A proper boolean custom property type is commonly requested. This commit simply adds a new `IDP_BOOLEAN` type that can be used for boolean and boolean array custom properties. This can also be used for exposing boolean node sockets in the geometry nodes modifier. I've just extended the places existing IDProperty types are used, and tested with the custom property edit operator and the python console. Adding another IDProperty type is a straightforward extension of the existing design. Differential Revision: https://developer.blender.org/D12815
1392 lines
36 KiB
C++
1392 lines
36 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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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 <set>
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#include <string>
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#include "MEM_guardedalloc.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_customdata_types.h"
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_constraint.h"
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#include "BKE_context.h"
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#include "BKE_customdata.h"
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#include "BKE_global.h"
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#include "BKE_key.h"
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#include "BKE_layer.h"
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#include "BKE_lib_id.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_mesh_legacy_convert.h"
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#include "BKE_mesh_runtime.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "ED_node.h"
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#include "ED_object.h"
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#include "ED_screen.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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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#if 0
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# include "NOD_common.h"
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#endif
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#include "BlenderContext.h"
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#include "ExportSettings.h"
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#include "collada_utils.h"
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float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, uint index)
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{
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if (index >= array.getValuesCount()) {
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return 0.0f;
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}
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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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}
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return array.getDoubleValues()->getData()[index];
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}
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int bc_test_parent_loop(Object *par, Object *ob)
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{
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/* Copied from /editors/object/object_relations.c */
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/* test if 'ob' is a parent somewhere in par's parents */
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if (par == nullptr) {
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return 0;
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}
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if (ob == par) {
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return 1;
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}
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return bc_test_parent_loop(par->parent, ob);
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}
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bool bc_validateConstraints(bConstraint *con)
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{
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const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
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/* these we can skip completely (invalid constraints...) */
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if (cti == nullptr) {
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return false;
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}
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if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) {
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return false;
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}
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/* these constraints can't be evaluated anyway */
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if (cti->evaluate_constraint == nullptr) {
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return false;
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}
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/* influence == 0 should be ignored */
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if (con->enforce == 0.0f) {
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return false;
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}
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/* validation passed */
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return true;
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}
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bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
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{
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Scene *scene = CTX_data_scene(C);
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int partype = PAR_OBJECT;
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const bool xmirror = false;
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const bool keep_transform = false;
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if (par && is_parent_space) {
