader2;
COLLADAFW::Root root2(&loader2, this);
if (!root2.loadDocument(encodedFilename)) {
fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 2nd pass\n");
delete ehandler;
return false;
}
delete ehandler;
return true;
}
void DocumentImporter::cancel(const COLLADAFW::String &errorMessage)
{
/* TODO: if possible show error info
*
* Should we get rid of invisible Meshes that were created so far
* or maybe create objects at coordinate space origin?
*
* The latter sounds better. */
}
void DocumentImporter::start()
{
}
void DocumentImporter::finish()
{
if (mImportStage == Fetching_Controller_data) {
return;
}
Main *bmain = CTX_data_main(mContext);
/* TODO: create a new scene except the selected <visual_scene> -
* use current blender scene for it */
Scene *sce = CTX_data_scene(mContext);
unit_converter.calculate_scale(*sce);
std::vector<Object *> *objects_to_scale = new std::vector<Object *>();
/** TODO Break up and put into 2-pass parsing of DAE */
std::vector<const COLLADAFW::VisualScene *>::iterator sit;
for (sit = vscenes.begin(); sit != vscenes.end(); sit++) {
PointerRNA sceneptr, unit_settings;
PropertyRNA *system, *scale;
/* for scene unit settings: system, scale_length */
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");
if (this->import_settings->import_units) {
switch (unit_converter.isMetricSystem()) {
case UnitConverter::Metric:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_METRIC);
break;
case UnitConverter::Imperial:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_IMPERIAL);
break;
default:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_NONE);
break;
}
float unit_factor = unit_converter.getLinearMeter();
RNA_property_float_set(&unit_settings, scale, unit_factor);
fprintf(stdout, "Collada: Adjusting Blender units to Importset units: %f.\n", unit_factor);
}
/* Write nodes to scene */
fprintf(stderr, "+-- Import Scene --------\n");
const COLLADAFW::NodePointerArray &roots = (*sit)->getRootNodes();
for (unsigned int i = 0; i < roots.getCount(); i++) {
std::vector<Object *> *objects_done = write_node(roots[i], nullptr, sce, nullptr, false);
objects_to_scale->insert(
objects_to_scale->end(), objects_done->begin(), objects_done->end());
delete objects_done;
}
}
mesh_importer.optimize_material_assignements();
armature_importer.set_tags_map(this->uid_tags_map);
armature_importer.make_armatures(mContext, *objects_to_scale);
armature_importer.make_shape_keys(mContext);
#if 0
armature_importer.fix_animation();
#endif
for (const COLLADAFW::VisualScene *vscene : vscenes) {
const COLLADAFW::NodePointerArray &roots = vscene->getRootNodes();
for (unsigned int i = 0; i < roots.getCount(); i++) {
translate_anim_recursive(roots[i], nullptr, nullptr);
}
}
if (!libnode_ob.empty()) {
fprintf(stderr, "| Cleanup: free %d library nodes\n", (int)libnode_ob.size());
/* free all library_nodes */
std::vector<Object *>::iterator it;
for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
Object *ob = *it;
BKE_scene_collections_object_remove(bmain, sce, ob, true);
}
libnode_ob.clear();
}
bc_match_scale(objects_to_scale, unit_converter, !this->import_settings->import_units);
delete objects_to_scale;
/* update scene */
DEG_id_tag_update(&sce->id, ID_RECALC_COPY_ON_WRITE);
DEG_relations_tag_update(bmain);
WM_event_add_notifier(mContext, NC_OBJECT | ND_TRANSFORM, nullptr);
}
void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node,
COLLADAFW::Node *par = nullptr,
Object *parob = nullptr)
{
/* The split in T29246, root_map must point at actual root when
* calculating bones in apply_curves_as_matrix. - actual root is the root node.
* This has to do with inverse bind poses being world space
* (the sources for skinned bones' rest-poses) and the way
* non-skinning nodes have their "rest-pose" recursively calculated.
