forked from bartvdbraak/blender
2848 lines
83 KiB
C++
2848 lines
83 KiB
C++
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#include "COLLADAFWRoot.h"
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#include "COLLADAFWIWriter.h"
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#include "COLLADAFWStableHeaders.h"
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#include "COLLADAFWAnimationCurve.h"
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#include "COLLADAFWAnimationList.h"
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#include "COLLADAFWCamera.h"
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#include "COLLADAFWColorOrTexture.h"
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#include "COLLADAFWEffect.h"
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#include "COLLADAFWFloatOrDoubleArray.h"
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#include "COLLADAFWGeometry.h"
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#include "COLLADAFWImage.h"
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#include "COLLADAFWIndexList.h"
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#include "COLLADAFWInstanceGeometry.h"
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#include "COLLADAFWLight.h"
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#include "COLLADAFWMaterial.h"
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#include "COLLADAFWMesh.h"
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#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
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#include "COLLADAFWNode.h"
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#include "COLLADAFWPolygons.h"
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#include "COLLADAFWSampler.h"
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#include "COLLADAFWSkinController.h"
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#include "COLLADAFWSkinControllerData.h"
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#include "COLLADAFWTransformation.h"
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#include "COLLADAFWTranslate.h"
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#include "COLLADAFWRotate.h"
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#include "COLLADAFWScale.h"
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#include "COLLADAFWMatrix.h"
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#include "COLLADAFWTypes.h"
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#include "COLLADAFWVisualScene.h"
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#include "COLLADAFWFileInfo.h"
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#include "COLLADAFWArrayPrimitiveType.h"
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#include "COLLADASaxFWLLoader.h"
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// TODO move "extern C" into header files
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extern "C"
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{
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#include "ED_keyframing.h"
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#include "ED_armature.h"
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#include "ED_mesh.h" // ED_vgroup_vert_add, ...
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#include "ED_anim_api.h"
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#include "WM_types.h"
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#include "WM_api.h"
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#include "BKE_main.h"
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#include "BKE_customdata.h"
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#include "BKE_library.h"
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#include "BKE_texture.h"
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#include "BKE_fcurve.h"
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#include "BKE_depsgraph.h"
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#include "BLI_util.h"
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#include "BKE_displist.h"
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#include "BLI_arithb.h"
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}
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#include "BKE_armature.h"
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#include "BKE_mesh.h"
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#include "BKE_global.h"
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#include "BKE_context.h"
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#include "BKE_object.h"
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#include "BKE_image.h"
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#include "BKE_material.h"
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#include "BKE_utildefines.h"
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#include "BKE_action.h"
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#include "BLI_arithb.h"
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#include "BLI_listbase.h"
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#include "BLI_string.h"
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#include "DNA_lamp_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_object_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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#include "DocumentImporter.h"
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#include "collada_internal.h"
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#include <string>
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#include <map>
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#include <math.h>
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#include <float.h>
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// #define COLLADA_DEBUG
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char *CustomData_get_layer_name(const struct CustomData *data, int type, int n);
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// armature module internal func, it's not good to use it here? (Arystan)
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struct EditBone *addEditBone(struct bArmature *arm, char *name);
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const char *primTypeToStr(COLLADAFW::MeshPrimitive::PrimitiveType type)
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{
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using namespace COLLADAFW;
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switch (type) {
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case MeshPrimitive::LINES:
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return "LINES";
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case MeshPrimitive::LINE_STRIPS:
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return "LINESTRIPS";
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case MeshPrimitive::POLYGONS:
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return "POLYGONS";
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case MeshPrimitive::POLYLIST:
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return "POLYLIST";
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case MeshPrimitive::TRIANGLES:
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return "TRIANGLES";
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case MeshPrimitive::TRIANGLE_FANS:
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return "TRIANGLE_FANS";
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case MeshPrimitive::TRIANGLE_STRIPS:
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return "TRIANGLE_FANS";
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case MeshPrimitive::POINTS:
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return "POINTS";
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case MeshPrimitive::UNDEFINED_PRIMITIVE_TYPE:
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return "UNDEFINED_PRIMITIVE_TYPE";
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}
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return "UNKNOWN";
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}
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const char *geomTypeToStr(COLLADAFW::Geometry::GeometryType type)
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{
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switch (type) {
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case COLLADAFW::Geometry::GEO_TYPE_MESH:
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return "MESH";
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case COLLADAFW::Geometry::GEO_TYPE_SPLINE:
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return "SPLINE";
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case COLLADAFW::Geometry::GEO_TYPE_CONVEX_MESH:
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return "CONVEX_MESH";
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}
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return "UNKNOWN";
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}
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// works for COLLADAFW::Node, COLLADAFW::Geometry
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template<class T>
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const char *get_dae_name(T *node)
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{
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const std::string& name = node->getName();
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return name.size() ? name.c_str() : node->getOriginalId().c_str();
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}
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// use this for retrieving bone names, since these must be unique
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template<class T>
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const char *get_joint_name(T *node)
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{
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const std::string& id = node->getOriginalId();
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return id.size() ? id.c_str() : node->getName().c_str();
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}
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float get_float_value(const COLLADAFW::FloatOrDoubleArray& array, int index)
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{
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if (index >= array.getValuesCount())
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return 0.0f;
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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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else
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return array.getDoubleValues()->getData()[index];
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}
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typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex*> > TexIndexTextureArrayMap;
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class TransformReader : public TransformBase
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{
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protected:
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UnitConverter *unit_converter;
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struct Animation {
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Object *ob;
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COLLADAFW::Node *node;
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COLLADAFW::Transformation *tm; // which transform is animated by an AnimationList->id
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};
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public:
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TransformReader(UnitConverter* conv) : unit_converter(conv) {}
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void get_node_mat(float mat[][4], COLLADAFW::Node *node, std::map<COLLADAFW::UniqueId, Animation> *animation_map,
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Object *ob)
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{
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float cur[4][4];
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float copy[4][4];
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Mat4One(mat);
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for (int i = 0; i < node->getTransformations().getCount(); i++) {
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COLLADAFW::Transformation *tm = node->getTransformations()[i];
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COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
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switch(type) {
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case COLLADAFW::Transformation::TRANSLATE:
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{
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COLLADAFW::Translate *tra = (COLLADAFW::Translate*)tm;
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COLLADABU::Math::Vector3& t = tra->getTranslation();
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Mat4One(cur);
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cur[3][0] = (float)t[0];
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cur[3][1] = (float)t[1];
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cur[3][2] = (float)t[2];
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}
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break;
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case COLLADAFW::Transformation::ROTATE:
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{
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COLLADAFW::Rotate *ro = (COLLADAFW::Rotate*)tm;
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COLLADABU::Math::Vector3& raxis = ro->getRotationAxis();
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float angle = (float)(ro->getRotationAngle() * M_PI / 180.0f);
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float axis[] = {raxis[0], raxis[1], raxis[2]};
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float quat[4];
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float rot_copy[3][3];
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float mat[3][3];
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AxisAngleToQuat(quat, axis, angle);
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QuatToMat4(quat, cur);
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}
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break;
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case COLLADAFW::Transformation::SCALE:
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{
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COLLADABU::Math::Vector3& s = ((COLLADAFW::Scale*)tm)->getScale();
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float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
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SizeToMat4(size, cur);
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}
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break;
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case COLLADAFW::Transformation::MATRIX:
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{
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unit_converter->mat4_from_dae(cur, ((COLLADAFW::Matrix*)tm)->getMatrix());
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}
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break;
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case COLLADAFW::Transformation::LOOKAT:
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case COLLADAFW::Transformation::SKEW:
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fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
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break;
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}
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Mat4CpyMat4(copy, mat);
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Mat4MulMat4(mat, cur, copy);
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if (animation_map) {
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// AnimationList that drives this Transformation
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const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList();
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// store this so later we can link animation data with ob
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Animation anim = {ob, node, tm};
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(*animation_map)[anim_list_id] = anim;
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}
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}
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}
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};
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// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
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class MeshImporterBase
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{
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public:
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virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
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};
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// ditto as above
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class AnimationImporterBase
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{
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public:
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virtual void change_eul_to_quat(Object *ob, bAction *act) = 0;
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};
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class ArmatureImporter : private TransformReader
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{
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private:
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Scene *scene;
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UnitConverter *unit_converter;
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// std::map<int, JointData> joint_index_to_joint_info_map;
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// std::map<COLLADAFW::UniqueId, int> joint_id_to_joint_index_map;
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struct LeafBone {
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// COLLADAFW::Node *node;
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EditBone *bone;
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char name[32];
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float mat[4][4]; // bone matrix, derived from inv_bind_mat
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};
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std::vector<LeafBone> leaf_bones;
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// int bone_direction_row; // XXX not used
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float leaf_bone_length;
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int totbone;
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// XXX not used
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// float min_angle; // minimum angle between bone head-tail and a row of bone matrix
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#if 0
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struct ArmatureJoints {
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Object *ob_arm;
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std::vector<COLLADAFW::Node*> root_joints;
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};
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std::vector<ArmatureJoints> armature_joints;
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#endif
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Object *empty; // empty for leaf bones
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std::map<COLLADAFW::UniqueId, COLLADAFW::UniqueId> geom_uid_by_controller_uid;
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std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
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std::vector<COLLADAFW::Node*> root_joints;
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std::vector<Object*> armature_objects;
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MeshImporterBase *mesh_importer;
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AnimationImporterBase *anim_importer;
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// This is used to store data passed in write_controller_data.
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// Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
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// so that arrays don't get freed until we free them explicitly.
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class SkinInfo
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{
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private:
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// to build armature bones from inverse bind matrices
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struct JointData {
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float inv_bind_mat[4][4]; // joint inverse bind matrix
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COLLADAFW::UniqueId joint_uid; // joint node UID
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// Object *ob_arm; // armature object
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};
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float bind_shape_matrix[4][4];
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// data from COLLADAFW::SkinControllerData, each array should be freed
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COLLADAFW::UIntValuesArray joints_per_vertex;
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COLLADAFW::UIntValuesArray weight_indices;
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COLLADAFW::IntValuesArray joint_indices;
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// COLLADAFW::FloatOrDoubleArray weights;
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std::vector<float> weights;
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std::vector<JointData> joint_data; // index to this vector is joint index
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UnitConverter *unit_converter;
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Object *ob_arm;
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COLLADAFW::UniqueId controller_uid;
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public:
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SkinInfo() {}
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SkinInfo(const SkinInfo& skin) : weights(skin.weights),
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joint_data(skin.joint_data),
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unit_converter(skin.unit_converter),
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ob_arm(skin.ob_arm),
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controller_uid(skin.controller_uid)
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{
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Mat4CpyMat4(bind_shape_matrix, (float (*)[4])skin.bind_shape_matrix);
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transfer_uint_array_data_const(skin.joints_per_vertex, joints_per_vertex);
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transfer_uint_array_data_const(skin.weight_indices, weight_indices);
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transfer_int_array_data_const(skin.joint_indices, joint_indices);
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}
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SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL) {}
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// nobody owns the data after this, so it should be freed manually with releaseMemory
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template <class T>
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void transfer_array_data(T& src, T& dest)
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{
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dest.setData(src.getData(), src.getCount());
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src.yieldOwnerShip();
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dest.yieldOwnerShip();
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}
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// when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
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void transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest)
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{
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dest.setData((int*)src.getData(), src.getCount());
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dest.yieldOwnerShip();
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}
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void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest)
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{
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dest.setData((unsigned int*)src.getData(), src.getCount());
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dest.yieldOwnerShip();
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}
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void borrow_skin_controller_data(const COLLADAFW::SkinControllerData* skin)
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{
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transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getJointsPerVertex(), joints_per_vertex);
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transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getWeightIndices(), weight_indices);
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transfer_array_data((COLLADAFW::IntValuesArray&)skin->getJointIndices(), joint_indices);
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// transfer_array_data(skin->getWeights(), weights);
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// cannot transfer data for FloatOrDoubleArray, copy values manually
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const COLLADAFW::FloatOrDoubleArray& weight = skin->getWeights();
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for (int i = 0; i < weight.getValuesCount(); i++)
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weights.push_back(get_float_value(weight, i));
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unit_converter->mat4_from_dae(bind_shape_matrix, skin->getBindShapeMatrix());
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}
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void free()
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{
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joints_per_vertex.releaseMemory();
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weight_indices.releaseMemory();
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joint_indices.releaseMemory();
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// weights.releaseMemory();
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}
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// using inverse bind matrices to construct armature
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// it is safe to invert them to get the original matrices
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||
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// because if they are inverse matrices, they can be inverted
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||
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void add_joint(const COLLADABU::Math::Matrix4& matrix)
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||
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{
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JointData jd;
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unit_converter->mat4_from_dae(jd.inv_bind_mat, matrix);
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||
|
joint_data.push_back(jd);
|
||
|
}
|
||
|
|
||
|
// called from write_controller
|
||
|
Object *create_armature(const COLLADAFW::SkinController* co, Scene *scene)
|
||
|
{
|
||
|
ob_arm = add_object(scene, OB_ARMATURE);
|
||
|
|
||
|
controller_uid = co->getUniqueId();
|
||
|
|
||
|
const COLLADAFW::UniqueIdArray& joint_uids = co->getJoints();
|
||
|
for (int i = 0; i < joint_uids.getCount(); i++) {
|
||
|
joint_data[i].joint_uid = joint_uids[i];
|
||
|
|
||
|
// // store armature pointer
|
||
|
// JointData& jd = joint_index_to_joint_info_map[i];
|
||
|
// jd.ob_arm = ob_arm;
|
||
|
|
||
|
// now we'll be able to get inv bind matrix from joint id
|
||
|
// joint_id_to_joint_index_map[joint_ids[i]] = i;
|
||
|
}
|
||
|
|
||
|
return ob_arm;
|
||
|
}
|
||
|
|
||
|
bool get_joint_inv_bind_matrix(float inv_bind_mat[][4], COLLADAFW::Node *node)
|
||
|
{
|
||
|
const COLLADAFW::UniqueId& uid = node->getUniqueId();
|
||
|
std::vector<JointData>::iterator it;
|
||
|
for (it = joint_data.begin(); it != joint_data.end(); it++) {
|
||
|
if ((*it).joint_uid == uid) {
|
||
|
Mat4CpyMat4(inv_bind_mat, (*it).inv_bind_mat);
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Object *get_armature()
|
||
|
{
|
||
|
return ob_arm;
|
||
|
}
|
||
|
|
||
|
const COLLADAFW::UniqueId& get_controller_uid()
|
||
|
{
|
||
|
return controller_uid;
|
||
|
}
|
||
|
|
||
|
// some nodes may not be referenced by SkinController,
|
||
|
// in this case to determine if the node belongs to this armature,
|
||
|
// we need to search down the tree
|
||
|
bool uses_joint(COLLADAFW::Node *node)
|
||
|
{
|
||
|
const COLLADAFW::UniqueId& uid = node->getUniqueId();
|
||
|
std::vector<JointData>::iterator it;
|
||
|
for (it = joint_data.begin(); it != joint_data.end(); it++) {
|
||
|
if ((*it).joint_uid == uid)
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
COLLADAFW::NodePointerArray& children = node->getChildNodes();
|
||
|
for (int i = 0; i < children.getCount(); i++) {
|
||
|
if (this->uses_joint(children[i]))
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void link_armature(bContext *C, Object *ob, std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& joint_by_uid,
|
||
|
TransformReader *tm)
|
||
|
{
|
||
|
tm->decompose(bind_shape_matrix, ob->loc, ob->rot, ob->size);
|
||
|
|
||
|
ob->parent = ob_arm;
|
||
|
ob->partype = PARSKEL;
|
||
|
ob->recalc |= OB_RECALC_OB|OB_RECALC_DATA;
|
||
|
|
||
|
((bArmature*)ob_arm->data)->deformflag = ARM_DEF_VGROUP;
|
||
|
|
||
|
// we need armature matrix here... where do we get it from I wonder...