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mul_m4_m4m4(ob->object_to_world, par->object_to_world, ob->object_to_world);
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}
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bool ok = ED_object_parent_set(
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nullptr, C, scene, ob, par, partype, xmirror, keep_transform, nullptr);
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return ok;
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}
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std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions)
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{
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std::vector<bAction *> actions;
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if (all_actions) {
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Main *bmain = CTX_data_main(C);
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ID *id;
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for (id = (ID *)bmain->actions.first; id; id = (ID *)(id->next)) {
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bAction *act = (bAction *)id;
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/* XXX This currently creates too many actions.
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* TODO: Need to check if the action is compatible to the given object. */
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actions.push_back(act);
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}
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}
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else {
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bAction *action = bc_getSceneObjectAction(ob);
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actions.push_back(action);
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}
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return actions;
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}
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std::string bc_get_action_id(std::string action_name,
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std::string ob_name,
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std::string channel_type,
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std::string axis_name,
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std::string axis_separator)
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{
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std::string result = action_name + "_" + channel_type;
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if (ob_name.length() > 0) {
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result = ob_name + "_" + result;
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}
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if (axis_name.length() > 0) {
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result += axis_separator + axis_name;
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}
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return translate_id(result);
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}
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void bc_update_scene(BlenderContext &blender_context, float ctime)
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{
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Main *bmain = blender_context.get_main();
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Scene *scene = blender_context.get_scene();
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Depsgraph *depsgraph = blender_context.get_depsgraph();
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/* See remark in physics_fluid.c lines 395...) */
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// BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
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BKE_scene_frame_set(scene, ctime);
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ED_update_for_newframe(bmain, depsgraph);
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}
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Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name)
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{
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Object *ob = BKE_object_add_only_object(bmain, type, name);
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ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
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DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
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LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
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BKE_collection_object_add(bmain, layer_collection->collection, ob);
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BKE_view_layer_synced_ensure(scene, view_layer);
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Base *base = BKE_view_layer_base_find(view_layer, ob);
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/* TODO: is setting active needed? */
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BKE_view_layer_base_select_and_set_active(view_layer, base);
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return ob;
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}
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Mesh *bc_get_mesh_copy(BlenderContext &blender_context,
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Object *ob,
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BC_export_mesh_type export_mesh_type,
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bool apply_modifiers,
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bool triangulate)
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{
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CustomData_MeshMasks mask = CD_MASK_MESH;
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Mesh *tmpmesh = nullptr;
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if (apply_modifiers) {
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#if 0 /* Not supported by new system currently... */