* XXX TODO: design issue, how to support unrelated joints taking
* part in skinning. */
if (par) { // && par->getType() == COLLADAFW::Node::JOINT) {
/* If par is root if there's no corresponding key in root_map. */
if (root_map.find(par->getUniqueId()) == root_map.end()) {
root_map[node->getUniqueId()] = node;
}
else {
root_map[node->getUniqueId()] = root_map[par->getUniqueId()];
}
}
#if 0
COLLADAFW::Transformation::TransformationType types[] = {
COLLADAFW::Transformation::ROTATE,
COLLADAFW::Transformation::SCALE,
COLLADAFW::Transformation::TRANSLATE,
COLLADAFW::Transformation::MATRIX,
};
Object *ob;
#endif
unsigned int i;
if (node->getType() == COLLADAFW::Node::JOINT && par == nullptr) {
/* For Skeletons without root node we have to simulate the
* root node here and recursively enter the same function
* XXX: maybe this can be made more elegant. */
translate_anim_recursive(node, node, parob);
}
else {
anim_importer.translate_Animations(
node, root_map, object_map, FW_object_map, uid_material_map);
COLLADAFW::NodePointerArray &children = node->getChildNodes();
for (i = 0; i < children.getCount(); i++) {
translate_anim_recursive(children[i], node, nullptr);
}
}
}
/**
* If the imported file was made with Blender, return the Blender version used,
* otherwise return an empty std::string
*/
std::string DocumentImporter::get_import_version(const COLLADAFW::FileInfo *asset)
{
const char AUTORING_TOOL[] = "authoring_tool";
const std::string BLENDER("Blender ");
const COLLADAFW::FileInfo::ValuePairPointerArray &valuePairs = asset->getValuePairArray();
for (size_t i = 0, count = valuePairs.getCount(); i < count; i++) {
const COLLADAFW::FileInfo::ValuePair *valuePair = valuePairs[i];
const COLLADAFW::String &key = valuePair->first;
const COLLADAFW::String &value = valuePair->second;
if (key == AUTORING_TOOL) {
if (value.compare(0, BLENDER.length(), BLENDER) == 0) {
/* Was made with Blender, now get version string */
std::string v = value.substr(BLENDER.length());
std::string::size_type n = v.find(" ");
if (n > 0) {
return v.substr(0, n);
}
}
}
}
return "";
}
/**
* When this method is called, the writer must write the global document asset.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeGlobalAsset(const COLLADAFW::FileInfo *asset)
{
unit_converter.read_asset(asset);
import_from_version = get_import_version(asset);
anim_importer.set_import_from_version(import_from_version);
return true;
}
/**
* When this method is called, the writer must write the scene.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeScene(const COLLADAFW::Scene *scene)
{
/* XXX could store the scene id, but do nothing for now */
return true;
}
Object *DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, Scene *sce)
{
const COLLADAFW::UniqueId &cam_uid = camera->getInstanciatedObjectId();
if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) {
// fprintf(stderr, "Couldn't find camera by UID.\n");
return nullptr;
}
Main *bmain = CTX_data_main(mContext);
Object *ob = bc_add_object(bmain, sce, view_layer, OB_CAMERA, nullptr);
Camera *cam = uid_camera_map[cam_uid];
Camera *old_cam = (Camera *)ob->data;
ob->data = cam;
BKE_id_free_us(bmain, old_cam);
return ob;
}
Object *DocumentImporter::create_light_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
{
const COLLADAFW::UniqueId &lamp_uid = lamp->getInstanciatedObjectId();
if (uid_light_map.find(lamp_uid) == uid_light_map.end()) {
fprintf(stderr, "Couldn't find light by UID.\n");
return nullptr;
}
Main *bmain = CTX_data_main(mContext);
Object *ob = bc_add_object(bmain, sce, view_layer, OB_LAMP, nullptr);
Light *la = uid_light_map[lamp_uid];
Light *old_light = (Light *)ob->data;
ob->data = la;
BKE_id_free_us(bmain, old_light);
return ob;
}
Object *DocumentImporter::create_instance_node(Object *source_ob,
COLLADAFW::Node *source_node,
COLLADAFW::Node *instance_node,
Scene *sce,
bool is_library_node)
{
// fprintf(stderr, "create <instance_node> under node id=%s from node id=%s\n", instance_node ?
