forked from bartvdbraak/blender
code cleanup: collada
- when bubble sorting names - dont convert to str::string just to compare strings - use BLI_linklist_index() to check if an item is in the list - quiet some warnings
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9f6a66d5f9
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664c95d1eb
@ -83,7 +83,7 @@ bool ArmatureExporter::is_skinned_mesh(Object *ob)
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void ArmatureExporter::write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone)
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{
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if ( bc_is_root_bone(bone, this->export_settings->deform_bones_only) )
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if (bc_is_root_bone(bone, this->export_settings->deform_bones_only))
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ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
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else {
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for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
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@ -187,9 +187,12 @@ void ArmatureExporter::add_bone_node(Bone *bone, Object *ob_arm, Scene *sce,
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node.setNodeName(node_name);
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node.setNodeSid(node_sid);
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/*if ( bone->childbase.first == NULL || BLI_countlist(&(bone->childbase))>=2)
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#if 0
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if (bone->childbase.first == NULL || BLI_countlist(&(bone->childbase)) >= 2) {
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add_blender_leaf_bone( bone, ob_arm , node );
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else{*/
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}
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else {
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#endif
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node.start();
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add_bone_transform(ob_arm, bone, node);
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@ -53,14 +53,14 @@ class SceneExporter;
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// XXX exporter writes wrong data for shared armatures. A separate
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// controller should be written for each armature-mesh binding how do
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// we make controller ids then?
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class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
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class ArmatureExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
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{
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public:
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ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
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// write bone nodes
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void add_armature_bones(Object *ob_arm, Scene* sce, SceneExporter* se,
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std::list<Object*>& child_objects);
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void add_armature_bones(Object *ob_arm, Scene *sce, SceneExporter *se,
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std::list<Object *>& child_objects);
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bool is_skinned_mesh(Object *ob);
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@ -76,7 +76,7 @@ private:
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const ExportSettings *export_settings;
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#if 0
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std::vector<Object*> written_armatures;
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std::vector<Object *> written_armatures;
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bool already_written(Object *ob_arm);
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@ -89,8 +89,8 @@ private:
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// Scene, SceneExporter and the list of child_objects
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// are required for writing bone parented objects
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void add_bone_node(Bone *bone, Object *ob_arm, Scene* sce, SceneExporter* se,
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std::list<Object*>& child_objects);
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void add_bone_node(Bone *bone, Object *ob_arm, Scene *sce, SceneExporter *se,
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std::list<Object *>& child_objects);
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void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
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@ -100,10 +100,10 @@ private:
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// ob should be of type OB_MESH
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// both args are required
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void export_controller(Object* ob, Object *ob_arm);
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void export_controller(Object *ob, Object *ob_arm);
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void add_joints_element(ListBase *defbase,
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const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
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const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
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void add_bind_shape_mat(Object *ob);
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@ -111,15 +111,15 @@ private:
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std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
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Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def);
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Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup *def);
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bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
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bool is_bone_defgroup(Object *ob_arm, bDeformGroup *def);
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std::string add_weights_source(Mesh *me, const std::string& controller_id,
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const std::list<float>& weights);
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const std::list<float>& weights);
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void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id,
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const std::list<int>& vcount, const std::list<int>& joints);
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const std::list<int>& vcount, const std::list<int>& joints);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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@ -386,7 +386,7 @@ Object *DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Nod
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Object *new_child = NULL;
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if (inodes.getCount()) { // \todo loop through instance nodes
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const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId();
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fprintf(stderr, "Doing %d child nodes\n", node_map.count(id));
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fprintf(stderr, "Doing %d child nodes\n", (int)node_map.count(id));
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new_child = create_instance_node(object_map.find(id)->second, node_map[id], child_node, sce, is_library_node);
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}
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else {
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@ -31,19 +31,18 @@ extern "C" {
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#ifndef __EXPORTSETTINGS_H__
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#define __EXPORTSETTINGS_H__
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struct ExportSettings
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{
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public:
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bool apply_modifiers;
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bool selected;
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bool include_children;
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bool include_armatures;
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bool deform_bones_only;
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bool use_object_instantiation;
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bool sort_by_name;
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bool second_life;
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char *filepath;
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LinkNode *export_set;
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struct ExportSettings {
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public:
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bool apply_modifiers;
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bool selected;
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bool include_children;
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bool include_armatures;
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bool deform_bones_only;
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bool use_object_instantiation;
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bool sort_by_name;
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bool second_life;
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char *filepath;
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LinkNode *export_set;
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};
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#endif