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switch (export_mesh_type) {
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case BC_MESH_TYPE_VIEW: {
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dm = mesh_create_derived_view(depsgraph, 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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dm = mesh_create_derived_render(depsgraph, scene, ob, &mask);
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break;
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}
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}
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#else
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Depsgraph *depsgraph = blender_context.get_depsgraph();
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Scene *scene_eval = blender_context.get_evaluated_scene();
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Object *ob_eval = blender_context.get_evaluated_object(ob);
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tmpmesh = mesh_get_eval_final(depsgraph, scene_eval, ob_eval, &mask);
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#endif
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}
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else {
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tmpmesh = (Mesh *)ob->data;
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}
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tmpmesh = (Mesh *)BKE_id_copy_ex(nullptr, &tmpmesh->id, nullptr, LIB_ID_COPY_LOCALIZE);
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if (triangulate) {
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bc_triangulate_mesh(tmpmesh);
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}
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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 = nullptr;
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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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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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void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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{
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/* Use bubble sort algorithm for sorting the export set. */
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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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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 = nullptr;
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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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}
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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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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->ldata, CD_PROP_FLOAT2);
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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,
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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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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->object_to_world, bc_unit.get_scale(), ob->object_to_world);
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}
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mul_m4_m4m4(ob->object_to_world, bc_unit.get_rotation(), ob->object_to_world);
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BKE_object_apply_mat4(ob, ob->object_to_world, false, false);
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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 (Object *ob : *objects_done) {
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if (ob->parent == nullptr) {
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bc_match_scale(ob, bc_unit, scale_to_scene);
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}
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}
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}
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void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
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{
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if (size) {
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mat4_to_size(size, mat);
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}
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if (eul) {
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mat4_to_eul(eul, mat);
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}
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if (quat) {
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mat4_to_quat(quat, mat);
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}
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if (loc) {
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copy_v3_v3(loc, mat[3]);
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}
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}
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void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4])
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{
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float qd[4];
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float matd[4][4];
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float mati[4][4];
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float mat_from[4][4];
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quat_to_mat4(mat_from, quat_from);
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/* Calculate the difference matrix matd between mat_from and mat_to */
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invert_m4_m4(mati, mat_from);
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mul_m4_m4m4(matd, mati, mat_to);
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mat4_to_quat(qd, matd);
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mul_qt_qtqt(quat_to, qd, quat_from); /* rot is the final rotation corresponding to mat_to */