|
||
|
// root node/joint? or node with <instance_controller>?
|
||
|
float parmat[4][4];
|
||
|
Mat4One(parmat);
|
||
|
Mat4Invert(ob->parentinv, parmat);
|
||
|
|
||
|
// create all vertex groups
|
||
|
std::vector<JointData>::iterator it;
|
||
|
int joint_index;
|
||
|
for (it = joint_data.begin(), joint_index = 0; it != joint_data.end(); it++, joint_index++) {
|
||
|
const char *name = "Group";
|
||
|
|
||
|
// name group by joint node name
|
||
|
if (joint_by_uid.find((*it).joint_uid) != joint_by_uid.end()) {
|
||
|
name = get_joint_name(joint_by_uid[(*it).joint_uid]);
|
||
|
}
|
||
|
|
||
|
ED_vgroup_add_name(ob, (char*)name);
|
||
|
}
|
||
|
|
||
|
// <vcount> - number of joints per vertex - joints_per_vertex
|
||
|
// <v> - [[bone index, weight index] * joints per vertex] * vertices - weight indices
|
||
|
// ^ bone index can be -1 meaning weight toward bind shape, how to express this in Blender?
|
||
|
|
||
|
// for each vertex in weight indices
|
||
|
// for each bone index in vertex
|
||
|
// add vertex to group at group index
|
||
|
// treat group index -1 specially
|
||
|
|
||
|
// get def group by index with BLI_findlink
|
||
|
|
||
|
for (int vertex = 0, weight = 0; vertex < joints_per_vertex.getCount(); vertex++) {
|
||
|
|
||
|
int limit = weight + joints_per_vertex[vertex];
|
||
|
for ( ; weight < limit; weight++) {
|
||
|
int joint = joint_indices[weight], joint_weight = weight_indices[weight];
|
||
|
|
||
|
// -1 means "weight towards the bind shape", we just don't assign it to any group
|
||
|
if (joint != -1) {
|
||
|
bDeformGroup *def = (bDeformGroup*)BLI_findlink(&ob->defbase, joint);
|
||
|
|
||
|
ED_vgroup_vert_add(ob, def, vertex, weights[joint_weight], WEIGHT_REPLACE);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
DAG_scene_sort(CTX_data_scene(C));
|
||
|
ED_anim_dag_flush_update(C);
|
||
|
WM_event_add_notifier(C, NC_OBJECT|ND_TRANSFORM, NULL);
|
||
|
}
|
||
|
|
||
|
bPoseChannel *get_pose_channel_from_node(COLLADAFW::Node *node)
|
||
|
{
|
||
|
return get_pose_channel(ob_arm->pose, get_joint_name(node));
|
||
|
}
|
||
|
};
|
||
|
|
||
|
std::map<COLLADAFW::UniqueId, SkinInfo> skin_by_data_uid; // data UID = skin controller data UID
|
||
|
#if 0
|
||
|
JointData *get_joint_data(COLLADAFW::Node *node)
|
||
|
{
|
||
|
const COLLADAFW::UniqueId& joint_id = node->getUniqueId();
|
||
|
|
||
|
if (joint_id_to_joint_index_map.find(joint_id) == joint_id_to_joint_index_map.end()) {
|
||
|
fprintf(stderr, "Cannot find a joint index by joint id for %s.\n",
|
||
|
node->getOriginalId().c_str());
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
int joint_index = joint_id_to_joint_index_map[joint_id];
|
||
|
|
||
|
return &joint_index_to_joint_info_map[joint_index];
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBone *parent, int totchild,
|
||
|
float parent_mat[][4], bArmature *arm)
|
||
|
{
|
||
|
float joint_inv_bind_mat[4][4];
|
||
|
|
||
|
// JointData* jd = get_joint_data(node);
|
||
|
|
||
|
float mat[4][4];
|
||
|
|
||
|
if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
|
||
|
// get original world-space matrix
|
||
|
Mat4Invert(mat, joint_inv_bind_mat);
|
||
|
}
|
||
|
// create a bone even if there's no joint data for it (i.e. it has no influence)
|
||
|
else {
|
||
|
float obmat[4][4];
|
||
|
|
||
|
// object-space
|
||
|
get_node_mat(obmat, node, NULL, NULL);
|
||
|
|
||
|
// get world-space
|
||
|
if (parent)
|
||
|
Mat4MulMat4(mat, obmat, parent_mat);
|
||
|
else
|
||
|
Mat4CpyMat4(mat, obmat);
|
||
|
}
|
||
|
|
||
|
// TODO rename from Node "name" attrs later
|
||
|
EditBone *bone = addEditBone(arm, (char*)get_joint_name(node));
|
||
|
totbone++;
|
||
|
|
||
|
if (parent) bone->parent = parent;
|
||
|
|
||
|
// set head
|
||
|
VecCopyf(bone->head, mat[3]);
|
||
|
|
||
|
// set tail, don't set it to head because 0-length bones are not allowed
|
||
|
float vec[3] = {0.0f, 0.5f, 0.0f};
|
||
|
VecAddf(bone->tail, bone->head, vec);
|
||
|
|
||
|
// set parent tail
|
||
|
if (parent && totchild == 1) {
|
||
|
VecCopyf(parent->tail, bone->head);
|
||
|
|
||
|
// XXX increase this to prevent "very" small bones?
|
||
|
const float epsilon = 0.000001f;
|
||
|
|
||
|
// derive leaf bone length
|
||
|
float length = VecLenf(parent->head, parent->tail);
|
||
|
if ((length < leaf_bone_length || totbone == 0) && length > epsilon) {
|
||
|
leaf_bone_length = length;
|
||
|
}
|
||
|
|
||
|
// treat zero-sized bone like a leaf bone
|
||
|
if (length <= epsilon) {
|
||
|
add_leaf_bone(parent_mat, parent);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
#if 0
|
||
|
// and which row in mat is bone direction
|
||
|
float vec[3];
|
||
|
VecSubf(vec, parent->tail, parent->head);
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
printvecf("tail - head", vec);
|
||
|
printmatrix4("matrix", parent_mat);
|
||
|
#endif
|
||
|
for (int i = 0; i < 3; i++) {
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
char *axis_names[] = {"X", "Y", "Z"};
|
||
|
printf("%s-axis length is %f\n", axis_names[i], VecLength(parent_mat[i]));
|
||
|
#endif
|
||
|
float angle = VecAngle2(vec, parent_mat[i]);
|
||
|
if (angle < min_angle) {
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
printvecf("picking", parent_mat[i]);
|
||
|
printf("^ %s axis of %s's matrix\n", axis_names[i], get_dae_name(node));
|
||
|
#endif
|
||
|
bone_direction_row = i;
|
||
|
min_angle = angle;
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
COLLADAFW::NodePointerArray& children = node->getChildNodes();
|
||
|
for (int i = 0; i < children.getCount(); i++) {
|
||
|
create_bone(skin, children[i], bone, children.getCount(), mat, arm);
|
||
|
}
|
||
|
|
||
|
// in second case it's not a leaf bone, but we handle it the same way
|
||
|
if (!children.getCount() || children.getCount() > 1) {
|
||
|
add_leaf_bone(mat, bone);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void add_leaf_bone(float mat[][4], EditBone *bone)
|
||
|
{
|
||
|
LeafBone leaf;
|
||
|
|
||
|
leaf.bone = bone;
|
||
|
Mat4CpyMat4(leaf.mat, mat);
|
||
|
BLI_strncpy(leaf.name, bone->name, sizeof(leaf.name));
|
||
|
|
||
|
leaf_bones.push_back(leaf);
|
||
|
}
|
||
|
|
||
|
void fix_leaf_bones()
|
||
|
{
|
||
|
// just setting tail for leaf bones here
|
||
|
|
||
|
std::vector<LeafBone>::iterator it;
|
||
|
for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
|
||
|
LeafBone& leaf = *it;
|
||
|
|
||
|
// pointing up
|
||
|
float vec[3] = {0.0f, 0.0f, 1.0f};
|
||
|
|
||
|
VecMulf(vec, leaf_bone_length);
|
||
|
|
||
|
VecCopyf(leaf.bone->tail, leaf.bone->head);
|
||
|
VecAddf(leaf.bone->tail, leaf.bone->head, vec);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void set_leaf_bone_shapes(Object *ob_arm)
|
||
|
{
|
||
|
bPose *pose = ob_arm->pose;
|
||
|
|
||
|
std::vector<LeafBone>::iterator it;
|
||
|
for (it = leaf_bones.begin(); it != leaf_bones.end(); it++) {
|
||
|
LeafBone& leaf = *it;
|
||
|
|
||
|
bPoseChannel *pchan = get_pose_channel(pose, leaf.name);
|
||
|
if (pchan) {
|
||
|
pchan->custom = get_empty_for_leaves();
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "Cannot find a pose channel for leaf bone %s\n", leaf.name);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void set_euler_rotmode()
|
||
|
{
|
||
|
// just set rotmode = ROT_MODE_EUL on pose channel for each joint
|
||
|
|
||
|
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>::iterator it;
|
||
|
|
||
|
for (it = joint_by_uid.begin(); it != joint_by_uid.end(); it++) {
|
||
|
|
||
|
COLLADAFW::Node *joint = it->second;
|
||
|
|
||
|
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator sit;
|
||
|
|
||
|
for (sit = skin_by_data_uid.begin(); sit != skin_by_data_uid.end(); sit++) {
|
||
|
SkinInfo& skin = sit->second;
|
||
|
|
||
|
if (skin.uses_joint(joint)) {
|
||
|
bPoseChannel *pchan = skin.get_pose_channel_from_node(joint);
|
||
|
|
||
|
if (pchan) {
|
||
|
pchan->rotmode = ROT_MODE_EUL;
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "Cannot find pose channel for %s.\n", get_joint_name(joint));
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Object *get_empty_for_leaves()
|
||
|
{
|
||
|
if (empty) return empty;
|
||
|
|
||
|
empty = add_object(scene, OB_EMPTY);
|
||
|
empty->empty_drawtype = OB_EMPTY_SPHERE;
|
||
|
|
||
|
return empty;
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
Object *find_armature(COLLADAFW::Node *node)
|
||
|
{
|
||
|
JointData* jd = get_joint_data(node);
|
||
|
if (jd) return jd->ob_arm;
|
||
|
|
||
|
COLLADAFW::NodePointerArray& children = node->getChildNodes();
|
||
|
for (int i = 0; i < children.getCount(); i++) {
|
||
|
Object *ob_arm = find_armature(children[i]);
|
||
|
if (ob_arm) return ob_arm;
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
ArmatureJoints& get_armature_joints(Object *ob_arm)
|
||
|
{
|
||
|
// try finding it
|
||
|
std::vector<ArmatureJoints>::iterator it;
|
||
|
for (it = armature_joints.begin(); it != armature_joints.end(); it++) {
|
||
|
if ((*it).ob_arm == ob_arm) return *it;
|
||
|
}
|
||
|
|
||
|
// not found, create one
|
||
|
ArmatureJoints aj;
|
||
|
aj.ob_arm = ob_arm;
|
||
|
armature_joints.push_back(aj);
|
||
|
|
||
|
return armature_joints.back();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void create_armature_bones(SkinInfo& skin)
|
||
|
{
|
||
|
// just do like so:
|
||
|
// - get armature
|
||
|
// - enter editmode
|
||
|
// - add edit bones and head/tail properties using matrices and parent-child info
|
||
|
// - exit edit mode
|
||
|
// - set a sphere shape to leaf bones
|
||
|
|
||
|
Object *ob_arm = skin.get_armature();
|
||
|
|
||
|
// enter armature edit mode
|
||
|
ED_armature_to_edit(ob_arm);
|
||
|
|
||
|
leaf_bones.clear();
|
||
|
totbone = 0;
|
||
|
// bone_direction_row = 1; // TODO: don't default to Y but use asset and based on it decide on default row
|
||
|
leaf_bone_length = 0.1f;
|
||
|
// min_angle = 360.0f; // minimum angle between bone head-tail and a row of bone matrix