// instance_node->getOriginalId().c_str() : NULL, source_node ?
// source_node->getOriginalId().c_str() : NULL);
Main *bmain = CTX_data_main(mContext);
Object *obn = (Object *)BKE_id_copy(bmain, &source_ob->id);
id_us_min(&obn->id);
DEG_id_tag_update(&obn->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
BKE_collection_object_add_from(bmain, sce, source_ob, obn);
if (instance_node) {
anim_importer.read_node_transform(instance_node, obn);
/* if we also have a source_node (always ;), take its
* transformation matrix and apply it to the newly instantiated
* object to account for node hierarchy transforms in
* .dae */
if (source_node) {
COLLADABU::Math::Matrix4 mat4 = source_node->getTransformationMatrix();
COLLADABU::Math::Matrix4 bmat4 =
mat4.transpose(); /* transpose to get blender row-major order */
float mat[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
mat[i][j] = bmat4[i][j];
}
}
/* calc new matrix and apply */
mul_m4_m4m4(obn->obmat, obn->obmat, mat);
BKE_object_apply_mat4(obn, obn->obmat, false, false);
}
}
else {
anim_importer.read_node_transform(source_node, obn);
}
/*DAG_relations_tag_update(CTX_data_main(mContext));*/
COLLADAFW::NodePointerArray &children = source_node->getChildNodes();
if (children.getCount()) {
for (unsigned int i = 0; i < children.getCount(); i++) {
COLLADAFW::Node *child_node = children[i];
const COLLADAFW::UniqueId &child_id = child_node->getUniqueId();
if (object_map.find(child_id) == object_map.end()) {
continue;
}
COLLADAFW::InstanceNodePointerArray &inodes = child_node->getInstanceNodes();
Object *new_child = nullptr;
if (inodes.getCount()) { /* \todo loop through instance nodes */
const COLLADAFW::UniqueId &id = inodes[0]->getInstanciatedObjectId();
fprintf(stderr, "Doing %d child nodes\n", (int)node_map.count(id));
new_child = create_instance_node(
object_map.find(id)->second, node_map[id], child_node, sce, is_library_node);
}
else {
new_child = create_instance_node(
object_map.find(child_id)->second, child_node, nullptr, sce, is_library_node);
}
bc_set_parent(new_child, obn, mContext, true);
if (is_library_node) {
libnode_ob.push_back(new_child);
}
}
}
return obn;
}
/* to create constraints off node <extra> tags. Assumes only constraint data in
* current <extra> with blender profile. */
void DocumentImporter::create_constraints(ExtraTags *et, Object *ob)
{
if (et && et->isProfile("blender")) {
std::string name;
short type = 0;
et->setData("type", &type);
BKE_constraint_add_for_object(ob, "Test_con", type);
}
}
void DocumentImporter::report_unknown_reference(const COLLADAFW::Node &node,
const std::string object_type)
{
std::string id = node.getOriginalId();
std::string name = node.getName();
fprintf(stderr,
"error: node id=\"%s\", name=\"%s\" refers to an undefined %s.\n",
id.c_str(),
name.c_str(),
object_type.c_str());
}
std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node,
COLLADAFW::Node *parent_node,
Scene *sce,
Object *par,
bool is_library_node)
{
Main *bmain = CTX_data_main(mContext);
Object *ob = nullptr;
bool is_joint = node->getType() == COLLADAFW::Node::JOINT;
bool read_transform = true;
std::string id = node->getOriginalId();
std::string name = node->getName();
/* if node has child nodes write them */
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
std::vector<Object *> *objects_done = new std::vector<Object *>();
std::vector<Object *> *root_objects = new std::vector<Object *>();
fprintf(
stderr, "| %s id='%s', name='%s'\n", is_joint ? "JOINT" : "NODE ", id.c_str(), name.c_str());
if (is_joint) {
if (parent_node == nullptr && !is_library_node) {
/* A Joint on root level is a skeleton without root node.