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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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/* XXX: The triangulation method selection could be offered in the UI. */
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int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE;
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const BMeshCreateParams bm_create_params{};
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BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default, &bm_create_params);
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BMeshFromMeshParams bm_from_me_params{};
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bm_from_me_params.calc_face_normal = true;
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bm_from_me_params.calc_vert_normal = true;
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BM_mesh_bm_from_me(bm, me, &bm_from_me_params);
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BM_mesh_triangulate(bm, quad_method, use_beauty, 4, tag_only, nullptr, nullptr, nullptr);
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BMeshToMeshParams bm_to_me_params{};
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bm_to_me_params.calc_object_remap = false;
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BM_mesh_bm_to_me(nullptr, bm, me, &bm_to_me_params);
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BM_mesh_free(bm);
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}
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bool bc_is_leaf_bone(Bone *bone)
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{
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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if (child->flag & BONE_CONNECTED) {
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return false;
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}
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}
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return true;
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}
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EditBone *bc_get_edit_bone(bArmature *armature, char *name)
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{
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EditBone *eBone;
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for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) {
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if (STREQ(name, eBone->name)) {
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return eBone;
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}
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}
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return nullptr;
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}
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int bc_set_layer(int bitfield, int layer)
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{
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return bc_set_layer(bitfield, layer, true); /* enable */
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}
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int bc_set_layer(int bitfield, int layer, bool enable)
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{
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int bit = 1u << layer;
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if (enable) {
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bitfield |= bit;
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}
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else {
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bitfield &= ~bit;
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}
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return bitfield;
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}
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BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
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{
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std::string key = armature->id.name;
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BoneExtensionMap *result = extended_bone_maps[key];
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if (result == nullptr) {
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result = new BoneExtensionMap();
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extended_bone_maps[key] = result;
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}
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return *result;
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}
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BoneExtensionManager::~BoneExtensionManager()
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{
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std::map<std::string, BoneExtensionMap *>::iterator map_it;
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for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it) {
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BoneExtensionMap *extended_bones = map_it->second;
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for (auto &extended_bone : *extended_bones) {
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delete extended_bone.second;
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}
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extended_bones->clear();
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delete extended_bones;
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}
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}
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/**
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* BoneExtended is a helper class needed for the Bone chain finder
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* See ArmatureImporter::fix_leaf_bones()
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* and ArmatureImporter::connect_bone_chains()
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*/
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BoneExtended::BoneExtended(EditBone *aBone)
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{