|
||
|
|
||
|
// create bones
|
||
|
|
||
|
std::vector<COLLADAFW::Node*>::iterator it;
|
||
|
for (it = root_joints.begin(); it != root_joints.end(); it++) {
|
||
|
// since root_joints may contain joints for multiple controllers, we need to filter
|
||
|
if (skin.uses_joint(*it)) {
|
||
|
create_bone(skin, *it, NULL, (*it)->getChildNodes().getCount(), NULL, (bArmature*)ob_arm->data);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fix_leaf_bones();
|
||
|
|
||
|
// exit armature edit mode
|
||
|
ED_armature_from_edit(ob_arm);
|
||
|
ED_armature_edit_free(ob_arm);
|
||
|
DAG_id_flush_update(&ob_arm->id, OB_RECALC_OB|OB_RECALC_DATA);
|
||
|
|
||
|
set_leaf_bone_shapes(ob_arm);
|
||
|
|
||
|
set_euler_rotmode();
|
||
|
}
|
||
|
|
||
|
|
||
|
public:
|
||
|
|
||
|
ArmatureImporter(UnitConverter *conv, MeshImporterBase *mesh, AnimationImporterBase *anim, Scene *sce) :
|
||
|
TransformReader(conv), scene(sce), empty(NULL), mesh_importer(mesh), anim_importer(anim) {}
|
||
|
|
||
|
~ArmatureImporter()
|
||
|
{
|
||
|
// free skin controller data if we forget to do this earlier
|
||
|
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
|
||
|
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
|
||
|
it->second.free();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// root - if this joint is the top joint in hierarchy, if a joint
|
||
|
// is a child of a node (not joint), root should be true since
|
||
|
// this is where we build armature bones from
|
||
|
void add_joint(COLLADAFW::Node *node, bool root)
|
||
|
{
|
||
|
joint_by_uid[node->getUniqueId()] = node;
|
||
|
if (root) root_joints.push_back(node);
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
void add_root_joint(COLLADAFW::Node *node)
|
||
|
{
|
||
|
// root_joints.push_back(node);
|
||
|
Object *ob_arm = find_armature(node);
|
||
|
if (ob_arm) {
|
||
|
get_armature_joints(ob_arm).root_joints.push_back(node);
|
||
|
}
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
else {
|
||
|
fprintf(stderr, "%s cannot be added to armature.\n", get_joint_name(node));
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
// here we add bones to armatures, having armatures previously created in write_controller
|
||
|
void make_armatures(bContext *C)
|
||
|
{
|
||
|
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
|
||
|
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
|
||
|
|
||
|
SkinInfo& skin = it->second;
|
||
|
|
||
|
create_armature_bones(skin);
|
||
|
|
||
|
// link armature with an object
|
||
|
Object *ob = mesh_importer->get_object_by_geom_uid(*get_geometry_uid(skin.get_controller_uid()));
|
||
|
if (ob) {
|
||
|
skin.link_armature(C, ob, joint_by_uid, this);
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "Cannot find object to link armature with.\n");
|
||
|
}
|
||
|
|
||
|
// free memory stolen from SkinControllerData
|
||
|
skin.free();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if 0
|
||
|
// link with meshes, create vertex groups, assign weights
|
||
|
void link_armature(Object *ob_arm, const COLLADAFW::UniqueId& geom_id, const COLLADAFW::UniqueId& controller_data_id)
|
||
|
{
|
||
|
Object *ob = mesh_importer->get_object_by_geom_uid(geom_id);
|
||
|
|
||
|
if (!ob) {
|
||
|
fprintf(stderr, "Cannot find object by geometry UID.\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (skin_by_data_uid.find(controller_data_id) == skin_by_data_uid.end()) {
|
||
|
fprintf(stderr, "Cannot find skin info by controller data UID.\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
SkinInfo& skin = skin_by_data_uid[conroller_data_id];
|
||
|
|
||
|
// create vertex groups
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bool write_skin_controller_data(const COLLADAFW::SkinControllerData* data)
|
||
|
{
|
||
|
// at this stage we get vertex influence info that should go into me->verts and ob->defbase
|
||
|
// there's no info to which object this should be long so we associate it with skin controller data UID
|
||
|
|
||
|
// don't forget to call unique_vertexgroup_name before we copy
|
||
|
|
||
|
// controller data uid -> [armature] -> joint data,
|
||
|
// [mesh object]
|
||
|
//
|
||
|
|
||
|
SkinInfo skin(unit_converter);
|
||
|
skin.borrow_skin_controller_data(data);
|
||
|
|
||
|
// store join inv bind matrix to use it later in armature construction
|
||
|
const COLLADAFW::Matrix4Array& inv_bind_mats = data->getInverseBindMatrices();
|
||
|
for (int i = 0; i < data->getJointsCount(); i++) {
|
||
|
skin.add_joint(inv_bind_mats[i]);
|
||
|
}
|
||
|
|
||
|
skin_by_data_uid[data->getUniqueId()] = skin;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool write_controller(const COLLADAFW::Controller* controller)
|
||
|
{
|
||
|
// - create and store armature object
|
||
|
|
||
|
const COLLADAFW::UniqueId& skin_id = controller->getUniqueId();
|
||
|
|
||
|
if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) {
|
||
|
|
||
|
COLLADAFW::SkinController *co = (COLLADAFW::SkinController*)controller;
|
||
|
|
||
|
// to find geom id by controller id
|
||
|
geom_uid_by_controller_uid[skin_id] = co->getSource();
|
||
|
|
||
|
const COLLADAFW::UniqueId& data_uid = co->getSkinControllerData();
|
||
|
if (skin_by_data_uid.find(data_uid) == skin_by_data_uid.end()) {
|
||
|
fprintf(stderr, "Cannot find skin by controller data UID.\n");
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
Object *ob_arm = skin_by_data_uid[data_uid].create_armature(co, scene);
|
||
|
|
||
|
armature_objects.push_back(ob_arm);
|
||
|
}
|
||
|
// morph controller
|
||
|
else {
|
||
|
// shape keys? :)
|
||
|
fprintf(stderr, "Morph controller is not supported yet.\n");
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
COLLADAFW::UniqueId *get_geometry_uid(const COLLADAFW::UniqueId& controller_uid)
|
||
|
{
|
||
|
if (geom_uid_by_controller_uid.find(controller_uid) == geom_uid_by_controller_uid.end())
|
||
|
return NULL;
|
||
|
|
||
|
return &geom_uid_by_controller_uid[controller_uid];
|
||
|
}
|
||
|
|
||
|
Object *get_armature_for_joint(COLLADAFW::Node *node)
|
||
|
{
|
||
|
std::map<COLLADAFW::UniqueId, SkinInfo>::iterator it;
|
||
|
for (it = skin_by_data_uid.begin(); it != skin_by_data_uid.end(); it++) {
|
||
|
SkinInfo& skin = it->second;
|
||
|
|
||
|
if (skin.uses_joint(node))
|
||
|
return skin.get_armature();
|
||
|
}
|
||
|
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
void get_rna_path_for_joint(COLLADAFW::Node *node, char *joint_path, size_t count)
|
||
|
{
|
||
|
BLI_snprintf(joint_path, count, "pose.pose_channels[\"%s\"]", get_joint_name(node));
|
||
|
}
|
||
|
|
||
|
void fix_animation()
|
||
|
{
|
||
|
/* Change Euler rotation to Quaternion for bone animation */
|
||
|
std::vector<Object*>::iterator it;
|
||
|
for (it = armature_objects.begin(); it != armature_objects.end(); it++) {
|
||
|
Object *ob = *it;
|
||
|
if (!ob || !ob->adt || !ob->adt->action) continue;
|
||
|
anim_importer->change_eul_to_quat(ob, ob->adt->action);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
class MeshImporter : public MeshImporterBase
|
||
|
{
|
||
|
private:
|
||
|
|
||
|
Scene *scene;
|
||
|
ArmatureImporter *armature_importer;
|
||
|
|
||
|
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
|
||
|
// this structure is used to assign material indices to faces
|
||
|
// it holds a portion of Mesh faces and corresponds to a DAE primitive list (<triangles>, <polylist>, etc.)
|
||
|
struct Primitive {
|
||
|
MFace *mface;
|
||
|
unsigned int totface;
|
||
|
};
|
||
|
typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive> > MaterialIdPrimitiveArrayMap;
|
||
|
std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map; // crazy name!
|
||
|
|
||
|
class UVDataWrapper
|
||
|
{
|
||
|
COLLADAFW::MeshVertexData *mVData;
|
||
|
public:
|
||
|
UVDataWrapper(COLLADAFW::MeshVertexData& vdata) : mVData(&vdata)
|
||
|
{}
|
||
|
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
void print()
|
||
|
{
|
||
|
fprintf(stderr, "UVs:\n");
|
||
|
switch(mVData->getType()) {
|
||
|
case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT:
|
||
|
{
|
||
|
COLLADAFW::ArrayPrimitiveType<float>* values = mVData->getFloatValues();
|
||
|
if (values->getCount()) {
|
||
|
for (int i = 0; i < values->getCount(); i += 2) {
|
||
|
fprintf(stderr, "%.1f, %.1f\n", (*values)[i], (*values)[i+1]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE:
|
||
|
{
|
||
|
COLLADAFW::ArrayPrimitiveType<double>* values = mVData->getDoubleValues();
|
||
|
if (values->getCount()) {
|
||
|
for (int i = 0; i < values->getCount(); i += 2) {
|
||
|
fprintf(stderr, "%.1f, %.1f\n", (float)(*values)[i], (float)(*values)[i+1]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
fprintf(stderr, "\n");
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void getUV(int uv_set_index, int uv_index[2], float *uv)
|
||
|
{
|
||
|
switch(mVData->getType()) {
|
||
|
case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT:
|
||
|
{
|
||
|
COLLADAFW::ArrayPrimitiveType<float>* values = mVData->getFloatValues();
|
||
|
if (values->empty()) return;
|
||
|
uv[0] = (*values)[uv_index[0]];
|
||
|
uv[1] = (*values)[uv_index[1]];
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE:
|
||
|
{
|
||
|
COLLADAFW::ArrayPrimitiveType<double>* values = mVData->getDoubleValues();
|
||
|
if (values->empty()) return;
|
||
|
uv[0] = (float)(*values)[uv_index[0]];
|
||
|
uv[1] = (float)(*values)[uv_index[1]];
|
||
|
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void set_face_indices(MFace *mface, unsigned int *indices, bool quad)
|
||
|
{
|
||
|
mface->v1 = indices[0];
|
||
|
mface->v2 = indices[1];
|
||
|
mface->v3 = indices[2];
|
||
|
if (quad) mface->v4 = indices[3];
|
||
|
else mface->v4 = 0;
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
// fprintf(stderr, "%u, %u, %u \n", indices[0], indices[1], indices[2]);
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// change face indices order so that v4 is not 0