* Here we add the armature "on the fly": */
par = bc_add_object(bmain, sce, view_layer, OB_ARMATURE, std::string("Armature").c_str());
objects_done->push_back(par);
root_objects->push_back(par);
object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), par));
node_map[node->getUniqueId()] = node;
}
if (parent_node == nullptr || parent_node->getType() != COLLADAFW::Node::JOINT) {
armature_importer.add_root_joint(node, par);
}
if (parent_node == nullptr) {
/* for skeletons without root node all has been done above.
* Skeletons with root node are handled further down. */
goto finally;
}
}
else {
COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries();
COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras();
COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights();
COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers();
COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes();
size_t geom_done = 0;
size_t camera_done = 0;
size_t lamp_done = 0;
size_t controller_done = 0;
size_t inst_done = 0;
/* XXX linking object with the first <instance_geometry>, though a node may have more of
* them... maybe join multiple <instance_...> meshes into 1, and link object with it? not
* sure... <instance_geometry> */
while (geom_done < geom.getCount()) {
ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map);
if (ob == nullptr) {
report_unknown_reference(*node, "instance_mesh");
}
else {
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
geom_done++;
}
while (camera_done < camera.getCount()) {
ob = create_camera_object(camera[camera_done], sce);
if (ob == nullptr) {
report_unknown_reference(*node, "instance_camera");
}
else {
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
camera_done++;
}
while (lamp_done < lamp.getCount()) {
ob = create_light_object(lamp[lamp_done], sce);
if (ob == nullptr) {
report_unknown_reference(*node, "instance_light");
}
else {
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
lamp_done++;
}
while (controller_done < controller.getCount()) {
COLLADAFW::InstanceGeometry *geometry = (COLLADAFW::InstanceGeometry *)
controller[controller_done];
ob = mesh_importer.create_mesh_object(node, geometry, true, uid_material_map);
if (ob == nullptr) {
report_unknown_reference(*node, "instance_controller");
}
else {
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
controller_done++;
}
/* XXX instance_node is not supported yet */
while (inst_done < inst_node.getCount()) {
const COLLADAFW::UniqueId &node_id = inst_node[inst_done]->getInstanciatedObjectId();
if (object_map.find(node_id) == object_map.end()) {
fprintf(stderr,
"Cannot find object for node referenced by <instance_node name=\"%s\">.\n",
inst_node[inst_done]->getName().c_str());
ob = nullptr;
}
else {
std::pair<std::multimap<COLLADAFW::UniqueId, Object *>::iterator,
std::multimap<COLLADAFW::UniqueId, Object *>::iterator>
pair_iter = object_map.equal_range(node_id);
for (std::multimap<COLLADAFW::UniqueId, Object *>::iterator it2 = pair_iter.first;
it2 != pair_iter.second;
it2++) {
Object *source_ob = (Object *)it2->second;
COLLADAFW::Node *source_node = node_map[node_id];
ob = create_instance_node(source_ob, source_node, node, sce, is_library_node);
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
}
inst_done++;
read_transform = false;
}
/* if node is empty - create empty object
* XXX empty node may not mean it is empty object, not sure about this */
if ((geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
/* Check if Object is armature, by checking if immediate child is a JOINT node. */
if (is_armature(node)) {
ob = bc_add_object(bmain, sce, view_layer, OB_ARMATURE, name.c_str());
}
else {
ob = bc_add_object(bmain, sce, view_layer, OB_EMPTY, nullptr);
}
objects_done->push_back(ob);
if (parent_node == nullptr) {
root_objects->push_back(ob);
}
}
/* XXX: if there are multiple instances, only one is stored. */
if (!ob) {
goto finally;
}
for (Object *ob : *objects_done) {
std::string nodename = node->getName().empty() ? node->getOriginalId() : node->getName();
BKE_libblock_rename(bmain, &ob->id, (char *)nodename.c_str());
object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), ob));
node_map[node->getUniqueId()] = node;
if (is_library_node) {
libnode_ob.push_back(ob);
}
}
/* create_constraints(et,ob); */
}
for (Object *ob : *objects_done) {
if (read_transform) {
anim_importer.read_node_transform(node, ob); /* overwrites location set earlier */
}
if (!is_joint) {
if (par && ob) {
ob->parent = par;
ob->partype = PAROBJECT;
ob->parsubstr[0] = 0;
// bc_set_parent(ob, par, mContext, false);
}
}
}
if (objects_done->empty()) {
ob = nullptr;
}
else {
ob = *objects_done->begin();
}
for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
std::vector<Object *> *child_objects;
child_objects = write_node(child_nodes[i], node, sce, ob, is_library_node);
delete child_objects;
}
finally:
delete objects_done;
return root_objects;
}
/**
* When this method is called, the writer must write the entire visual scene.