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this->set_name(aBone->name);
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this->chain_length = 0;
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this->is_leaf = false;
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this->tail[0] = 0.0f;
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this->tail[1] = 0.5f;
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this->tail[2] = 0.0f;
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this->use_connect = -1;
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this->roll = 0;
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this->bone_layers = 0;
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this->has_custom_tail = false;
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this->has_custom_roll = false;
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}
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char *BoneExtended::get_name()
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{
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|
return name;
|
|
}
|
|
|
|
void BoneExtended::set_name(char *aName)
|
|
{
|
|
BLI_strncpy(name, aName, MAXBONENAME);
|
|
}
|
|
|
|
int BoneExtended::get_chain_length()
|
|
{
|
|
return chain_length;
|
|
}
|
|
|
|
void BoneExtended::set_chain_length(const int aLength)
|
|
{
|
|
chain_length = aLength;
|
|
}
|
|
|
|
void BoneExtended::set_leaf_bone(bool state)
|
|
{
|
|
is_leaf = state;
|
|
}
|
|
|
|
bool BoneExtended::is_leaf_bone()
|
|
{
|
|
return is_leaf;
|
|
}
|
|
|
|
void BoneExtended::set_roll(float roll)
|
|
{
|
|
this->roll = roll;
|
|
this->has_custom_roll = true;
|
|
}
|
|
|
|
bool BoneExtended::has_roll()
|
|
{
|
|
return this->has_custom_roll;
|
|
}
|
|
|
|
float BoneExtended::get_roll()
|
|
{
|
|
return this->roll;
|
|
}
|
|
|
|
void BoneExtended::set_tail(const float vec[])
|
|
{
|
|
this->tail[0] = vec[0];
|
|
this->tail[1] = vec[1];
|
|
this->tail[2] = vec[2];
|
|
this->has_custom_tail = true;
|
|
}
|
|
|
|
bool BoneExtended::has_tail()
|
|
{
|
|
return this->has_custom_tail;
|
|
}
|
|
|
|
float *BoneExtended::get_tail()
|
|
{
|
|
return this->tail;
|
|
}
|
|
|
|
inline bool isInteger(const std::string &s)
|
|
{
|
|
if (s.empty() || ((!isdigit(s[0])) && (s[0] != '-') && (s[0] != '+'))) {
|
|
return false;
|
|
}
|
|
|
|
char *p;
|
|
strtol(s.c_str(), &p, 10);
|
|
|
|
return (*p == 0);
|
|
}
|
|
|
|
void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels)
|
|
{
|
|
std::stringstream ss(layerString);
|
|
std::string layer;
|
|
int pos;
|
|
|
|
while (ss >> layer) {
|
|
|
|
/* Blender uses numbers to specify layers. */
|
|
if (isInteger(layer)) {
|
|
pos = atoi(layer.c_str());
|
|
if (pos >= 0 && pos < 32) {
|
|
this->bone_layers = bc_set_layer(this->bone_layers, pos);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
/* Layer uses labels (not supported by blender). Map to layer numbers: */
|
|
pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
|
|
if (pos >= layer_labels.size()) {
|
|
layer_labels.push_back(layer); /* Remember layer number for future usage. */
|
|
}
|
|
|
|
if (pos > 31) {
|
|
fprintf(stderr,
|
|
"Too many layers in Import. Layer %s mapped to Blender layer 31\n",
|
|
layer.c_str());
|
|
pos = 31;
|
|
}
|
|
|
|
/* If numeric layers and labeled layers are used in parallel (unlikely),
|
|
* we get a potential mix-up. Just leave as is for now. */
|
|
this->bone_layers = bc_set_layer(this->bone_layers, pos);
|
|
}
|
|
}
|
|
|
|
std::string BoneExtended::get_bone_layers(int bitfield)
|
|
{
|
|
std::string sep;
|
|
int bit = 1u;
|
|
|
|
std::ostringstream ss;
|
|
for (int i = 0; i < 32; i++) {
|
|
if (bit & bitfield) {
|
|
ss << sep << i;
|
|
sep = " ";
|
|
}
|
|
bit = bit << 1;
|
|
}
|
|
return ss.str();
|
|
}
|
|
|
|
int BoneExtended::get_bone_layers()
|
|
{
|
|
/* ensure that the bone is in at least one bone layer! */
|
|
return (bone_layers == 0) ? 1 : bone_layers;
|
|
}
|
|
|
|
void BoneExtended::set_use_connect(int use_connect)
|
|
{
|
|
this->use_connect = use_connect;
|
|
}
|
|
|
|
int BoneExtended::get_use_connect()
|
|
{
|
|
return this->use_connect;
|
|
}
|
|
|
|
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
|
|
{
|
|
IDProperty *idgroup = (IDProperty *)ebone->prop;
|
|
if (idgroup == nullptr) {
|
|
IDPropertyTemplate val = {0};
|
|
idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
|
|
ebone->prop = idgroup;
|
|
}
|
|
|
|
IDPropertyTemplate val = {0};
|
|
val.array.len = 16;
|
|
val.array.type = IDP_FLOAT;
|
|
|
|
IDProperty *data = IDP_New(IDP_ARRAY, &val, key);
|
|
float *array = (float *)IDP_Array(data);
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
array[4 * i + j] = mat[i][j];
|
|
}
|
|
}
|
|
|
|
IDP_AddToGroup(idgroup, data);
|
|
}
|
|
|
|
#if 0
|
|
/**
|
|
* Stores a Float value as a custom bone property
|
|
*
|
|
* NOTE: This function is currently not needed. Keep for future usage
|
|
*/
|
|
static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
|
|
{
|
|
if (ebone->prop == NULL) {
|
|
IDPropertyTemplate val = {0};
|
|
ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
|
|
}
|
|
|
|
IDProperty *pgroup = (IDProperty *)ebone->prop;
|
|
IDPropertyTemplate val = {0};
|
|
IDProperty *prop = IDP_New(IDP_FLOAT, &val, key);
|
|
IDP_Float(prop) = value;
|
|
IDP_AddToGroup(pgroup, prop);
|
|
}
|
|
#endif
|
|
|
|
IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
|
|
{
|
|
return (bone->prop == nullptr) ? nullptr : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
|
|
}
|
|
|
|
float bc_get_property(Bone *bone, std::string key, float def)
|
|
{
|
|
float result = def;
|
|
IDProperty *property = bc_get_IDProperty(bone, key);
|
|
if (property) {
|
|
switch (property->type) {
|
|
case IDP_INT:
|
|
result = float(IDP_Int(property));
|
|
break;
|
|
case IDP_FLOAT:
|
|
result = float(IDP_Float(property));
|
|
break;
|
|
case IDP_DOUBLE:
|
|
result = float(IDP_Double(property));
|
|
break;
|
|
case IDP_BOOLEAN:
|
|
result = (float)(IDP_Bool(property));
|
|
break;
|
|
default:
|
|
result = def;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4])
|
|
{
|
|
IDProperty *property = bc_get_IDProperty(bone, key);
|
|
if (property && property->type == IDP_ARRAY && property->len == 16) {