|
||
|
void rotate_face_indices(MFace *mface) {
|
||
|
mface->v4 = mface->v1;
|
||
|
mface->v1 = mface->v2;
|
||
|
mface->v2 = mface->v3;
|
||
|
mface->v3 = 0;
|
||
|
}
|
||
|
|
||
|
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs, int uv_set_index,
|
||
|
COLLADAFW::IndexList& index_list, unsigned int *tris_indices)
|
||
|
{
|
||
|
int uv_indices[4][2];
|
||
|
|
||
|
// per face vertex indices, this means for quad we have 4 indices, not 8
|
||
|
COLLADAFW::UIntValuesArray& indices = index_list.getIndices();
|
||
|
|
||
|
// make indices into FloatOrDoubleArray
|
||
|
for (int i = 0; i < 3; i++) {
|
||
|
int uv_index = indices[tris_indices[i]];
|
||
|
uv_indices[i][0] = uv_index * 2;
|
||
|
uv_indices[i][1] = uv_index * 2 + 1;
|
||
|
}
|
||
|
|
||
|
uvs.getUV(uv_set_index, uv_indices[0], mtface->uv[0]);
|
||
|
uvs.getUV(uv_set_index, uv_indices[1], mtface->uv[1]);
|
||
|
uvs.getUV(uv_set_index, uv_indices[2], mtface->uv[2]);
|
||
|
}
|
||
|
|
||
|
void set_face_uv(MTFace *mtface, UVDataWrapper &uvs, int uv_set_index,
|
||
|
COLLADAFW::IndexList& index_list, int index, bool quad)
|
||
|
{
|
||
|
int uv_indices[4][2];
|
||
|
|
||
|
// per face vertex indices, this means for quad we have 4 indices, not 8
|
||
|
COLLADAFW::UIntValuesArray& indices = index_list.getIndices();
|
||
|
|
||
|
// make indices into FloatOrDoubleArray
|
||
|
for (int i = 0; i < (quad ? 4 : 3); i++) {
|
||
|
int uv_index = indices[index + i];
|
||
|
uv_indices[i][0] = uv_index * 2;
|
||
|
uv_indices[i][1] = uv_index * 2 + 1;
|
||
|
}
|
||
|
|
||
|
uvs.getUV(uv_set_index, uv_indices[0], mtface->uv[0]);
|
||
|
uvs.getUV(uv_set_index, uv_indices[1], mtface->uv[1]);
|
||
|
uvs.getUV(uv_set_index, uv_indices[2], mtface->uv[2]);
|
||
|
|
||
|
if (quad) uvs.getUV(uv_set_index, uv_indices[3], mtface->uv[3]);
|
||
|
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
/*if (quad) {
|
||
|
fprintf(stderr, "face uv:\n"
|
||
|
"((%d, %d), (%d, %d), (%d, %d), (%d, %d))\n"
|
||
|
"((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n",
|
||
|
|
||
|
uv_indices[0][0], uv_indices[0][1],
|
||
|
uv_indices[1][0], uv_indices[1][1],
|
||
|
uv_indices[2][0], uv_indices[2][1],
|
||
|
uv_indices[3][0], uv_indices[3][1],
|
||
|
|
||
|
mtface->uv[0][0], mtface->uv[0][1],
|
||
|
mtface->uv[1][0], mtface->uv[1][1],
|
||
|
mtface->uv[2][0], mtface->uv[2][1],
|
||
|
mtface->uv[3][0], mtface->uv[3][1]);
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "face uv:\n"
|
||
|
"((%d, %d), (%d, %d), (%d, %d))\n"
|
||
|
"((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n",
|
||
|
|
||
|
uv_indices[0][0], uv_indices[0][1],
|
||
|
uv_indices[1][0], uv_indices[1][1],
|
||
|
uv_indices[2][0], uv_indices[2][1],
|
||
|
|
||
|
mtface->uv[0][0], mtface->uv[0][1],
|
||
|
mtface->uv[1][0], mtface->uv[1][1],
|
||
|
mtface->uv[2][0], mtface->uv[2][1]);
|
||
|
}*/
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
void print_index_list(COLLADAFW::IndexList& index_list)
|
||
|
{
|
||
|
fprintf(stderr, "Index list for \"%s\":\n", index_list.getName().c_str());
|
||
|
for (int i = 0; i < index_list.getIndicesCount(); i += 2) {
|
||
|
fprintf(stderr, "%u, %u\n", index_list.getIndex(i), index_list.getIndex(i + 1));
|
||
|
}
|
||
|
fprintf(stderr, "\n");
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
bool is_nice_mesh(COLLADAFW::Mesh *mesh)
|
||
|
{
|
||
|
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
|
||
|
int i;
|
||
|
|
||
|
const char *name = get_dae_name(mesh);
|
||
|
|
||
|
for (i = 0; i < prim_arr.getCount(); i++) {
|
||
|
|
||
|
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
|
||
|
COLLADAFW::MeshPrimitive::PrimitiveType type = mp->getPrimitiveType();
|
||
|
|
||
|
const char *type_str = primTypeToStr(type);
|
||
|
|
||
|
// OpenCollada passes POLYGONS type for <polylist>
|
||
|
if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) {
|
||
|
|
||
|
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp;
|
||
|
COLLADAFW::Polygons::VertexCountArray& vca = mpvc->getGroupedVerticesVertexCountArray();
|
||
|
|
||
|
for(int j = 0; j < vca.getCount(); j++){
|
||
|
int count = vca[j];
|
||
|
if (count < 3) {
|
||
|
fprintf(stderr, "Primitive %s in %s has at least one face with vertex count < 3\n",
|
||
|
type_str, name);
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else if(type != COLLADAFW::MeshPrimitive::TRIANGLES) {
|
||
|
fprintf(stderr, "Primitive type %s is not supported.\n", type_str);
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (mesh->getPositions().empty()) {
|
||
|
fprintf(stderr, "Mesh %s has no vertices.\n", name);
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me)
|
||
|
{
|
||
|
// vertices
|
||
|
me->totvert = mesh->getPositions().getFloatValues()->getCount() / 3;
|
||
|
me->mvert = (MVert*)CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, me->totvert);
|
||
|
|
||
|
const COLLADAFW::MeshVertexData& pos = mesh->getPositions();
|
||
|
MVert *mvert;
|
||
|
int i, j;
|
||
|
|
||
|
for (i = 0, mvert = me->mvert; i < me->totvert; i++, mvert++) {
|
||
|
j = i * 3;
|
||
|
|
||
|
if (pos.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT) {
|
||
|
const float *array = pos.getFloatValues()->getData();
|
||
|
mvert->co[0] = array[j];
|
||
|
mvert->co[1] = array[j + 1];
|
||
|
mvert->co[2] = array[j + 2];
|
||
|
}
|
||
|
else if (pos.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE){
|
||
|
const double *array = pos.getDoubleValues()->getData();
|
||
|
mvert->co[0] = (float)array[j];
|
||
|
mvert->co[1] = (float)array[j + 1];
|
||
|
mvert->co[2] = (float)array[j + 2];
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "Cannot read vertex positions: unknown data type.\n");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int triangulate(int *indices, int vcount, MVert *verts, std::vector<unsigned int>& tri)
|
||
|
{
|
||
|
ListBase dispbase = {NULL, NULL};
|
||
|
DispList *dl;
|
||
|
float *vert;
|
||
|
int i = 0;
|
||
|
|
||
|
dispbase.first = dispbase.last = NULL;
|
||
|
|
||
|
dl = (DispList*)MEM_callocN(sizeof(DispList), "poly disp");
|
||
|
BLI_addtail(&dispbase, dl);
|
||
|
dl->type = DL_INDEX3;
|
||
|
dl->nr = vcount;
|
||
|
dl->type = DL_POLY;
|
||
|
dl->parts = 1;
|
||
|
dl->col = 0;
|
||
|
dl->verts = vert = (float*)MEM_callocN( sizeof(float) * 3 * vcount, "dl verts");
|
||
|
dl->index = (int*)MEM_callocN(sizeof(int) * 3 * vcount, "dl index");
|
||
|
|
||
|
for (i = 0; i < vcount; ++i, vert += 3) {
|
||
|
MVert *mvert = &verts[indices[i]];
|
||
|
vert[0] = mvert->co[0];
|
||
|
vert[1] = mvert->co[1];
|
||
|
vert[2] = mvert->co[2];
|
||
|
//fprintf(stderr, "%.1f %.1f %.1f \n", mvert->co[0], mvert->co[1], mvert->co[2]);
|
||
|
}
|
||
|
|
||
|
filldisplist(&dispbase, &dispbase);
|
||
|
|
||
|
dl = (DispList*)dispbase.first;
|
||
|
int tottri = dl->parts;
|
||
|
int *index = dl->index;
|
||
|
|
||
|
for (i = 0; i < tottri * 3; i++, index++) {
|
||
|
tri.push_back(*index);
|
||
|
}
|
||
|
|
||
|
freedisplist(&dispbase);
|
||
|
|
||
|
return tottri;
|
||
|
}
|
||
|
|
||
|
int count_new_tris(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris)
|
||
|
{
|
||
|
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
|
||
|
int i, j, k;
|
||
|
|
||
|
for (i = 0; i < prim_arr.getCount(); i++) {
|
||
|
|
||
|
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
|
||
|
int type = mp->getPrimitiveType();
|
||
|
size_t prim_totface = mp->getFaceCount();
|
||
|
unsigned int *indices = mp->getPositionIndices().getData();
|
||
|
|
||
|
if (type == COLLADAFW::MeshPrimitive::POLYLIST ||
|
||
|
type == COLLADAFW::MeshPrimitive::POLYGONS) {
|
||
|
|
||
|
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp;
|
||
|
COLLADAFW::Polygons::VertexCountArray& vcounta = mpvc->getGroupedVerticesVertexCountArray();
|
||
|
|
||
|
for (j = 0; j < prim_totface; j++) {
|
||
|
|
||
|
int vcount = vcounta[j];
|
||
|
|
||
|
if (vcount > 4) {
|
||
|
// create triangles using PolyFill
|
||
|
int *temp_indices = (int*)MEM_callocN(sizeof(int) * vcount, "face_index");
|
||
|
|
||
|
for (k = 0; k < vcount; k++) {
|
||
|
temp_indices[k] = indices[k];
|
||
|
}
|
||
|
|
||
|
std::vector<unsigned int> tri;
|
||
|
|
||
|
int totri = triangulate(temp_indices, vcount, me->mvert, tri);
|
||
|
new_tris += totri - 1;
|
||
|
MEM_freeN(temp_indices);
|
||
|
indices += vcount;
|
||
|
}
|
||
|
else if (vcount == 4 || vcount == 3) {
|
||
|
indices += vcount;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return new_tris;
|
||
|
}
|
||
|
|
||
|
// TODO: import uv set names
|
||
|
void read_faces(COLLADAFW::Mesh *mesh, Mesh *me, int new_tris)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
// allocate faces
|
||
|
me->totface = mesh->getFacesCount() + new_tris;
|
||
|
me->mface = (MFace*)CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, me->totface);
|
||
|
|
||
|
// allocate UV layers
|
||
|
int totuvset = mesh->getUVCoords().getInputInfosArray().getCount();
|
||
|
|
||
|
for (i = 0; i < totuvset; i++) {
|
||
|
CustomData_add_layer(&me->fdata, CD_MTFACE, CD_CALLOC, NULL, me->totface);
|
||
|
//this->set_layername_map[i] = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
|
||
|
}
|
||
|
|
||
|
// activate the first uv layer
|
||
|
if (totuvset) me->mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, 0);
|
||
|
|
||
|
UVDataWrapper uvs(mesh->getUVCoords());
|
||
|
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
// uvs.print();
|
||
|
#endif
|
||
|
|
||
|
MFace *mface = me->mface;
|
||
|
|
||
|
MaterialIdPrimitiveArrayMap mat_prim_map;
|
||
|
|
||
|
int face_index = 0;
|
||
|
|
||
|
COLLADAFW::MeshPrimitiveArray& prim_arr = mesh->getMeshPrimitives();
|
||
|
|
||
|
for (i = 0; i < prim_arr.getCount(); i++) {
|
||
|
|
||
|
COLLADAFW::MeshPrimitive *mp = prim_arr[i];
|
||
|
|
||
|
// faces
|
||
|
size_t prim_totface = mp->getFaceCount();
|
||
|
unsigned int *indices = mp->getPositionIndices().getData();
|