* Return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeVisualScene(const COLLADAFW::VisualScene *visualScene)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
/* This method called on post process after writeGeometry, writeMaterial, etc. */
/* For each <node> in <visual_scene>:
* create an Object
* if Mesh (previously created in writeGeometry) to which <node> corresponds exists,
* link Object with that mesh.
*
* Update: since we cannot link a Mesh with Object in
* writeGeometry because <geometry> does not reference <node>,
* we link Objects with Meshes here.
*/
vscenes.push_back(visualScene);
return true;
}
/**
* When this method is called, the writer must handle all nodes contained in the
* library nodes.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeLibraryNodes(const COLLADAFW::LibraryNodes *libraryNodes)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
Scene *sce = CTX_data_scene(mContext);
const COLLADAFW::NodePointerArray &nodes = libraryNodes->getNodes();
fprintf(stderr, "+-- Read Library nodes ----------\n");
for (unsigned int i = 0; i < nodes.getCount(); i++) {
std::vector<Object *> *child_objects;
child_objects = write_node(nodes[i], nullptr, sce, nullptr, true);
delete child_objects;
}
return true;
}
/**
* When this method is called, the writer must write the geometry.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeGeometry(const COLLADAFW::Geometry *geom)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
return mesh_importer.write_geometry(geom);
}
/**
* When this method is called, the writer must write the material.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeMaterial(const COLLADAFW::Material *cmat)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
Main *bmain = CTX_data_main(mContext);
const std::string &str_mat_id = cmat->getName().empty() ? cmat->getOriginalId() :
cmat->getName();
Material *ma = BKE_material_add(bmain, (char *)str_mat_id.c_str());
this->uid_effect_map[cmat->getInstantiatedEffect()] = ma;
this->uid_material_map[cmat->getUniqueId()] = ma;
return true;
}
void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma)
{
MaterialNode matNode = MaterialNode(mContext, ef, ma, uid_image_map);
/* Direct mapping to principled BSDF Shader */
matNode.set_diffuse(ef->getDiffuse());
matNode.set_emission(ef->getEmission());
matNode.set_ior(ef->getIndexOfRefraction());
matNode.set_alpha(ef->getOpaqueMode(), ef->getTransparent(), ef->getTransparency());
/* following mapping still needs to be verified */
#if 0
/* needs rework to be done for 2.81 */
matNode.set_shininess(ef->getShininess());
#endif
matNode.set_reflectivity(ef->getReflectivity());
/* not supported by principled BSDF */
matNode.set_ambient(ef->getAmbient());
matNode.set_specular(ef->getSpecular());
matNode.set_reflective(ef->getReflective());
matNode.update_material_nodetree();
}
/**
* When this method is called, the writer must write the effect.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeEffect(const COLLADAFW::Effect *effect)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
const COLLADAFW::UniqueId &uid = effect->getUniqueId();
if (uid_effect_map.find(uid) == uid_effect_map.end()) {
fprintf(stderr, "Couldn't find a material by UID.\n");
return true;
}
Material *ma = uid_effect_map[uid];
std::map<COLLADAFW::UniqueId, Material *>::iterator iter;
for (iter = uid_material_map.begin(); iter != uid_material_map.end(); iter++) {
if (iter->second == ma) {
this->FW_object_map[iter->first] = effect;
break;
}
}
COLLADAFW::CommonEffectPointerArray common_efs = effect->getCommonEffects();