|
|
float *array = (float *)IDP_Array(property);
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
mat[i][j] = array[4 * i + j];
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3])
|
|
{
|
|
val[0] = bc_get_property(bone, key + "_x", def[0]);
|
|
val[1] = bc_get_property(bone, key + "_y", def[1]);
|
|
val[2] = bc_get_property(bone, key + "_z", def[2]);
|
|
}
|
|
|
|
/**
|
|
* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
|
|
*/
|
|
static bool has_custom_props(Bone *bone, bool enabled, std::string key)
|
|
{
|
|
if (!enabled) {
|
|
return false;
|
|
}
|
|
|
|
return (bc_get_IDProperty(bone, key + "_x") || bc_get_IDProperty(bone, key + "_y") ||
|
|
bc_get_IDProperty(bone, key + "_z"));
|
|
}
|
|
|
|
void bc_enable_fcurves(bAction *act, char *bone_name)
|
|
{
|
|
FCurve *fcu;
|
|
char prefix[200];
|
|
|
|
if (bone_name) {
|
|
char bone_name_esc[sizeof(((Bone *)nullptr)->name) * 2];
|
|
BLI_str_escape(bone_name_esc, bone_name, sizeof(bone_name_esc));
|
|
BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name_esc);
|
|
}
|
|
|
|
for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) {
|
|
if (bone_name) {
|
|
if (STREQLEN(fcu->rna_path, prefix, strlen(prefix))) {
|
|
fcu->flag &= ~FCURVE_DISABLED;
|
|
}
|
|
else {
|
|
fcu->flag |= FCURVE_DISABLED;
|
|
}
|
|
}
|
|
else {
|
|
fcu->flag &= ~FCURVE_DISABLED;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim)
|
|
{
|
|
|
|
/* Ok, lets be super cautious and check if the bone exists */
|
|
bPose *pose = ob->pose;
|
|
bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
|
|
if (!pchan) {
|
|
return false;
|
|
}
|
|
|
|
bAction *action = bc_getSceneObjectAction(ob);
|
|
bPoseChannel *parchan = pchan->parent;
|
|
|
|
bc_enable_fcurves(action, bone->name);
|
|
float ipar[4][4];
|
|
|
|
if (bone->parent) {
|
|
invert_m4_m4(ipar, parchan->pose_mat);
|
|
mul_m4_m4m4(mat, ipar, pchan->pose_mat);
|
|
}
|
|
else {
|
|
copy_m4_m4(mat, pchan->pose_mat);
|
|
}
|
|
|
|
/* OPEN_SIM_COMPATIBILITY
|
|
* AFAIK animation to second life is via BVH, but no
|
|
* reason to not have the collada-animation be correct */
|
|
if (for_opensim) {
|
|
float temp[4][4];
|
|
copy_m4_m4(temp, bone->arm_mat);
|
|
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
|
|
invert_m4(temp);
|
|
|
|
mul_m4_m4m4(mat, mat, temp);
|
|
|
|
if (bone->parent) {
|
|
copy_m4_m4(temp, bone->parent->arm_mat);
|
|
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
|
|
|
|
mul_m4_m4m4(mat, temp, mat);
|
|
}
|
|
}
|
|
bc_enable_fcurves(action, nullptr);
|
|
return true;
|
|
}
|
|
|
|
bool bc_is_animated(BCMatrixSampleMap &values)
|
|
{
|
|
static float MIN_DISTANCE = 0.00001;
|
|
|
|
if (values.size() < 2) {
|
|
return false; /* need at least 2 entries to be not flat */
|
|
}
|
|
|
|
BCMatrixSampleMap::iterator it;
|
|
const BCMatrix *refmat = nullptr;
|
|
for (it = values.begin(); it != values.end(); ++it) {
|
|
const BCMatrix *matrix = it->second;
|
|
|
|
if (refmat == nullptr) {
|
|
refmat = matrix;
|
|
continue;
|
|
}
|
|
|
|
if (!matrix->in_range(*refmat, MIN_DISTANCE)) {
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool bc_has_animations(Object *ob)
|
|
{
|
|
/* Check for object, light and camera transform animations */
|
|
if ((bc_getSceneObjectAction(ob) && bc_getSceneObjectAction(ob)->curves.first) ||
|
|
(bc_getSceneLightAction(ob) && bc_getSceneLightAction(ob)->curves.first) ||
|
|
(bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first)) {
|
|
return true;
|
|
}
|
|
|
|
/* Check Material Effect parameter animations. */
|
|
for (int a = 0; a < ob->totcol; a++) {
|
|
Material *ma = BKE_object_material_get(ob, a + 1);
|
|
if (!ma) {
|
|
continue;
|
|
}
|
|
if (ma->adt && ma->adt->action && ma->adt->action->curves.first) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
Key *key = BKE_key_from_object(ob);
|
|
if ((key && key->adt && key->adt->action) && key->adt->action->curves.first) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool bc_has_animations(Scene *sce, LinkNode *export_set)
|
|
{
|
|
LinkNode *node;
|
|
if (export_set) {
|
|
for (node = export_set; node; node = node->next) {
|
|
Object *ob = (Object *)node->link;
|
|
|
|
if (bc_has_animations(ob)) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void bc_add_global_transform(Matrix &to_mat,
|
|
const Matrix &from_mat,
|
|
const BCMatrix &global_transform,
|
|
const bool invert)
|
|
{
|
|
copy_m4_m4(to_mat, from_mat);
|
|
bc_add_global_transform(to_mat, global_transform, invert);
|
|
}
|
|
|
|
void bc_add_global_transform(Vector &to_vec,
|
|
const Vector &from_vec,
|
|
const BCMatrix &global_transform,
|
|
const bool invert)
|
|
{
|
|
copy_v3_v3(to_vec, from_vec);
|
|
bc_add_global_transform(to_vec, global_transform, invert);
|
|
}
|
|
|
|
void bc_add_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
|
|
{
|
|
BCMatrix mat(to_mat);
|
|
mat.add_transform(global_transform, invert);
|
|
mat.get_matrix(to_mat);
|
|
}
|
|
|
|
void bc_add_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
|
|
{
|
|
Matrix mat;
|
|
Vector from_vec;
|
|
copy_v3_v3(from_vec, to_vec);
|
|
global_transform.get_matrix(mat, false, 6, invert);
|
|
mul_v3_m4v3(to_vec, mat, from_vec);
|
|
}
|
|
|
|
void bc_apply_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
|
|
{
|
|
BCMatrix mat(to_mat);
|
|
mat.apply_transform(global_transform, invert);
|
|
mat.get_matrix(to_mat);
|
|
}
|
|
|
|
void bc_apply_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
|
|
{
|
|
Matrix transform;
|
|
global_transform.get_matrix(transform);
|
|
mul_v3_m4v3(to_vec, transform, to_vec);
|
|
}
|
|
|
|
void bc_create_restpose_mat(BCExportSettings &export_settings,
|
|
Bone *bone,
|
|
float to_mat[4][4],
|
|
float from_mat[4][4],
|
|
bool use_local_space)
|
|
{
|
|
float loc[3];
|
|
float rot[3];
|
|
float scale[3];
|
|
static const float V0[3] = {0, 0, 0};
|
|
|
|
if (!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_loc") &&
|
|
!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_rot") &&
|
|
!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_scale")) {
|
|
/* No need */
|
|
copy_m4_m4(to_mat, from_mat);
|
|
return;
|
|
}
|
|
|
|
bc_decompose(from_mat, loc, rot, nullptr, scale);
|
|
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