||
|
int j, k;
|
||
|
int type = mp->getPrimitiveType();
|
||
|
int index = 0;
|
||
|
|
||
|
// since we cannot set mface->mat_nr here, we store a portion of me->mface in Primitive
|
||
|
Primitive prim = {mface, 0};
|
||
|
COLLADAFW::IndexListArray& index_list_array = mp->getUVCoordIndicesArray();
|
||
|
|
||
|
#ifdef COLLADA_DEBUG
|
||
|
/*
|
||
|
fprintf(stderr, "Primitive %d:\n", i);
|
||
|
for (int j = 0; j < totuvset; j++) {
|
||
|
print_index_list(*index_list_array[j]);
|
||
|
}
|
||
|
*/
|
||
|
#endif
|
||
|
|
||
|
if (type == COLLADAFW::MeshPrimitive::TRIANGLES) {
|
||
|
for (j = 0; j < prim_totface; j++){
|
||
|
|
||
|
set_face_indices(mface, indices, false);
|
||
|
indices += 3;
|
||
|
|
||
|
for (k = 0; k < totuvset; k++) {
|
||
|
// get mtface by face index and uv set index
|
||
|
MTFace *mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
|
||
|
set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, false);
|
||
|
}
|
||
|
|
||
|
index += 3;
|
||
|
mface++;
|
||
|
face_index++;
|
||
|
prim.totface++;
|
||
|
}
|
||
|
}
|
||
|
else if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) {
|
||
|
COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp;
|
||
|
COLLADAFW::Polygons::VertexCountArray& vcounta = mpvc->getGroupedVerticesVertexCountArray();
|
||
|
|
||
|
for (j = 0; j < prim_totface; j++) {
|
||
|
|
||
|
// face
|
||
|
int vcount = vcounta[j];
|
||
|
if (vcount == 3 || vcount == 4) {
|
||
|
|
||
|
set_face_indices(mface, indices, vcount == 4);
|
||
|
indices += vcount;
|
||
|
|
||
|
// do the trick if needed
|
||
|
if (vcount == 4 && mface->v4 == 0)
|
||
|
rotate_face_indices(mface);
|
||
|
|
||
|
|
||
|
// set mtface for each uv set
|
||
|
// it is assumed that all primitives have equal number of UV sets
|
||
|
|
||
|
for (k = 0; k < totuvset; k++) {
|
||
|
// get mtface by face index and uv set index
|
||
|
MTFace *mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k);
|
||
|
set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, mface->v4 != 0);
|
||
|
}
|
||
|
|
||
|
index += mface->v4 ? 4 : 3;
|
||
|
mface++;
|
||
|
face_index++;
|
||
|
prim.totface++;
|
||
|
|
||
|
}
|
||
|
else {
|
||
|
// create triangles using PolyFill
|
||
|
int *temp_indices = (int*)MEM_callocN(sizeof(int) *vcount, "face_index");
|
||
|
int *temp_uv_indices = (int*)MEM_callocN(sizeof(int) *vcount, "uv_index");
|
||
|
|
||
|
for (k = 0; k < vcount; k++) {
|
||
|
temp_indices[k] = indices[k];
|
||
|
temp_uv_indices[k] = index + k;
|
||
|
}
|
||
|
|
||
|
std::vector<unsigned int> tri;
|
||
|
|
||
|
int totri = triangulate(temp_indices, vcount, me->mvert, tri);
|
||
|
|
||
|
for (k = 0; k < tri.size() / 3; k++) {
|
||
|
unsigned int tris_indices[3];
|
||
|
unsigned int uv_indices[3];
|
||
|
tris_indices[0] = temp_indices[tri[k * 3]];
|
||
|
tris_indices[1] = temp_indices[tri[k * 3 + 1]];
|
||
|
tris_indices[2] = temp_indices[tri[k * 3 + 2]];
|
||
|
uv_indices[0] = temp_uv_indices[tri[k * 3]];
|
||
|
uv_indices[1] = temp_uv_indices[tri[k * 3 + 1]];
|
||
|
uv_indices[2] = temp_uv_indices[tri[k * 3 + 2]];
|
||
|
//fprintf(stderr, "%u %u %u \n", tris_indices[0], tris_indices[1], tris_indices[2]);
|
||
|
set_face_indices(mface, tris_indices, false);
|
||
|
|
||
|
for (int l = 0; l < totuvset; l++) {
|
||
|
// get mtface by face index and uv set index
|
||
|
MTFace *mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, l);
|
||
|
set_face_uv(&mtface[face_index], uvs, l, *index_list_array[l], uv_indices);
|
||
|
|
||
|
}
|
||
|
|
||
|
mface++;
|
||
|
face_index++;
|
||
|
prim.totface++;
|
||
|
}
|
||
|
|
||
|
index += vcount;
|
||
|
indices += vcount;
|
||
|
MEM_freeN(temp_indices);
|
||
|
MEM_freeN(temp_uv_indices);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
mat_prim_map[mp->getMaterialId()].push_back(prim);
|
||
|
}
|
||
|
|
||
|
geom_uid_mat_mapping_map[mesh->getUniqueId()] = mat_prim_map;
|
||
|
}
|
||
|
|
||
|
public:
|
||
|
|
||
|
MeshImporter(ArmatureImporter *arm, Scene *sce) : scene(sce), armature_importer(arm) {}
|
||
|
|
||
|
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid)
|
||
|
{
|
||
|
if (uid_object_map.find(geom_uid) != uid_object_map.end())
|
||
|
return uid_object_map[geom_uid];
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
MTex *assign_textures_to_uvlayer(COLLADAFW::InstanceGeometry::TextureCoordinateBinding &ctexture,
|
||
|
Mesh *me, TexIndexTextureArrayMap& texindex_texarray_map,
|
||
|
MTex *color_texture)
|
||
|
{
|
||
|
|
||
|
COLLADAFW::TextureMapId texture_index = ctexture.textureMapId;
|
||
|
|
||
|
char *uvname = CustomData_get_layer_name(&me->fdata, CD_MTFACE, ctexture.setIndex);
|
||
|
|
||
|
if (texindex_texarray_map.find(texture_index) == texindex_texarray_map.end()) {
|
||
|
|
||
|
fprintf(stderr, "Cannot find texture array by texture index.\n");
|
||
|
return color_texture;
|
||
|
}
|
||
|
|
||
|
std::vector<MTex*> textures = texindex_texarray_map[texture_index];
|
||
|
|
||
|
std::vector<MTex*>::iterator it;
|
||
|
|
||
|
for (it = textures.begin(); it != textures.end(); it++) {
|
||
|
|
||
|
MTex *texture = *it;
|
||
|
|
||
|
if (texture) {
|
||
|
strcpy(texture->uvname, uvname);
|
||
|
if (texture->mapto == MAP_COL) color_texture = texture;
|
||
|
}
|
||
|
}
|
||
|
return color_texture;
|
||
|
}
|
||
|
|
||
|
MTFace *assign_material_to_geom(COLLADAFW::InstanceGeometry::MaterialBinding cmaterial,
|
||
|
std::map<COLLADAFW::UniqueId, Material*>& uid_material_map,
|
||
|
Object *ob, const COLLADAFW::UniqueId *geom_uid,
|
||
|
MTex **color_texture, char *layername, MTFace *texture_face,
|
||
|
std::map<Material*, TexIndexTextureArrayMap>& material_texture_mapping_map, int mat_index)
|
||
|
{
|
||
|
Mesh *me = (Mesh*)ob->data;
|
||
|
const COLLADAFW::UniqueId& ma_uid = cmaterial.getReferencedMaterial();
|
||
|
|
||
|
// do we know this material?
|
||
|
if (uid_material_map.find(ma_uid) == uid_material_map.end()) {
|
||
|
|
||
|
fprintf(stderr, "Cannot find material by UID.\n");
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
Material *ma = uid_material_map[ma_uid];
|
||
|
assign_material(ob, ma, ob->totcol + 1);
|
||
|
|
||
|
COLLADAFW::InstanceGeometry::TextureCoordinateBindingArray& tex_array =
|
||
|
cmaterial.getTextureCoordinateBindingArray();
|
||
|
TexIndexTextureArrayMap texindex_texarray_map = material_texture_mapping_map[ma];
|
||
|
unsigned int i;
|
||
|
// loop through <bind_vertex_inputs>
|
||
|
for (i = 0; i < tex_array.getCount(); i++) {
|
||
|
|
||
|
*color_texture = assign_textures_to_uvlayer(tex_array[i], me, texindex_texarray_map,
|
||
|
*color_texture);
|
||
|
}
|
||
|
|
||
|
// set texture face
|
||
|
if (*color_texture &&
|
||
|
strlen((*color_texture)->uvname) &&
|
||
|
strcmp(layername, (*color_texture)->uvname) != 0) {
|
||
|
|
||
|
texture_face = (MTFace*)CustomData_get_layer_named(&me->fdata, CD_MTFACE,
|
||
|
(*color_texture)->uvname);
|
||
|
strcpy(layername, (*color_texture)->uvname);
|
||
|
}
|
||
|
|
||
|
MaterialIdPrimitiveArrayMap& mat_prim_map = geom_uid_mat_mapping_map[*geom_uid];
|
||
|
COLLADAFW::MaterialId mat_id = cmaterial.getMaterialId();
|
||
|
|
||
|
// assign material indices to mesh faces
|
||
|
if (mat_prim_map.find(mat_id) != mat_prim_map.end()) {
|
||
|
|
||
|
std::vector<Primitive>& prims = mat_prim_map[mat_id];
|
||
|
|
||
|
std::vector<Primitive>::iterator it;
|
||
|
|
||
|
for (it = prims.begin(); it != prims.end(); it++) {
|
||
|
Primitive& prim = *it;
|
||
|
i = 0;
|
||
|
while (i++ < prim.totface) {
|
||
|
prim.mface->mat_nr = mat_index;
|
||
|
prim.mface++;
|
||
|
// bind texture images to faces
|
||
|
if (texture_face && (*color_texture)) {
|
||
|
texture_face->mode = TF_TEX;
|
||
|
texture_face->tpage = (Image*)(*color_texture)->tex->ima;
|
||
|
texture_face++;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return texture_face;
|
||
|
}
|
||
|
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
const COLLADAFW::UniqueId *geom_uid = &geom->getInstanciatedObjectId();
|
||
|
|
||
|
// check if node instanciates controller or geometry
|
||
|
if (isController) {
|
||
|
|
||
|
geom_uid = armature_importer->get_geometry_uid(*geom_uid);
|
||
|
|
||
|
if (!geom_uid) {
|
||
|
fprintf(stderr, "Couldn't find a mesh UID by controller's UID.\n");
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
if (uid_mesh_map.find(*geom_uid) == uid_mesh_map.end()) {
|
||
|
// this could happen if a mesh was not created
|
||
|
// (e.g. if it contains unsupported geometry)
|
||
|
fprintf(stderr, "Couldn't find a mesh by UID.\n");
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
if (!uid_mesh_map[*geom_uid]) return NULL;
|
||
|
|
||
|
Object *ob = add_object(scene, OB_MESH);
|
||
|
|
||
|
// store object pointer for ArmatureImporter
|
||
|
uid_object_map[*geom_uid] = ob;
|
||
|
|
||
|
// name Object
|
||
|
const std::string& id = node->getOriginalId();
|
||
|
if (id.length())
|
||
|
rename_id(&ob->id, (char*)id.c_str());
|
||
|
|
||
|
// replace ob->data freeing the old one
|
||
|
Mesh *old_mesh = (Mesh*)ob->data;
|
||
|
|
||
|
set_mesh(ob, uid_mesh_map[*geom_uid]);
|
||
|
|
||
|
if (old_mesh->id.us == 0) free_libblock(&G.main->mesh, old_mesh);
|
||
|
|
||
|
char layername[100];
|
||
|
MTFace *texture_face = NULL;
|
||
|
MTex *color_texture = NULL;
|
||
|
|
||
|
COLLADAFW::InstanceGeometry::MaterialBindingArray& mat_array =
|
||
|
geom->getMaterialBindings();
|
||
|
|
||
|
// loop through geom's materials
|
||
|
for (unsigned int i = 0; i < mat_array.getCount(); i++) {
|
||
|
|
||
|
texture_face = assign_material_to_geom(mat_array[i], uid_material_map, ob, geom_uid,
|
||
|
&color_texture, layername, texture_face,
|
||
|
material_texture_mapping_map, i);
|
||
|
}
|
||
|
|
||
|
return ob;
|
||
|
}
|
||
|
|
||
|
// 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)
|
||
|
{
|
||
|
// TODO: import also uvs, normals
|
||
|
// XXX what to do with normal indices?
|
||
|
// XXX num_normals may be != num verts, then what to do?