if (common_efs.getCount() < 1) {
fprintf(stderr, "Couldn't find <profile_COMMON>.\n");
return true;
}
/* XXX TODO: Take all <profile_common>s
* Currently only first <profile_common> is supported */
COLLADAFW::EffectCommon *ef = common_efs[0];
write_profile_COMMON(ef, ma);
this->FW_object_map[effect->getUniqueId()] = effect;
return true;
}
/**
* When this method is called, the writer must write the camera.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeCamera(const COLLADAFW::Camera *camera)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
Main *bmain = CTX_data_main(mContext);
Camera *cam = nullptr;
std::string cam_id, cam_name;
ExtraTags *et = getExtraTags(camera->getUniqueId());
cam_id = camera->getOriginalId();
cam_name = camera->getName();
if (cam_name.empty()) {
cam = (Camera *)BKE_camera_add(bmain, (char *)cam_id.c_str());
}
else {
cam = (Camera *)BKE_camera_add(bmain, (char *)cam_name.c_str());
}
if (!cam) {
fprintf(stderr, "Cannot create camera.\n");
return true;
}
if (et && et->isProfile("blender")) {
et->setData("shiftx", &(cam->shiftx));
et->setData("shifty", &(cam->shifty));
et->setData("dof_distance", &(cam->dof.focus_distance));
}
cam->clip_start = camera->getNearClippingPlane().getValue();
cam->clip_end = camera->getFarClippingPlane().getValue();
COLLADAFW::Camera::CameraType type = camera->getCameraType();
switch (type) {
case COLLADAFW::Camera::ORTHOGRAPHIC: {
cam->type = CAM_ORTHO;
} break;
case COLLADAFW::Camera::PERSPECTIVE: {
cam->type = CAM_PERSP;
} break;
case COLLADAFW::Camera::UNDEFINED_CAMERATYPE: {
fprintf(stderr, "Current camera type is not supported.\n");
cam->type = CAM_PERSP;
} break;
}
switch (camera->getDescriptionType()) {
case COLLADAFW::Camera::ASPECTRATIO_AND_Y: {
switch (cam->type) {
case CAM_ORTHO: {
double ymag = 2 * camera->getYMag().getValue();
double aspect = camera->getAspectRatio().getValue();
double xmag = aspect * ymag;
cam->ortho_scale = (float)xmag;
} break;
case CAM_PERSP:
default: {
double yfov = camera->getYFov().getValue();
double aspect = camera->getAspectRatio().getValue();
/* NOTE: Needs more testing (As we currently have no official test data for this) */
double xfov = 2.0f * atanf(aspect * tanf(DEG2RADF(yfov) * 0.5f));
cam->lens = fov_to_focallength(xfov, cam->sensor_x);
} break;
}
} break;
/* XXX correct way to do following four is probably to get also render
* size and determine proper settings from that somehow */
case COLLADAFW::Camera::ASPECTRATIO_AND_X:
case COLLADAFW::Camera::SINGLE_X:
case COLLADAFW::Camera::X_AND_Y: {
switch (cam->type) {
case CAM_ORTHO:
cam->ortho_scale = (float)camera->getXMag().getValue() * 2;
break;
case CAM_PERSP:
default: {
double x = camera->getXFov().getValue();
/* X is in degrees, cam->lens is in millimeters. */
cam->lens = fov_to_focallength(DEG2RADF(x), cam->sensor_x);
} break;
}
} break;
case COLLADAFW::Camera::SINGLE_Y: {
switch (cam->type) {
case CAM_ORTHO:
cam->ortho_scale = (float)camera->getYMag().getValue();
break;
case CAM_PERSP:
default: {
double yfov = camera->getYFov().getValue();
/* yfov is in degrees, cam->lens is in millimeters. */
cam->lens = fov_to_focallength(DEG2RADF(yfov), cam->sensor_x);
} break;
}
} break;
case COLLADAFW::Camera::UNDEFINED:
/* read nothing, use blender defaults. */
break;
}
this->uid_camera_map[camera->getUniqueId()] = cam;
this->FW_object_map[camera->getUniqueId()] = camera;
/* XXX import camera options */
return true;
}
/**
* When this method is called, the writer must write the image.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeImage(const COLLADAFW::Image *image)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
