This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/collada/MeshImporter.h

180 lines
6.0 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file MeshImporter.h
* \ingroup collada
*/
#ifndef __MESHIMPORTER_H__
#define __MESHIMPORTER_H__
#include <map>
#include <vector>
#include "COLLADAFWIndexList.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterialBinding.h"
#include "COLLADAFWMesh.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWTextureCoordinateBinding.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"
#include "ArmatureImporter.h"
#include "collada_utils.h"
extern "C" {
#include "BLI_edgehash.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
}
// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
class MeshImporterBase
{
public:
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& mesh_uid) = 0;
virtual std::string *get_geometry_name(const std::string &mesh_name) = 0;
};
class UVDataWrapper
{
COLLADAFW::MeshVertexData *mVData;
public:
UVDataWrapper(COLLADAFW::MeshVertexData& vdata);
#ifdef COLLADA_DEBUG
void print();
#endif
void getUV(int uv_index, float *uv);
};
class MeshImporter : public MeshImporterBase
{
private:
UnitConverter *unitconverter;
Scene *scene;
ArmatureImporter *armature_importer;
std::map<std::string, std::string> mesh_geom_map; // needed for correct shape key naming
std::map<COLLADAFW::UniqueId, Mesh*> uid_mesh_map; // geometry unique id-to-mesh map
std::map<COLLADAFW::UniqueId, Object*> uid_object_map; // geom uid-to-object
std::vector<Object*> imported_objects; // list of imported objects
// this structure is used to assign material indices to polygons
// it holds a portion of Mesh faces and corresponds to a DAE primitive list (<triangles>, <polylist>, etc.)
struct Primitive {
MPoly *mpoly;
unsigned int totpoly;
};
typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive> > MaterialIdPrimitiveArrayMap;
std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map; // crazy name!
std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom; //< materials that have already been mapped to a geometry. A pair of geom uid and mat uid, one geometry can have several materials
void set_poly_indices(MPoly *mpoly,
MLoop *mloop,
int loop_index,
unsigned int *indices,
int loop_count);
void set_face_uv(MLoopUV *mloopuv,
UVDataWrapper &uvs,
int loop_index,
COLLADAFW::IndexList& index_list,
int count);
#ifdef COLLADA_DEBUG
void print_index_list(COLLADAFW::IndexList& index_list);
#endif
bool is_nice_mesh(COLLADAFW::Mesh *mesh);
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);
static void mesh_add_edges(Mesh *mesh, int len);
unsigned int get_loose_edge_count(COLLADAFW::Mesh *mesh);
CustomData create_edge_custom_data(EdgeHash *eh);
void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);
// TODO: import uv set names
void read_polys(COLLADAFW::Mesh *mesh, Mesh *me);
void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
unsigned int get_vertex_count(COLLADAFW::Polygons *mp, int index);
void get_vector(float v[3], COLLADAFW::MeshVertexData& arr, int i, int stride);
bool is_flat_face(unsigned int *nind, COLLADAFW::MeshVertexData& nor, int count);
std::vector<Object *> get_all_users_of(Mesh *reference_mesh);
public:
MeshImporter(UnitConverter *unitconv, ArmatureImporter *arm, Scene *sce);
void bmeshConversion();
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId& geom_uid);
MTex *assign_textures_to_uvlayer(COLLADAFW::TextureCoordinateBinding &ctexture,
Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
MTex *color_texture);
void optimize_material_assignements();
MTFace *assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
Object *ob, const COLLADAFW::UniqueId *geom_uid,
char *layername, MTFace *texture_face,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
bool isController,
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map);
// create a mesh storing a pointer in a map so it can be retrieved later by geometry UID
bool write_geometry(const COLLADAFW::Geometry* geom);
std::string *get_geometry_name(const std::string &mesh_name);
};
#endif