|
||
|
|
||
|
// check geometry->getType() first
|
||
|
if (geom->getType() != COLLADAFW::Geometry::GEO_TYPE_MESH) {
|
||
|
// TODO: report warning
|
||
|
fprintf(stderr, "Mesh type %s is not supported\n", geomTypeToStr(geom->getType()));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
COLLADAFW::Mesh *mesh = (COLLADAFW::Mesh*)geom;
|
||
|
|
||
|
if (!is_nice_mesh(mesh)) {
|
||
|
fprintf(stderr, "Ignoring mesh %s\n", get_dae_name(mesh));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
const std::string& str_geom_id = mesh->getOriginalId();
|
||
|
Mesh *me = add_mesh((char*)str_geom_id.c_str());
|
||
|
|
||
|
// store the Mesh pointer to link it later with an Object
|
||
|
this->uid_mesh_map[mesh->getUniqueId()] = me;
|
||
|
|
||
|
int new_tris = 0;
|
||
|
|
||
|
read_vertices(mesh, me);
|
||
|
|
||
|
new_tris = count_new_tris(mesh, me, new_tris);
|
||
|
|
||
|
read_faces(mesh, me, new_tris);
|
||
|
|
||
|
mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
class AnimationImporter : private TransformReader, public AnimationImporterBase
|
||
|
{
|
||
|
private:
|
||
|
|
||
|
ArmatureImporter *armature_importer;
|
||
|
Scene *scene;
|
||
|
|
||
|
std::map<COLLADAFW::UniqueId, std::vector<FCurve*> > uid_fcurve_map;
|
||
|
std::map<COLLADAFW::UniqueId, TransformReader::Animation> uid_animated_map;
|
||
|
std::map<bActionGroup*, std::vector<FCurve*> > fcurves_actionGroup_map;
|
||
|
|
||
|
FCurve *create_fcurve(int array_index, char *rna_path)
|
||
|
{
|
||
|
FCurve *fcu = (FCurve*)MEM_callocN(sizeof(FCurve), "FCurve");
|
||
|
|
||
|
fcu->flag = (FCURVE_VISIBLE|FCURVE_AUTO_HANDLES|FCURVE_SELECTED);
|
||
|
fcu->rna_path = BLI_strdupn(rna_path, strlen(rna_path));
|
||
|
fcu->array_index = array_index;
|
||
|
return fcu;
|
||
|
}
|
||
|
|
||
|
void create_bezt(FCurve *fcu, float frame, float output)
|
||
|
{
|
||
|
BezTriple bez;
|
||
|
memset(&bez, 0, sizeof(BezTriple));
|
||
|
bez.vec[1][0] = frame;
|
||
|
bez.vec[1][1] = output;
|
||
|
bez.ipo = U.ipo_new; /* use default interpolation mode here... */
|
||
|
bez.f1 = bez.f2 = bez.f3 = SELECT;
|
||
|
bez.h1 = bez.h2 = HD_AUTO;
|
||
|
insert_bezt_fcurve(fcu, &bez, 0);
|
||
|
calchandles_fcurve(fcu);
|
||
|
}
|
||
|
|
||
|
void make_fcurves_from_animation(COLLADAFW::AnimationCurve *curve,
|
||
|
COLLADAFW::FloatOrDoubleArray& input,
|
||
|
COLLADAFW::FloatOrDoubleArray& output,
|
||
|
COLLADAFW::FloatOrDoubleArray& intan,
|
||
|
COLLADAFW::FloatOrDoubleArray& outtan, size_t dim, float fps)
|
||
|
{
|
||
|
int i;
|
||
|
// char *path = "location";
|
||
|
std::vector<FCurve*>& fcurves = uid_fcurve_map[curve->getUniqueId()];
|
||
|
|
||
|
if (dim == 1) {
|
||
|
// create fcurve
|
||
|
FCurve *fcu = (FCurve*)MEM_callocN(sizeof(FCurve), "FCurve");
|
||
|
|
||
|
fcu->flag = (FCURVE_VISIBLE|FCURVE_AUTO_HANDLES|FCURVE_SELECTED);
|
||
|
// fcu->rna_path = BLI_strdupn(path, strlen(path));
|
||
|
fcu->array_index = 0;
|
||
|
//fcu->totvert = curve->getKeyCount();
|
||
|
|
||
|
// create beztriple for each key
|
||
|
for (i = 0; i < curve->getKeyCount(); i++) {
|
||
|
BezTriple bez;
|
||
|
memset(&bez, 0, sizeof(BezTriple));
|
||
|
// intangent
|
||
|
bez.vec[0][0] = get_float_value(intan, i + i) * fps;
|
||
|
bez.vec[0][1] = get_float_value(intan, i + i + 1);
|
||
|
// input, output
|
||
|
bez.vec[1][0] = get_float_value(input, i) * fps;
|
||
|
bez.vec[1][1] = get_float_value(output, i);
|
||
|
// outtangent
|
||
|
bez.vec[2][0] = get_float_value(outtan, i + i) * fps;
|
||
|
bez.vec[2][1] = get_float_value(outtan, i + i + 1);
|
||
|
|
||
|
bez.ipo = U.ipo_new; /* use default interpolation mode here... */
|
||
|
bez.f1 = bez.f2 = bez.f3 = SELECT;
|
||
|
bez.h1 = bez.h2 = HD_AUTO;
|
||
|
insert_bezt_fcurve(fcu, &bez, 0);
|
||
|
calchandles_fcurve(fcu);
|
||
|
}
|
||
|
|
||
|
fcurves.push_back(fcu);
|
||
|
}
|
||
|
else if(dim == 3) {
|
||
|
for (i = 0; i < dim; i++ ) {
|
||
|
// create fcurve
|
||
|
FCurve *fcu = (FCurve*)MEM_callocN(sizeof(FCurve), "FCurve");
|
||
|
|
||
|
fcu->flag = (FCURVE_VISIBLE|FCURVE_AUTO_HANDLES|FCURVE_SELECTED);
|
||
|
// fcu->rna_path = BLI_strdupn(path, strlen(path));
|
||
|
fcu->array_index = 0;
|
||
|
//fcu->totvert = curve->getKeyCount();
|
||
|
|
||
|
// create beztriple for each key
|
||
|
for (int j = 0; j < curve->getKeyCount(); j++) {
|
||
|
BezTriple bez;
|
||
|
memset(&bez, 0, sizeof(BezTriple));
|
||
|
// intangent
|
||
|
bez.vec[0][0] = get_float_value(intan, j * 6 + i + i) * fps;
|
||
|
bez.vec[0][1] = get_float_value(intan, j * 6 + i + i + 1);
|
||
|
// input, output
|
||
|
bez.vec[1][0] = get_float_value(input, j) * fps;
|
||
|
bez.vec[1][1] = get_float_value(output, j * 3 + i);
|
||
|
// outtangent
|
||
|
bez.vec[2][0] = get_float_value(outtan, j * 6 + i + i) * fps;
|
||
|
bez.vec[2][1] = get_float_value(outtan, j * 6 + i + i + 1);
|
||
|
|
||
|
bez.ipo = U.ipo_new; /* use default interpolation mode here... */
|
||
|
bez.f1 = bez.f2 = bez.f3 = SELECT;
|
||
|
bez.h1 = bez.h2 = HD_AUTO;
|
||
|
insert_bezt_fcurve(fcu, &bez, 0);
|
||
|
calchandles_fcurve(fcu);
|
||
|
}
|
||
|
|
||
|
fcurves.push_back(fcu);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void add_fcurves_to_object(Object *ob, std::vector<FCurve*>& curves, char *rna_path, int array_index, Animation *animated)
|
||
|
{
|
||
|
ID *id = &ob->id;
|
||
|
bAction *act;
|
||
|
bActionGroup *grp = NULL;
|
||
|
|
||
|
if (!ob->adt || !ob->adt->action) act = verify_adt_action(id, 1);
|
||
|
else act = verify_adt_action(id, 0);
|
||
|
|
||
|
if (!ob->adt || !ob->adt->action) {
|
||
|
fprintf(stderr, "Cannot create anim data or action for this object. \n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FCurve *fcu;
|
||
|
std::vector<FCurve*>::iterator it;
|
||
|
int i = 0;
|
||
|
|
||
|
for (it = curves.begin(); it != curves.end(); it++) {
|
||
|
fcu = *it;
|
||
|
fcu->rna_path = BLI_strdupn(rna_path, strlen(rna_path));
|
||
|
|
||
|
if (array_index == -1) fcu->array_index = i;
|
||
|
else fcu->array_index = array_index;
|
||
|
|
||
|
// convert degrees to radians for rotation
|
||
|
char *p = strstr(rna_path, "rotation");
|
||
|
if (p && *(p + strlen("rotation")) == '\0') {
|
||
|
for(int j = 0; j < fcu->totvert; j++) {
|
||
|
float rot_intan = fcu->bezt[j].vec[0][1];
|
||
|
float rot_output = fcu->bezt[j].vec[1][1];
|
||
|
float rot_outtan = fcu->bezt[j].vec[2][1];
|
||
|
fcu->bezt[j].vec[0][1] = rot_intan * M_PI / 180.0f;
|
||
|
fcu->bezt[j].vec[1][1] = rot_output * M_PI / 180.0f;
|
||
|
fcu->bezt[j].vec[2][1] = rot_outtan * M_PI / 180.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (ob->type == OB_ARMATURE) {
|
||
|
bAction *act = ob->adt->action;
|
||
|
const char *bone_name = get_joint_name(animated->node);
|
||
|
|
||
|
if (bone_name) {
|
||
|
/* try to find group */
|
||
|
grp = action_groups_find_named(act, bone_name);
|
||
|
|
||
|
/* no matching groups, so add one */
|
||
|
if (grp == NULL) {
|
||
|
/* Add a new group, and make it active */
|
||
|
grp = (bActionGroup*)MEM_callocN(sizeof(bActionGroup), "bActionGroup");
|
||
|
|
||
|
grp->flag = AGRP_SELECTED;
|
||
|
BLI_snprintf(grp->name, sizeof(grp->name), bone_name);
|
||
|
|
||
|
BLI_addtail(&act->groups, grp);
|
||
|
BLI_uniquename(&act->groups, grp, "Group", '.', offsetof(bActionGroup, name), 64);
|
||
|
}
|
||
|
|
||
|
/* add F-Curve to group */
|
||
|
action_groups_add_channel(act, grp, fcu);
|
||
|
|
||
|
}
|
||
|
if (p && *(p + strlen("rotation")) == '\0') {
|
||
|
fcurves_actionGroup_map[grp].push_back(fcu);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
BLI_addtail(&act->curves, fcu);
|
||
|
}
|
||
|
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
public:
|
||
|
|
||
|
AnimationImporter(UnitConverter *conv, ArmatureImporter *arm, Scene *scene) :
|
||
|
TransformReader(conv), armature_importer(arm), scene(scene) { }
|
||
|
|
||
|
bool write_animation( const COLLADAFW::Animation* anim )
|
||
|
{
|
||
|
float fps = (float)FPS;
|
||
|
|
||
|
if (anim->getAnimationType() == COLLADAFW::Animation::ANIMATION_CURVE) {
|
||
|
COLLADAFW::AnimationCurve *curve = (COLLADAFW::AnimationCurve*)anim;
|
||
|
size_t dim = curve->getOutDimension();
|
||
|
|
||
|
// XXX Don't know if it's necessary
|
||
|
// Should we check outPhysicalDimension?
|
||
|
if (curve->getInPhysicalDimension() != COLLADAFW::PHYSICAL_DIMENSION_TIME) {
|
||
|
fprintf(stderr, "Inputs physical dimension is not time. \n");
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
COLLADAFW::FloatOrDoubleArray& input = curve->getInputValues();
|
||
|
COLLADAFW::FloatOrDoubleArray& output = curve->getOutputValues();
|
||
|
COLLADAFW::FloatOrDoubleArray& intan = curve->getInTangentValues();
|
||
|
COLLADAFW::FloatOrDoubleArray& outtan = curve->getOutTangentValues();
|
||
|
|
||
|
// a curve can have mixed interpolation type,
|
||
|
// in this case curve->getInterpolationTypes returns a list of interpolation types per key
|
||
|
COLLADAFW::AnimationCurve::InterpolationType interp = curve->getInterpolationType();
|
||
|
|
||
|
if (interp != COLLADAFW::AnimationCurve::INTERPOLATION_MIXED) {
|
||
|
switch (interp) {
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_LINEAR:
|
||
|
// support this
|
||
|
make_fcurves_from_animation(curve, input, output, intan, outtan, dim, fps);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_BEZIER:
|
||
|
// and this
|
||
|
make_fcurves_from_animation(curve, input, output, intan, outtan, dim, fps);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_CARDINAL:
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_HERMITE:
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_BSPLINE:
|
||
|
case COLLADAFW::AnimationCurve::INTERPOLATION_STEP:
|
||
|
fprintf(stderr, "CARDINAL, HERMITE, BSPLINE and STEP anim interpolation types not supported yet.\n");
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
// not supported yet
|
||
|
fprintf(stderr, "MIXED anim interpolation type is not supported yet.\n");
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
fprintf(stderr, "FORMULA animation type is not supported yet.\n");
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// called on post-process stage after writeVisualScenes
|
||
|
bool write_animation_list( const COLLADAFW::AnimationList* animationList )
|
||
|
{
|
||
|
const COLLADAFW::UniqueId& anim_list_id = animationList->getUniqueId();
|
||
|
|
||
|
// possible in case we cannot interpret some transform
|
||
|
if (uid_animated_map.find(anim_list_id) == uid_animated_map.end()) {
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// for bones rna_path is like: pose.pose_channels["bone-name"].rotation
|
||
|
|
||
|
// what does this AnimationList animate?
|
||
|
Animation& animated = uid_animated_map[anim_list_id];
|
||
|
Object *ob = animated.ob;
|
||
|
|
||
|
char rna_path[100];
|
||
|
char joint_path[100];
|
||
|
bool is_joint = false;
|
||
|
|
||
|
// if ob is NULL, it should be a JOINT
|
||
|
if (!ob) {
|
||
|
ob = armature_importer->get_armature_for_joint(animated.node);
|
||
|
|
||
|
if (!ob) {
|
||
|
fprintf(stderr, "Cannot find armature for node %s\n", get_joint_name(animated.node));
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
armature_importer->get_rna_path_for_joint(animated.node, joint_path, sizeof(joint_path));
|
||
|
|
||
|
is_joint = true;
|
||
|
}
|
||
|
|
||
|
const COLLADAFW::AnimationList::AnimationBindings& bindings = animationList->getAnimationBindings();
|
||
|
|
||
|
switch (animated.tm->getTransformationType()) {
|
||
|
case COLLADAFW::Transformation::TRANSLATE:
|
||
|
{
|
||
|
if (is_joint)
|
||
|
BLI_snprintf(rna_path, sizeof(rna_path), "%s.location", joint_path);
|
||
|
else
|
||
|
BLI_strncpy(rna_path, "location", sizeof(rna_path));
|
||
|
|
||
|
for (int i = 0; i < bindings.getCount(); i++) {
|
||
|
const COLLADAFW::AnimationList::AnimationBinding& binding = bindings[i];
|
||
|
COLLADAFW::UniqueId anim_uid = binding.animation;
|
||
|
|
||
|
if (uid_fcurve_map.find(anim_uid) == uid_fcurve_map.end()) {
|
||
|
fprintf(stderr, "Cannot find FCurve by animation UID.\n");
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
std::vector<FCurve*>& fcurves = uid_fcurve_map[anim_uid];
|
||
|
|
||
|
switch (binding.animationClass) {
|
||
|
case COLLADAFW::AnimationList::POSITION_X:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 0, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_Y:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 1, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_Z:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 2, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_XYZ:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, -1, &animated);
|
||
|
break;
|
||
|
default:
|
||
|
fprintf(stderr, "AnimationClass %d is not supported for TRANSLATE transformation.\n",
|
||
|
binding.animationClass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Transformation::ROTATE:
|
||
|
{
|
||
|
if (is_joint)
|
||
|
BLI_snprintf(rna_path, sizeof(rna_path), "%s.euler_rotation", joint_path);
|
||
|
else
|
||
|
BLI_strncpy(rna_path, "rotation", sizeof(rna_path));
|
||
|
|
||
|
COLLADAFW::Rotate* rot = (COLLADAFW::Rotate*)animated.tm;
|
||
|
COLLADABU::Math::Vector3& axis = rot->getRotationAxis();
|
||
|
|
||
|
for (int i = 0; i < bindings.getCount(); i++) {
|
||
|
const COLLADAFW::AnimationList::AnimationBinding& binding = bindings[i];
|
||
|
COLLADAFW::UniqueId anim_uid = binding.animation;
|
||
|
|
||
|
if (uid_fcurve_map.find(anim_uid) == uid_fcurve_map.end()) {
|
||
|
fprintf(stderr, "Cannot find FCurve by animation UID.\n");
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
std::vector<FCurve*>& fcurves = uid_fcurve_map[anim_uid];
|
||
|
|
||
|
switch (binding.animationClass) {
|
||
|
case COLLADAFW::AnimationList::ANGLE:
|
||
|
if (COLLADABU::Math::Vector3::UNIT_X == axis) {
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 0, &animated);
|
||
|
}
|
||
|
else if (COLLADABU::Math::Vector3::UNIT_Y == axis) {
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 1, &animated);
|
||
|
}
|
||
|
else if (COLLADABU::Math::Vector3::UNIT_Z == axis) {
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 2, &animated);
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::AXISANGLE:
|
||
|
// convert axis-angle to quat? or XYZ?