const std::string &imagepath = image->getImageURI().toNativePath();
char dir[FILE_MAX];
char absolute_path[FILE_MAX];
const char *workpath;
BLI_split_dir_part(this->import_settings->filepath, dir, sizeof(dir));
BLI_join_dirfile(absolute_path, sizeof(absolute_path), dir, imagepath.c_str());
if (BLI_exists(absolute_path)) {
workpath = absolute_path;
}
else {
/* Maybe imagepath was already absolute ? */
if (!BLI_exists(imagepath.c_str())) {
fprintf(stderr, "|! Image not found: %s\n", imagepath.c_str());
return true;
}
workpath = imagepath.c_str();
}
Image *ima = BKE_image_load_exists(CTX_data_main(mContext), workpath);
if (!ima) {
fprintf(stderr, "|! Cannot create image: %s\n", workpath);
return true;
}
this->uid_image_map[image->getUniqueId()] = ima;
fprintf(stderr, "| import Image: %s\n", workpath);
return true;
}
/**
* When this method is called, the writer must write the light.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeLight(const COLLADAFW::Light *light)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
Main *bmain = CTX_data_main(mContext);
Light *lamp = nullptr;
std::string la_id, la_name;
ExtraTags *et = getExtraTags(light->getUniqueId());
#if 0
TagsMap::iterator etit;
ExtraTags *et = 0;
etit = uid_tags_map.find(light->getUniqueId().toAscii());
if (etit != uid_tags_map.end()) {
et = etit->second;
}
#endif
la_id = light->getOriginalId();
la_name = light->getName();
if (la_name.empty()) {
lamp = (Light *)BKE_light_add(bmain, (char *)la_id.c_str());
}
else {
lamp = (Light *)BKE_light_add(bmain, (char *)la_name.c_str());
}
if (!lamp) {
fprintf(stderr, "Cannot create light.\n");
return true;
}
/* if we find an ExtraTags for this, use that instead. */
if (et && et->isProfile("blender")) {
et->setData("type", &(lamp->type));
et->setData("flag", &(lamp->flag));
et->setData("mode", &(lamp->mode));
et->setData("gamma", &(lamp->k));
et->setData("red", &(lamp->r));
et->setData("green", &(lamp->g));
et->setData("blue", &(lamp->b));
et->setData("shadow_r", &(lamp->shdwr));
et->setData("shadow_g", &(lamp->shdwg));
et->setData("shadow_b", &(lamp->shdwb));
et->setData("energy", &(lamp->energy));
et->setData("dist", &(lamp->dist));
et->setData("spotsize", &(lamp->spotsize));
lamp->spotsize = DEG2RADF(lamp->spotsize);
et->setData("spotblend", &(lamp->spotblend));
et->setData("att1", &(lamp->att1));
et->setData("att2", &(lamp->att2));
et->setData("falloff_type", &(lamp->falloff_type));
et->setData("clipsta", &(lamp->clipsta));
et->setData("clipend", &(lamp->clipend));
et->setData("bias", &(lamp->bias));
et->setData("soft", &(lamp->soft));
et->setData("bufsize", &(lamp->bufsize));
et->setData("buffers", &(lamp->buffers));
et->setData("area_shape", &(lamp->area_shape));
et->setData("area_size", &(lamp->area_size));
et->setData("area_sizey", &(lamp->area_sizey));
et->setData("area_sizez", &(lamp->area_sizez));
}
else {
float constatt = light->getConstantAttenuation().getValue();
float linatt = light->getLinearAttenuation().getValue();
float quadatt = light->getQuadraticAttenuation().getValue();
float d = 25.0f;
float att1 = 0.0f;
float att2 = 0.0f;
float e = 1.0f;
if (light->getColor().isValid()) {
COLLADAFW::Color col = light->getColor();
lamp->r = col.getRed();
lamp->g = col.getGreen();
lamp->b = col.getBlue();
}
if (IS_EQ(linatt, 0.0f) && quadatt > 0.0f) {
att2 = quadatt;
d = sqrt(1.0f / quadatt);
}
/* linear light */
else if (IS_EQ(quadatt, 0.0f) && linatt > 0.0f) {
att1 = linatt;
d = (1.0f / linatt);
}
else if (IS_EQ(constatt, 1.0f)) {
att1 = 1.0f;
}
else {
