172 lines
5.7 KiB
C++
172 lines
5.7 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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#pragma once
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#include "COLLADAFWColor.h"
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#include "COLLADAFWController.h"
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#include "COLLADAFWEffect.h"
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#include "COLLADAFWEffectCommon.h"
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#include "COLLADAFWIWriter.h"
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#include "COLLADAFWImage.h"
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#include "COLLADAFWInstanceGeometry.h"
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#include "COLLADAFWMaterial.h"
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#include "COLLADAFWMorphController.h"
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#include "COLLADAFWSkinController.h"
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#include "BKE_constraint.h"
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#include "BKE_object.h"
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#include "AnimationImporter.h"
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#include "ArmatureImporter.h"
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#include "ControllerExporter.h"
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#include "ImportSettings.h"
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#include "MeshImporter.h"
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#include "TransformReader.h"
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struct bContext;
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/** Importer class. */
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class DocumentImporter : COLLADAFW::IWriter {
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public:
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/** Enumeration to denote the stage of import */
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enum ImportStage {
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Fetching_Scene_data, /* First pass to collect all data except controller */
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Fetching_Controller_data, /* Second pass to collect controller data */
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};
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/** Constructor */
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DocumentImporter(bContext *C, const ImportSettings *import_settings);
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/** Destructor */
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~DocumentImporter();
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/** Function called by blender UI */
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bool import();
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/** these should not be here */
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Object *create_camera_object(COLLADAFW::InstanceCamera *, Scene *);
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Object *create_light_object(COLLADAFW::InstanceLight *, Scene *);
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Object *create_instance_node(Object *, COLLADAFW::Node *, COLLADAFW::Node *, Scene *, bool);
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void create_constraints(ExtraTags *et, Object *ob);
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std::vector<Object *> *write_node(COLLADAFW::Node *, COLLADAFW::Node *, Scene *, Object *, bool);
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void write_profile_COMMON(COLLADAFW::EffectCommon *, Material *);
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void translate_anim_recursive(COLLADAFW::Node *, COLLADAFW::Node *, Object *);
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/**
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* This method will be called if an error in the loading process occurred and the loader cannot
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* continue to load. The writer should undo all operations that have been performed.
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* \param errorMessage: A message containing information about the error that occurred.
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*/
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void cancel(const COLLADAFW::String &errorMessage);
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/** This is the method called. The writer hast to prepare to receive data.*/
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void start();
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/** This method is called after the last write* method. No other methods will be called after
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* this.*/
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void finish();
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bool writeGlobalAsset(const COLLADAFW::FileInfo *);
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std::string get_import_version(const COLLADAFW::FileInfo *asset);
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bool writeScene(const COLLADAFW::Scene *);
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bool writeVisualScene(const COLLADAFW::VisualScene *);
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bool writeLibraryNodes(const COLLADAFW::LibraryNodes *);
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bool writeAnimation(const COLLADAFW::Animation *);
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bool writeAnimationList(const COLLADAFW::AnimationList *);
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#if WITH_OPENCOLLADA_ANIMATION_CLIP
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/* Please enable this when building with Collada 1.6.65 or newer (also in DocumentImporter.cpp)
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*/
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bool writeAnimationClip(const COLLADAFW::AnimationClip *animationClip);
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#endif
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bool writeGeometry(const COLLADAFW::Geometry *);
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bool writeMaterial(const COLLADAFW::Material *);
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bool writeEffect(const COLLADAFW::Effect *);
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bool writeCamera(const COLLADAFW::Camera *);
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bool writeImage(const COLLADAFW::Image *);
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bool writeLight(const COLLADAFW::Light *);
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bool writeSkinControllerData(const COLLADAFW::SkinControllerData *);
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bool writeController(const COLLADAFW::Controller *);
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bool writeFormulas(const COLLADAFW::Formulas *);
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bool writeKinematicsScene(const COLLADAFW::KinematicsScene *);
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/** Add element and data for UniqueId */
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bool addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags);
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/** Get an existing #ExtraTags for uid */
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ExtraTags *getExtraTags(const COLLADAFW::UniqueId &uid);
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bool is_armature(COLLADAFW::Node *node);
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private:
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const ImportSettings *import_settings;
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/** Current import stage we're in. */
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ImportStage mImportStage;
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bContext *mContext;
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ViewLayer *view_layer;
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UnitConverter unit_converter;
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ArmatureImporter armature_importer;
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MeshImporter mesh_importer;
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AnimationImporter anim_importer;
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/** TagsMap typedef for uid_tags_map. */
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typedef std::map<std::string, ExtraTags *> TagsMap;
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/** Tags map of unique id as a string and ExtraTags instance. */
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TagsMap uid_tags_map;
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UidImageMap uid_image_map;
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std::map<COLLADAFW::UniqueId, Material *> uid_material_map;
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std::map<COLLADAFW::UniqueId, Material *> uid_effect_map;
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std::map<COLLADAFW::UniqueId, Camera *> uid_camera_map;
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std::map<COLLADAFW::UniqueId, Light *> uid_light_map;
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std::map<Material *, TexIndexTextureArrayMap> material_texture_mapping_map;
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std::multimap<COLLADAFW::UniqueId, Object *> object_map;
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std::map<COLLADAFW::UniqueId, COLLADAFW::Node *> node_map;
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std::vector<const COLLADAFW::VisualScene *> vscenes;
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std::vector<Object *> libnode_ob;
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std::map<COLLADAFW::UniqueId, COLLADAFW::Node *>
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root_map; /* find root joint by child joint uid, for bone tree evaluation during resampling
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*/
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std::map<COLLADAFW::UniqueId, const COLLADAFW::Object *> FW_object_map;
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std::string import_from_version;
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void report_unknown_reference(const COLLADAFW::Node &node, const std::string object_type);
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};
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