|
|
|
|
if (export_settings.get_keep_bind_info()) {
|
|
bc_get_property_vector(bone, "restpose_loc", loc, loc);
|
|
|
|
if (use_local_space && bone->parent) {
|
|
Bone *b = bone;
|
|
while (b->parent) {
|
|
b = b->parent;
|
|
float ploc[3];
|
|
bc_get_property_vector(b, "restpose_loc", ploc, V0);
|
|
loc[0] += ploc[0];
|
|
loc[1] += ploc[1];
|
|
loc[2] += ploc[2];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (export_settings.get_keep_bind_info()) {
|
|
if (bc_get_IDProperty(bone, "restpose_rot_x")) {
|
|
rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
|
|
}
|
|
if (bc_get_IDProperty(bone, "restpose_rot_y")) {
|
|
rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0));
|
|
}
|
|
if (bc_get_IDProperty(bone, "restpose_rot_z")) {
|
|
rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
|
|
}
|
|
}
|
|
|
|
if (export_settings.get_keep_bind_info()) {
|
|
bc_get_property_vector(bone, "restpose_scale", scale, scale);
|
|
}
|
|
|
|
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
|
|
}
|
|
|
|
void bc_sanitize_v3(float v[3], int precision)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
double val = double(v[i]);
|
|
val = double_round(val, precision);
|
|
v[i] = float(val);
|
|
}
|
|
}
|
|
|
|
void bc_sanitize_v3(double v[3], int precision)
|
|
{
|
|
for (int i = 0; i < 3; i++) {
|
|
v[i] = double_round(v[i], precision);
|
|
}
|
|
}
|
|
|
|
void bc_copy_m4_farray(float r[4][4], float *a)
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
r[i][j] = *a++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void bc_copy_farray_m4(float *r, float a[4][4])
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
*r++ = a[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
void bc_copy_darray_m4d(double *r, double a[4][4])
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
*r++ = a[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double (&a)[4][4])
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
r[i][j] = a[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a)
|
|
{
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
r[i][j] = a[i][j];
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns name of Active UV Layer or empty String if no active UV Layer defined
|
|
*/
|
|
static std::string bc_get_active_uvlayer_name(Mesh *me)
|
|
{
|
|
int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
|
|
if (num_layers) {
|
|
char *layer_name = bc_CustomData_get_active_layer_name(&me->ldata, CD_PROP_FLOAT2);
|
|
if (layer_name) {
|
|
return std::string(layer_name);
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
/**
|
|
* Returns name of Active UV Layer or empty String if no active UV Layer defined.
|
|
* Assuming the Object is of type MESH
|
|
*/
|
|
static std::string bc_get_active_uvlayer_name(Object *ob)
|
|
{
|
|
Mesh *me = (Mesh *)ob->data;
|
|
return bc_get_active_uvlayer_name(me);
|
|
}
|
|
|
|
/**
|
|
* Returns UV Layer name or empty string if layer index is out of range
|
|
*/
|
|
static std::string bc_get_uvlayer_name(Mesh *me, int layer)
|
|
{
|
|
int num_layers = CustomData_number_of_layers(&me->ldata, CD_PROP_FLOAT2);
|
|
if (num_layers && layer < num_layers) {
|
|
char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_PROP_FLOAT2, layer);
|
|
if (layer_name) {
|
|
return std::string(layer_name);
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
static bNodeTree *prepare_material_nodetree(Material *ma)
|
|
{
|
|
if (ma->nodetree == nullptr) {
|
|
ntreeAddTreeEmbedded(nullptr, &ma->id, "Shader Nodetree", "ShaderNodeTree");
|
|
ma->use_nodes = true;
|
|
}
|
|
return ma->nodetree;
|
|
}
|
|
|
|
static bNode *bc_add_node(
|
|
bContext *C, bNodeTree *ntree, int node_type, int locx, int locy, std::string label)
|
|
{
|
|
bNode *node = nodeAddStaticNode(C, ntree, node_type);
|
|
if (node) {
|
|
if (label.length() > 0) {
|
|
strcpy(node->label, label.c_str());
|
|
}
|
|
node->locx = locx;
|
|
node->locy = locy;
|
|
node->flag |= NODE_SELECT;
|
|
}
|
|
return node;
|
|
}
|
|
|
|
static bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy)
|
|
{
|
|
return bc_add_node(C, ntree, node_type, locx, locy, "");
|
|
}
|
|
|
|
#if 0
|
|
/* experimental, probably not used */
|
|
static bNodeSocket *bc_group_add_input_socket(bNodeTree *ntree,
|
|
bNode *to_node,
|
|
int to_index,
|
|
std::string label)
|
|
{
|
|
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
|
|
|
|
# if 0
|
|
bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
return socket;
|
|
# endif
|
|
|
|
bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
bNode *inputGroup = ntreeFindType(ntree, NODE_GROUP_INPUT);
|
|
node_group_input_verify(ntree, inputGroup, (ID *)ntree);
|
|
bNodeSocket *newsock = node_group_input_find_socket(inputGroup, gsock->identifier);
|
|
nodeAddLink(ntree, inputGroup, newsock, to_node, to_socket);
|
|
strcpy(newsock->name, label.c_str());
|
|
return newsock;
|
|
}
|
|
|
|
static bNodeSocket *bc_group_add_output_socket(bNodeTree *ntree,
|
|
bNode *from_node,
|
|
int from_index,
|
|
std::string label)
|
|
{
|
|
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
|
|
|
|
# if 0
|
|
bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket);
|
|
return socket;
|
|
# endif
|
|
|
|
bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, from_node, from_socket);
|
|
bNode *outputGroup = ntreeFindType(ntree, NODE_GROUP_OUTPUT);
|
|
node_group_output_verify(ntree, outputGroup, (ID *)ntree);
|
|
bNodeSocket *newsock = node_group_output_find_socket(outputGroup, gsock->identifier);
|
|
nodeAddLink(ntree, from_node, from_socket, outputGroup, newsock);
|
|
strcpy(newsock->name, label.c_str());
|
|
return newsock;
|
|
}
|
|
|
|
void bc_make_group(bContext *C, bNodeTree *ntree, std::map<std::string, bNode *> nmap)
|
|
{
|
|
bNode *gnode = node_group_make_from_selected(C, ntree, "ShaderNodeGroup", "ShaderNodeTree");
|
|
bNodeTree *gtree = (bNodeTree *)gnode->id;
|
|
|
|
bc_group_add_input_socket(gtree, nmap["main"], 0, "Diffuse");
|
|
bc_group_add_input_socket(gtree, nmap["emission"], 0, "Emission");
|
|
bc_group_add_input_socket(gtree, nmap["mix"], 0, "Transparency");
|
|
bc_group_add_input_socket(gtree, nmap["emission"], 1, "Emission");
|
|
bc_group_add_input_socket(gtree, nmap["main"], 4, "Metallic");