/* assuming point light (const att = 1.0); */
att1 = 1.0f;
}
d *= (1.0f / unit_converter.getLinearMeter());
lamp->energy = e;
lamp->dist = d;
switch (light->getLightType()) {
case COLLADAFW::Light::AMBIENT_LIGHT: {
lamp->type = LA_SUN; /* TODO needs more thoughts */
} break;
case COLLADAFW::Light::SPOT_LIGHT: {
lamp->type = LA_SPOT;
lamp->att1 = att1;
lamp->att2 = att2;
if (IS_EQ(att1, 0.0f) && att2 > 0) {
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
}
if (IS_EQ(att2, 0.0f) && att1 > 0) {
lamp->falloff_type = LA_FALLOFF_INVLINEAR;
}
lamp->spotsize = DEG2RADF(light->getFallOffAngle().getValue());
lamp->spotblend = light->getFallOffExponent().getValue();
} break;
case COLLADAFW::Light::DIRECTIONAL_LIGHT: {
/* our sun is very strong, so pick a smaller energy level */
lamp->type = LA_SUN;
} break;
case COLLADAFW::Light::POINT_LIGHT: {
lamp->type = LA_LOCAL;
lamp->att1 = att1;
lamp->att2 = att2;
if (IS_EQ(att1, 0.0f) && att2 > 0) {
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
}
if (IS_EQ(att2, 0.0f) && att1 > 0) {
lamp->falloff_type = LA_FALLOFF_INVLINEAR;
}
} break;
case COLLADAFW::Light::UNDEFINED: {
fprintf(stderr, "Current light type is not supported.\n");
lamp->type = LA_LOCAL;
} break;
}
}
this->uid_light_map[light->getUniqueId()] = lamp;
this->FW_object_map[light->getUniqueId()] = light;
return true;
}
/* this function is called only for animations that pass COLLADAFW::validate */
bool DocumentImporter::writeAnimation(const COLLADAFW::Animation *anim)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
return anim_importer.write_animation(anim);
}
/* called on post-process stage after writeVisualScenes */
bool DocumentImporter::writeAnimationList(const COLLADAFW::AnimationList *animationList)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
/* return true; */
return anim_importer.write_animation_list(animationList);
}
#if WITH_OPENCOLLADA_ANIMATION_CLIP
/* Since opencollada 1.6.68
* called on post-process stage after writeVisualScenes */
bool DocumentImporter::writeAnimationClip(const COLLADAFW::AnimationClip *animationClip)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
return true;
/* TODO: implement import of AnimationClips */
// return animation_clip_importer.write_animation_clip(animationClip);
}
#endif
/**
* When this method is called, the writer must write the skin controller data.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool DocumentImporter::writeSkinControllerData(const COLLADAFW::SkinControllerData *skin)
{
return armature_importer.write_skin_controller_data(skin);
}
/* this is called on postprocess, before writeVisualScenes */
bool DocumentImporter::writeController(const COLLADAFW::Controller *controller)
{
if (mImportStage == Fetching_Controller_data) {
return true;
}
return armature_importer.write_controller(controller);
}
bool DocumentImporter::writeFormulas(const COLLADAFW::Formulas *formulas)
{
return true;
}
bool DocumentImporter::writeKinematicsScene(const COLLADAFW::KinematicsScene *kinematicsScene)
{
return true;
}
ExtraTags *DocumentImporter::getExtraTags(const COLLADAFW::UniqueId &uid)
{
if (uid_tags_map.find(uid.toAscii()) == uid_tags_map.end()) {
return nullptr;
}
return uid_tags_map[uid.toAscii()];
}
bool DocumentImporter::addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags)
{
uid_tags_map[uid.toAscii()] = extra_tags;
return true;
}
bool DocumentImporter::is_armature(COLLADAFW::Node *node)
{
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
if (child_nodes[i]->getType() == COLLADAFW::Node::JOINT) {
return true;
}
}
/* no child is JOINT */
return false;
}