|
||
|
break;
|
||
|
default:
|
||
|
fprintf(stderr, "AnimationClass %d is not supported for ROTATE transformation.\n",
|
||
|
binding.animationClass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Transformation::SCALE:
|
||
|
{
|
||
|
if (is_joint)
|
||
|
BLI_snprintf(rna_path, sizeof(rna_path), "%s.scale", joint_path);
|
||
|
else
|
||
|
BLI_strncpy(rna_path, "scale", sizeof(rna_path));
|
||
|
|
||
|
// same as for TRANSLATE
|
||
|
for (int i = 0; i < bindings.getCount(); i++) {
|
||
|
const COLLADAFW::AnimationList::AnimationBinding& binding = bindings[i];
|
||
|
COLLADAFW::UniqueId anim_uid = binding.animation;
|
||
|
|
||
|
if (uid_fcurve_map.find(anim_uid) == uid_fcurve_map.end()) {
|
||
|
fprintf(stderr, "Cannot find FCurve by animation UID.\n");
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
std::vector<FCurve*>& fcurves = uid_fcurve_map[anim_uid];
|
||
|
|
||
|
switch (binding.animationClass) {
|
||
|
case COLLADAFW::AnimationList::POSITION_X:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 0, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_Y:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 1, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_Z:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, 2, &animated);
|
||
|
break;
|
||
|
case COLLADAFW::AnimationList::POSITION_XYZ:
|
||
|
add_fcurves_to_object(ob, fcurves, rna_path, -1, &animated);
|
||
|
break;
|
||
|
default:
|
||
|
fprintf(stderr, "AnimationClass %d is not supported for TRANSLATE transformation.\n",
|
||
|
binding.animationClass);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Transformation::MATRIX:
|
||
|
case COLLADAFW::Transformation::SKEW:
|
||
|
case COLLADAFW::Transformation::LOOKAT:
|
||
|
fprintf(stderr, "Animation of MATRIX, SKEW and LOOKAT transformations is not supported yet.\n");
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
void read_node_transform(COLLADAFW::Node *node, Object *ob)
|
||
|
{
|
||
|
float mat[4][4];
|
||
|
TransformReader::get_node_mat(mat, node, &uid_animated_map, ob);
|
||
|
if (ob)
|
||
|
TransformReader::decompose(mat, ob->loc, ob->rot, ob->size);
|
||
|
}
|
||
|
|
||
|
virtual void change_eul_to_quat(Object *ob, bAction *act)
|
||
|
{
|
||
|
bActionGroup *grp;
|
||
|
int i;
|
||
|
|
||
|
for (grp = (bActionGroup*)act->groups.first; grp; grp = grp->next) {
|
||
|
|
||
|
FCurve *eulcu[3] = {NULL, NULL, NULL};
|
||
|
|
||
|
if (fcurves_actionGroup_map.find(grp) == fcurves_actionGroup_map.end())
|
||
|
continue;
|
||
|
|
||
|
std::vector<FCurve*> &rot_fcurves = fcurves_actionGroup_map[grp];
|
||
|
|
||
|
if (rot_fcurves.size() > 3) continue;
|
||
|
|
||
|
for (i = 0; i < rot_fcurves.size(); i++)
|
||
|
eulcu[rot_fcurves[i]->array_index] = rot_fcurves[i];
|
||
|
|
||
|
char joint_path[100];
|
||
|
char rna_path[100];
|
||
|
|
||
|
BLI_snprintf(joint_path, sizeof(joint_path), "pose.pose_channels[\"%s\"]", grp->name);
|
||
|
BLI_snprintf(rna_path, sizeof(rna_path), "%s.rotation", joint_path);
|
||
|
|
||
|
FCurve *quatcu[4] = {
|
||
|
create_fcurve(0, rna_path),
|
||
|
create_fcurve(1, rna_path),
|
||
|
create_fcurve(2, rna_path),
|
||
|
create_fcurve(3, rna_path)
|
||
|
};
|
||
|
|
||
|
for (i = 0; i < 3; i++) {
|
||
|
|
||
|
FCurve *cu = eulcu[i];
|
||
|
|
||
|
if (!cu) continue;
|
||
|
|
||
|
for (int j = 0; j < cu->totvert; j++) {
|
||
|
float frame = cu->bezt[j].vec[1][0];
|
||
|
|
||
|
float eul[3] = {
|
||
|
eulcu[0] ? evaluate_fcurve(eulcu[0], frame) : 0.0f,
|
||
|
eulcu[1] ? evaluate_fcurve(eulcu[1], frame) : 0.0f,
|
||
|
eulcu[2] ? evaluate_fcurve(eulcu[2], frame) : 0.0f
|
||
|
};
|
||
|
|
||
|
float quat[4];
|
||
|
|
||
|
EulToQuat(eul, quat);
|
||
|
|
||
|
for (int k = 0; k < 4; k++)
|
||
|
create_bezt(quatcu[k], frame, quat[k]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// now replace old Euler curves
|
||
|
|
||
|
for (i = 0; i < 3; i++) {
|
||
|
if (!eulcu[i]) continue;
|
||
|
|
||
|
action_groups_remove_channel(act, eulcu[i]);
|
||
|
free_fcurve(eulcu[i]);
|
||
|
}
|
||
|
|
||
|
get_pose_channel(ob->pose, grp->name)->rotmode = ROT_MODE_QUAT;
|
||
|
|
||
|
for (i = 0; i < 4; i++)
|
||
|
action_groups_add_channel(act, grp, quatcu[i]);
|
||
|
}
|
||
|
|
||
|
bPoseChannel *pchan;
|
||
|
for (pchan = (bPoseChannel*)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
|
||
|
pchan->rotmode = ROT_MODE_QUAT;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
|
||
|
COLLADA Importer limitations:
|
||
|
|
||
|
- no multiple scene import, all objects are added to active scene
|
||
|
|
||
|
*/
|
||
|
/** Class that needs to be implemented by a writer.
|
||
|
IMPORTANT: The write functions are called in arbitrary order.*/
|
||
|
class Writer: public COLLADAFW::IWriter
|
||
|
{
|
||
|
private:
|
||
|
std::string mFilename;
|
||
|
|
||
|
bContext *mContext;
|
||
|
|
||
|
UnitConverter unit_converter;
|
||
|
ArmatureImporter armature_importer;
|
||
|
MeshImporter mesh_importer;
|
||
|
AnimationImporter anim_importer;
|
||
|
|
||
|
std::map<COLLADAFW::UniqueId, Image*> uid_image_map;
|
||
|
std::map<COLLADAFW::UniqueId, Material*> uid_material_map;
|
||
|
std::map<COLLADAFW::UniqueId, Material*> uid_effect_map;
|
||
|
std::map<COLLADAFW::UniqueId, Camera*> uid_camera_map;
|
||
|
std::map<COLLADAFW::UniqueId, Lamp*> uid_lamp_map;
|
||
|
std::map<Material*, TexIndexTextureArrayMap> material_texture_mapping_map;
|
||
|
// animation
|
||
|
// std::map<COLLADAFW::UniqueId, std::vector<FCurve*> > uid_fcurve_map;
|
||
|
// Nodes don't share AnimationLists (Arystan)
|
||
|
// std::map<COLLADAFW::UniqueId, Animation> uid_animated_map; // AnimationList->uniqueId to AnimatedObject map
|
||
|
|
||
|
public:
|
||
|
|
||
|
/** Constructor. */
|
||
|
Writer(bContext *C, const char *filename) : mContext(C), mFilename(filename),
|
||
|
armature_importer(&unit_converter, &mesh_importer, &anim_importer, CTX_data_scene(C)),
|
||
|
mesh_importer(&armature_importer, CTX_data_scene(C)),
|
||
|
anim_importer(&unit_converter, &armature_importer, CTX_data_scene(C)) {}
|
||
|
|
||
|
/** Destructor. */
|
||
|
~Writer() {}
|
||
|
|
||
|
bool write()
|
||
|
{
|
||
|
COLLADASaxFWL::Loader loader;
|
||
|
COLLADAFW::Root root(&loader, this);
|
||
|
|
||
|
// XXX report error
|
||
|
if (!root.loadDocument(mFilename))
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/** This method will be called if an error in the loading process occurred and the loader cannot
|
||
|
continue to to load. The writer should undo all operations that have been performed.
|
||
|
@param errorMessage A message containing informations about the error that occurred.
|
||
|
*/
|
||
|
virtual void 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.
|
||
|
}
|
||
|
|
||
|
/** This is the method called. The writer hast to prepare to receive data.*/
|
||
|
virtual void start()
|
||
|
{
|
||
|
}
|
||
|
|
||
|
/** This method is called after the last write* method. No other methods will be called after this.*/
|
||
|
virtual void finish()
|
||
|
{
|
||
|
armature_importer.fix_animation();
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the global document asset.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeGlobalAsset ( const COLLADAFW::FileInfo* asset )
|
||
|
{
|
||
|
// XXX take up_axis, unit into account
|
||
|
// COLLADAFW::FileInfo::Unit unit = asset->getUnit();
|
||
|
// COLLADAFW::FileInfo::UpAxisType upAxis = asset->getUpAxisType();
|
||
|
unit_converter.read_asset(asset);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the scene.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeScene ( const COLLADAFW::Scene* scene )
|
||
|
{
|
||
|
// XXX could store the scene id, but do nothing for now
|
||
|
return true;
|
||
|
}
|
||
|
Object *create_camera_object(COLLADAFW::InstanceCamera *camera, Object *ob, 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 NULL;
|
||
|
}
|
||
|
ob = add_object(sce, OB_CAMERA);
|
||
|
Camera *cam = uid_camera_map[cam_uid];
|
||
|
Camera *old_cam = (Camera*)ob->data;
|
||
|
old_cam->id.us--;
|
||
|
ob->data = cam;
|
||
|
if (old_cam->id.us == 0) free_libblock(&G.main->camera, old_cam);
|
||
|
return ob;
|
||
|
}
|
||
|
|
||
|
Object *create_lamp_object(COLLADAFW::InstanceLight *lamp, Object *ob, Scene *sce)
|
||
|
{
|
||
|
const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
|
||
|
if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {
|
||
|
fprintf(stderr, "Couldn't find lamp by UID. \n");
|
||
|
return NULL;
|
||
|
}
|
||
|
ob = add_object(sce, OB_LAMP);
|
||
|
Lamp *la = uid_lamp_map[lamp_uid];
|
||
|
Lamp *old_lamp = (Lamp*)ob->data;
|
||
|
old_lamp->id.us--;
|
||
|
ob->data = la;
|
||
|
if (old_lamp->id.us == 0) free_libblock(&G.main->lamp, old_lamp);
|
||
|
return ob;
|
||
|
}
|
||
|
|
||
|
void write_node (COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par)
|
||
|
{
|
||
|
Object *ob = NULL;
|
||
|
|
||
|
if (node->getType() == COLLADAFW::Node::JOINT) {
|
||
|
|
||
|
if (node->getType() == COLLADAFW::Node::JOINT) {
|
||
|
armature_importer.add_joint(node, parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
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();
|
||
|
|
||
|
// 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>
|
||
|
if (geom.getCount() != 0) {
|
||
|
ob = mesh_importer.create_mesh_object(node, geom[0], false, uid_material_map,
|
||
|
material_texture_mapping_map);
|
||
|
}
|
||
|
else if (camera.getCount() != 0) {
|
||
|
ob = create_camera_object(camera[0], ob, sce);
|
||
|
}
|
||
|
else if (lamp.getCount() != 0) {
|
||
|
ob = create_lamp_object(lamp[0], ob, sce);
|
||
|
}
|
||
|
else if (controller.getCount() != 0) {
|
||
|
COLLADAFW::InstanceController *geom = (COLLADAFW::InstanceController*)controller[0];
|
||
|
ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map);
|
||
|
}
|
||
|
// XXX instance_node is not supported yet
|
||
|
else if (inst_node.getCount() != 0) {
|
||
|
return;
|
||
|
}
|
||
|
// if node is empty - create empty object
|
||
|
// XXX empty node may not mean it is empty object, not sure about this
|
||
|
else {
|
||
|
ob = add_object(sce, OB_EMPTY);
|
||
|
}
|
||
|
|
||
|
// check if object is not NULL
|
||
|
if (!ob) return;
|
||
|
|
||
|
// if par was given make this object child of the previous
|
||
|
if (par && ob) {
|
||
|
Object workob;
|
||
|
|
||
|
ob->parent = par;
|
||
|
|
||
|
// doing what 'set parent' operator does
|
||
|
par->recalc |= OB_RECALC_OB;
|
||
|
ob->parsubstr[0] = 0;
|
||
|
|
||
|
DAG_scene_sort(sce);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
anim_importer.read_node_transform(node, ob);
|
||
|
|
||
|
// if node has child nodes write them
|
||
|
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
|
||
|
for (int i = 0; i < child_nodes.getCount(); i++) {
|
||
|
write_node(child_nodes[i], node, sce, ob);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the entire visual scene.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeVisualScene ( const COLLADAFW::VisualScene* visualScene )
|
||
|
{
|
||
|
// This method is guaranteed to be called _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
|
||
|
|
||
|
// TODO: create a new scene except the selected <visual_scene> - use current blender
|
||
|
// scene for it
|
||
|
Scene *sce = CTX_data_scene(mContext);
|
||
|
|
||
|
for (int i = 0; i < visualScene->getRootNodes().getCount(); i++) {
|
||
|
COLLADAFW::Node *node = visualScene->getRootNodes()[i];
|
||
|
const COLLADAFW::Node::NodeType& type = node->getType();
|
||
|
|
||
|
write_node(node, NULL, sce, NULL);