|
|
bc_group_add_input_socket(gtree, nmap["main"], 5, "Specular");
|
|
|
|
bc_group_add_output_socket(gtree, nmap["mix"], 0, "Shader");
|
|
}
|
|
#endif
|
|
|
|
static void bc_node_add_link(
|
|
bNodeTree *ntree, bNode *from_node, int from_index, bNode *to_node, int to_index)
|
|
{
|
|
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
|
|
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
|
|
|
|
nodeAddLink(ntree, from_node, from_socket, to_node, to_socket);
|
|
}
|
|
|
|
void bc_add_default_shader(bContext *C, Material *ma)
|
|
{
|
|
bNodeTree *ntree = prepare_material_nodetree(ma);
|
|
std::map<std::string, bNode *> nmap;
|
|
#if 0
|
|
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
|
|
nmap["emission"] = bc_add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
|
|
nmap["add"] = bc_add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
|
|
nmap["transparent"] = bc_add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
|
|
nmap["mix"] = bc_add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
|
|
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
|
|
nmap["out"]->flag &= ~NODE_SELECT;
|
|
|
|
bc_node_add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
|
|
bc_node_add_link(ntree, nmap["main"], 0, nmap["add"], 1);
|
|
bc_node_add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
|
|
bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
|
|
|
|
bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
|
|
/* experimental, probably not used. */
|
|
bc_make_group(C, ntree, nmap);
|
|
#else
|
|
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, 0, 300);
|
|
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 300, 300);
|
|
bc_node_add_link(ntree, nmap["main"], 0, nmap["out"], 0);
|
|
#endif
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma)
|
|
{
|
|
/* for alpha see bc_get_alpha() */
|
|
Color default_color = {ma->r, ma->g, ma->b, 1.0};
|
|
bNode *shader = bc_get_master_shader(ma);
|
|
if (ma->use_nodes && shader) {
|
|
return bc_get_cot_from_shader(shader, "Base Color", default_color, false);
|
|
}
|
|
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_emission(Material *ma)
|
|
{
|
|
Color default_color = {0, 0, 0, 1}; /* default black */
|
|
bNode *shader = bc_get_master_shader(ma);
|
|
if (!(ma->use_nodes && shader)) {
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
double emission_strength = 0.0;
|
|
bc_get_float_from_shader(shader, emission_strength, "Emission Strength");
|
|
if (emission_strength == 0.0) {
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture cot = bc_get_cot_from_shader(shader, "Emission", default_color);
|
|
|
|
/* If using texture, emission strength is not supported. */
|
|
COLLADASW::Color col = cot.getColor();
|
|
double final_color[3] = {col.getRed(), col.getGreen(), col.getBlue()};
|
|
mul_v3db_db(final_color, emission_strength);
|
|
|
|
/* Collada does not support HDR colors, so clamp to 1 keeping channels proportional. */
|
|
double max_color = fmax(fmax(final_color[0], final_color[1]), final_color[2]);
|
|
if (max_color > 1.0) {
|
|
mul_v3db_db(final_color, 1.0 / max_color);
|
|
}
|
|
|
|
cot.getColor().set(final_color[0], final_color[1], final_color[2], col.getAlpha());
|
|
|
|
return cot;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_ambient(Material *ma)
|
|
{
|
|
Color default_color = {0, 0, 0, 1.0};
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_specular(Material *ma)
|
|
{
|
|
Color default_color = {0, 0, 0, 1.0};
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_reflective(Material *ma)
|
|
{
|
|
Color default_color = {0, 0, 0, 1.0};
|
|
return bc_get_cot(default_color);
|
|
}
|
|
|
|
double bc_get_alpha(Material *ma)
|
|
{
|
|
double alpha = ma->a; /* fallback if no socket found */
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (ma->use_nodes && master_shader) {
|
|
bc_get_float_from_shader(master_shader, alpha, "Alpha");
|
|
}
|
|
return alpha;
|
|
}
|
|
|
|
double bc_get_ior(Material *ma)
|
|
{
|
|
double ior = -1; /* fallback if no socket found */
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (ma->use_nodes && master_shader) {
|
|
bc_get_float_from_shader(master_shader, ior, "IOR");
|
|
}
|
|
return ior;
|
|
}
|
|
|
|
double bc_get_shininess(Material *ma)
|
|
{
|
|
double ior = -1; /* fallback if no socket found */
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (ma->use_nodes && master_shader) {
|
|
bc_get_float_from_shader(master_shader, ior, "Roughness");
|
|
}
|
|
return ior;
|
|
}
|
|
|
|
double bc_get_reflectivity(Material *ma)
|
|
{
|
|
double reflectivity = ma->spec; /* fallback if no socket found */
|
|
bNode *master_shader = bc_get_master_shader(ma);
|
|
if (ma->use_nodes && master_shader) {
|
|
bc_get_float_from_shader(master_shader, reflectivity, "Metallic");
|
|
}
|
|
return reflectivity;
|
|
}
|
|
|
|
bool bc_get_float_from_shader(bNode *shader, double &val, std::string nodeid)
|
|
{
|
|
bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, nodeid.c_str());
|
|
if (socket) {
|
|
bNodeSocketValueFloat *ref = (bNodeSocketValueFloat *)socket->default_value;
|
|
val = double(ref->value);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader,
|
|
std::string nodeid,
|
|
Color &default_color,
|
|
bool with_alpha)
|
|
{
|
|
bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, nodeid.c_str());
|
|
if (socket) {
|
|
bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
|
|
float *col = dcol->value;
|
|
return bc_get_cot(col, with_alpha);
|
|
}
|
|
|
|
return bc_get_cot(default_color, with_alpha);
|
|
}
|
|
|
|
bNode *bc_get_master_shader(Material *ma)
|
|
{
|
|
bNodeTree *nodetree = ma->nodetree;
|
|
if (nodetree) {
|
|
for (bNode *node = (bNode *)nodetree->nodes.first; node; node = node->next) {
|
|
if (node->typeinfo->type == SH_NODE_BSDF_PRINCIPLED) {
|
|
return node;
|
|
}
|
|
}
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a)
|
|
{
|
|
COLLADASW::Color color(r, g, b, a);
|
|
COLLADASW::ColorOrTexture cot(color);
|
|
return cot;
|
|
}
|
|
|
|
COLLADASW::ColorOrTexture bc_get_cot(Color col, bool with_alpha)
|
|
{
|
|
COLLADASW::Color color(col[0], col[1], col[2], (with_alpha) ? col[3] : 1.0);
|
|
COLLADASW::ColorOrTexture cot(color);
|
|
return cot;
|
|
}
|