|
||
|
}
|
||
|
|
||
|
armature_importer.make_armatures(mContext);
|
||
|
|
||
|
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.*/
|
||
|
virtual bool writeLibraryNodes ( const COLLADAFW::LibraryNodes* libraryNodes )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the geometry.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeGeometry ( const COLLADAFW::Geometry* geom )
|
||
|
{
|
||
|
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.*/
|
||
|
virtual bool writeMaterial( const COLLADAFW::Material* cmat )
|
||
|
{
|
||
|
const std::string& str_mat_id = cmat->getOriginalId();
|
||
|
Material *ma = add_material((char*)str_mat_id.c_str());
|
||
|
|
||
|
this->uid_effect_map[cmat->getInstantiatedEffect()] = ma;
|
||
|
this->uid_material_map[cmat->getUniqueId()] = ma;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// create mtex, create texture, set texture image
|
||
|
MTex *create_texture(COLLADAFW::EffectCommon *ef, COLLADAFW::Texture &ctex, Material *ma,
|
||
|
int i, TexIndexTextureArrayMap &texindex_texarray_map)
|
||
|
{
|
||
|
COLLADAFW::SamplerPointerArray& samp_array = ef->getSamplerPointerArray();
|
||
|
COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()];
|
||
|
|
||
|
const COLLADAFW::UniqueId& ima_uid = sampler->getSourceImage();
|
||
|
|
||
|
if (uid_image_map.find(ima_uid) == uid_image_map.end()) {
|
||
|
fprintf(stderr, "Couldn't find an image by UID.\n");
|
||
|
return NULL;
|
||
|
}
|
||
|
|
||
|
ma->mtex[i] = add_mtex();
|
||
|
ma->mtex[i]->texco = TEXCO_UV;
|
||
|
ma->mtex[i]->tex = add_texture("texture");
|
||
|
ma->mtex[i]->tex->type = TEX_IMAGE;
|
||
|
ma->mtex[i]->tex->imaflag &= ~TEX_USEALPHA;
|
||
|
ma->mtex[i]->tex->ima = uid_image_map[ima_uid];
|
||
|
|
||
|
texindex_texarray_map[ctex.getTextureMapId()].push_back(ma->mtex[i]);
|
||
|
|
||
|
return ma->mtex[i];
|
||
|
}
|
||
|
|
||
|
void write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma)
|
||
|
{
|
||
|
COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType();
|
||
|
|
||
|
// blinn
|
||
|
if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) {
|
||
|
ma->spec_shader = MA_SPEC_BLINN;
|
||
|
ma->spec = ef->getShininess().getFloatValue();
|
||
|
}
|
||
|
// phong
|
||
|
else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) {
|
||
|
ma->spec_shader = MA_SPEC_PHONG;
|
||
|
// XXX setting specular hardness instead of specularity intensity
|
||
|
ma->har = ef->getShininess().getFloatValue() * 4;
|
||
|
}
|
||
|
// lambert
|
||
|
else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) {
|
||
|
ma->diff_shader = MA_DIFF_LAMBERT;
|
||
|
}
|
||
|
// default - lambert
|
||
|
else {
|
||
|
ma->diff_shader = MA_DIFF_LAMBERT;
|
||
|
fprintf(stderr, "Current shader type is not supported.\n");
|
||
|
}
|
||
|
// reflectivity
|
||
|
ma->ray_mirror = ef->getReflectivity().getFloatValue();
|
||
|
// index of refraction
|
||
|
ma->ang = ef->getIndexOfRefraction().getFloatValue();
|
||
|
|
||
|
int i = 0;
|
||
|
COLLADAFW::Color col;
|
||
|
COLLADAFW::Texture ctex;
|
||
|
MTex *mtex = NULL;
|
||
|
TexIndexTextureArrayMap texindex_texarray_map;
|
||
|
|
||
|
// DIFFUSE
|
||
|
// color
|
||
|
if (ef->getDiffuse().isColor()) {
|
||
|
col = ef->getDiffuse().getColor();
|
||
|
ma->r = col.getRed();
|
||
|
ma->g = col.getGreen();
|
||
|
ma->b = col.getBlue();
|
||
|
}
|
||
|
// texture
|
||
|
else if (ef->getDiffuse().isTexture()) {
|
||
|
ctex = ef->getDiffuse().getTexture();
|
||
|
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
if (mtex != NULL) {
|
||
|
mtex->mapto = MAP_COL;
|
||
|
ma->texact = (int)i;
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
// AMBIENT
|
||
|
// color
|
||
|
if (ef->getAmbient().isColor()) {
|
||
|
col = ef->getAmbient().getColor();
|
||
|
ma->ambr = col.getRed();
|
||
|
ma->ambg = col.getGreen();
|
||
|
ma->ambb = col.getBlue();
|
||
|
}
|
||
|
// texture
|
||
|
else if (ef->getAmbient().isTexture()) {
|
||
|
ctex = ef->getAmbient().getTexture();
|
||
|
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
if (mtex != NULL) {
|
||
|
mtex->mapto = MAP_AMB;
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
// SPECULAR
|
||
|
// color
|
||
|
if (ef->getSpecular().isColor()) {
|
||
|
col = ef->getSpecular().getColor();
|
||
|
ma->specr = col.getRed();
|
||
|
ma->specg = col.getGreen();
|
||
|
ma->specb = col.getBlue();
|
||
|
}
|
||
|
// texture
|
||
|
else if (ef->getSpecular().isTexture()) {
|
||
|
ctex = ef->getSpecular().getTexture();
|
||
|
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
if (mtex != NULL) {
|
||
|
mtex->mapto = MAP_SPEC;
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
// REFLECTIVE
|
||
|
// color
|
||
|
if (ef->getReflective().isColor()) {
|
||
|
col = ef->getReflective().getColor();
|
||
|
ma->mirr = col.getRed();
|
||
|
ma->mirg = col.getGreen();
|
||
|
ma->mirb = col.getBlue();
|
||
|
}
|
||
|
// texture
|
||
|
else if (ef->getReflective().isTexture()) {
|
||
|
ctex = ef->getReflective().getTexture();
|
||
|
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
if (mtex != NULL) {
|
||
|
mtex->mapto = MAP_REF;
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
// EMISSION
|
||
|
// color
|
||
|
if (ef->getEmission().isColor()) {
|
||
|
// XXX there is no emission color in blender
|
||
|
// but I am not sure
|
||
|
}
|
||
|
// texture
|
||
|
else if (ef->getEmission().isTexture()) {
|
||
|
ctex = ef->getEmission().getTexture();
|
||
|
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
if (mtex != NULL) {
|
||
|
mtex->mapto = MAP_EMIT;
|
||
|
i++;
|
||
|
}
|
||
|
}
|
||
|
// TRANSPARENT
|
||
|
// color
|
||
|
// if (ef->getOpacity().isColor()) {
|
||
|
// // XXX don't know what to do here
|
||
|
// }
|
||
|
// // texture
|
||
|
// else if (ef->getOpacity().isTexture()) {
|
||
|
// ctex = ef->getOpacity().getTexture();
|
||
|
// if (mtex != NULL) mtex->mapto &= MAP_ALPHA;
|
||
|
// else {
|
||
|
// mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
|
||
|
// if (mtex != NULL) mtex->mapto = MAP_ALPHA;
|
||
|
// }
|
||
|
// }
|
||
|
material_texture_mapping_map[ma] = texindex_texarray_map;
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the effect.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
|
||
|
virtual bool writeEffect( const COLLADAFW::Effect* effect )
|
||
|
{
|
||
|
|
||
|
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];
|
||
|
|
||
|
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);
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
|
||
|
/** When this method is called, the writer must write the camera.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeCamera( const COLLADAFW::Camera* camera )
|
||
|
{
|
||
|
Camera *cam = NULL;
|
||
|
std::string cam_id, cam_name;
|
||
|
|
||
|
cam_id = camera->getOriginalId();
|
||
|
cam_name = camera->getName();
|
||
|
if (cam_name.size()) cam = (Camera*)add_camera((char*)cam_name.c_str());
|
||
|
else cam = (Camera*)add_camera((char*)cam_id.c_str());
|
||
|
|
||
|
if (!cam) {
|
||
|
fprintf(stderr, "Cannot create camera. \n");
|
||
|
return true;
|
||
|
}
|
||
|
cam->clipsta = camera->getNearClippingPlane().getValue();
|
||
|
cam->clipend = 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;
|
||
|
}
|
||
|
this->uid_camera_map[camera->getUniqueId()] = cam;
|
||
|
// 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.*/
|
||
|
virtual bool writeImage( const COLLADAFW::Image* image )
|
||
|
{
|
||
|
// XXX maybe it is necessary to check if the path is absolute or relative
|
||
|
const std::string& filepath = image->getImageURI().toNativePath();
|
||
|
const char *filename = (const char*)mFilename.c_str();
|
||
|
char dir[FILE_MAX];
|
||
|
char full_path[FILE_MAX];
|
||
|
|
||
|
BLI_split_dirfile_basic(filename, dir, NULL);
|
||
|
BLI_join_dirfile(full_path, dir, filepath.c_str());
|
||
|
Image *ima = BKE_add_image_file(full_path, 0);
|
||
|
if (!ima) {
|
||
|
fprintf(stderr, "Cannot create image. \n");
|
||
|
return true;
|
||
|
}
|
||
|
this->uid_image_map[image->getUniqueId()] = ima;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the light.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeLight( const COLLADAFW::Light* light )
|
||
|
{
|
||
|
Lamp *lamp = NULL;
|
||
|
std::string la_id, la_name;
|
||
|
|
||
|
la_id = light->getOriginalId();
|
||
|
la_name = light->getName();
|
||
|
if (la_name.size()) lamp = (Lamp*)add_lamp((char*)la_name.c_str());
|
||
|
else lamp = (Lamp*)add_lamp((char*)la_id.c_str());
|
||
|
|
||
|
if (!lamp) {
|
||
|
fprintf(stderr, "Cannot create lamp. \n");
|
||
|
return true;
|
||
|
}
|
||
|
if (light->getColor().isValid()) {
|
||
|
COLLADAFW::Color col = light->getColor();
|
||
|
lamp->r = col.getRed();
|
||
|
lamp->g = col.getGreen();
|
||
|
lamp->b = col.getBlue();
|
||
|
}
|
||
|
COLLADAFW::Light::LightType type = light->getLightType();
|
||
|
switch(type) {
|
||
|
case COLLADAFW::Light::AMBIENT_LIGHT:
|
||
|
{
|
||
|
lamp->type = LA_HEMI;
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Light::SPOT_LIGHT:
|
||
|
{
|
||
|
lamp->type = LA_SPOT;
|
||
|
lamp->falloff_type = LA_FALLOFF_SLIDERS;
|
||
|
lamp->att1 = light->getLinearAttenuation().getValue();
|
||
|
lamp->att2 = light->getQuadraticAttenuation().getValue();
|
||
|
lamp->spotsize = light->getFallOffAngle().getValue();
|
||
|
lamp->spotblend = light->getFallOffExponent().getValue();
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Light::DIRECTIONAL_LIGHT:
|
||
|
{
|
||
|
lamp->type = LA_SUN;
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Light::POINT_LIGHT:
|
||
|
{
|
||
|
lamp->type = LA_LOCAL;
|
||
|
lamp->att1 = light->getLinearAttenuation().getValue();
|
||
|
lamp->att2 = light->getQuadraticAttenuation().getValue();
|
||
|
}
|
||
|
break;
|
||
|
case COLLADAFW::Light::UNDEFINED:
|
||
|
{
|
||
|
fprintf(stderr, "Current lamp type is not supported. \n");
|
||
|
lamp->type = LA_LOCAL;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
this->uid_lamp_map[light->getUniqueId()] = lamp;
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// this function is called only for animations that pass COLLADAFW::validate
|
||
|
virtual bool writeAnimation( const COLLADAFW::Animation* anim )
|
||
|
{
|
||
|
return anim_importer.write_animation(anim);
|
||
|
}
|
||
|
|
||
|
// called on post-process stage after writeVisualScenes
|
||
|
virtual bool writeAnimationList( const COLLADAFW::AnimationList* animationList )
|
||
|
{
|
||
|
return anim_importer.write_animation_list(animationList);
|
||
|
}
|
||
|
|
||
|
/** When this method is called, the writer must write the skin controller data.
|
||
|
@return The writer should return true, if writing succeeded, false otherwise.*/
|
||
|
virtual bool writeSkinControllerData( const COLLADAFW::SkinControllerData* skin )
|
||
|
{
|
||
|
return armature_importer.write_skin_controller_data(skin);
|
||
|
}
|
||
|
|
||
|
// this is called on postprocess, before writeVisualScenes
|
||
|
virtual bool writeController( const COLLADAFW::Controller* controller )
|
||
|
{
|
||
|
return armature_importer.write_controller(controller);
|
||
|
}
|
||
|
|
||
|
virtual bool writeFormulas( const COLLADAFW::Formulas* formulas )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
virtual bool writeKinematicsScene( const COLLADAFW::KinematicsScene* kinematicsScene )
|
||
|
{
|
||
|
return true;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
void DocumentImporter::import(bContext *C, const char *filename)
|
||
|
{
|
||
|
Writer w(C, filename);
|
||
|
w.write();
|
||
|
}
|