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@ -49,20 +49,19 @@ int collada_import(bContext *C, const char *filepath)
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return 0;
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}
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int collada_export(
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Scene *sce,
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const char *filepath,
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int collada_export(Scene *sce,
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const char *filepath,
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int apply_modifiers,
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int apply_modifiers,
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int selected,
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int include_children,
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int include_armatures,
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int deform_bones_only,
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int selected,
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int include_children,
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int include_armatures,
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int deform_bones_only,
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int use_object_instantiation,
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int sort_by_name,
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int second_life)
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int use_object_instantiation,
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int sort_by_name,
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int second_life)
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{
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ExportSettings export_settings;
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@ -33,23 +33,22 @@ struct Scene;
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* both return 1 on success, 0 on error
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*/
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int collada_import(bContext *C, const char *filepath);
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int collada_export(
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Scene *sce,
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const char *filepath,
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int apply_modifiers,
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/*
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* both return 1 on success, 0 on error
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*/
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int collada_import(bContext *C, const char *filepath);
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int collada_export(Scene *sce,
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const char *filepath,
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int apply_modifiers,
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int selected,
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int include_children,
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int include_armatures,
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int deform_bones_only,
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int selected,
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int include_children,
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int include_armatures,
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int deform_bones_only,
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int use_object_instantiation,
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int sort_by_name,
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int second_life);
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int use_object_instantiation,
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int sort_by_name,
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int second_life);
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@ -193,30 +193,19 @@ bool bc_is_base_node(LinkNode *export_set, Object *ob)
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bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
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{
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LinkNode *node = export_set;
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while (node) {
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Object *element = (Object *)node->link;
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if (element == ob)
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return true;
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node= node->next;
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}
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return false;
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return (BLI_linklist_index(export_set, ob) != -1);
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}
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bool bc_has_object_type(LinkNode *export_set, short obtype)
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{
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LinkNode *node = export_set;
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LinkNode *node;
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while (node) {
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for (node = export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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/* XXX - why is this checking for ob->data? - we could be looking for empties */
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if (ob->type == obtype && ob->data) {
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return true;
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}
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node= node->next;
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}
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return false;
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}
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@ -236,19 +225,16 @@ void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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{
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bool sorted = false;
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LinkNode *node;
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for(node=export_set; node->next && !sorted; node=node->next) {
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for (node = export_set; node->next && !sorted; node = node->next) {
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sorted = true;
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LinkNode *current;
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for (current=export_set; current->next; current = current->next) {
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for (current = export_set; current->next; current = current->next) {
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Object *a = (Object *)current->link;
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Object *b = (Object *)current->next->link;
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std::string str_a (a->id.name);
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std::string str_b (b->id.name);
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if (str_a.compare(str_b) > 0) {
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if (strcmp(a->id.name, b->id.name) > 0) {
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current->link = b;
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current->next->link = a;
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sorted = false;
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@ -264,7 +250,7 @@ void bc_bubble_sort_by_Object_name(LinkNode *export_set)
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* are root bones.
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*/
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bool bc_is_root_bone(Bone *aBone, bool deform_bones_only) {
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if(deform_bones_only) {
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if (deform_bones_only) {
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Bone *root = NULL;
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Bone *bone = aBone;
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while (bone) {
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@ -272,7 +258,7 @@ bool bc_is_root_bone(Bone *aBone, bool deform_bones_only) {
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root = bone;
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bone = bone->parent;
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}
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return aBone==root;
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return (aBone == root);
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}
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else
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return !(aBone->parent);
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@ -51,11 +51,11 @@ extern "C" {
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#include "ExportSettings.h"
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typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex*> > TexIndexTextureArrayMap;
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typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *> > TexIndexTextureArrayMap;
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extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index);
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extern int bc_test_parent_loop(Object *par, Object *ob);
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extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space=true);
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extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
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extern Object *bc_add_object(Scene *scene, int type, const char *name);
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extern Mesh *bc_to_mesh_apply_modifiers(Scene *scene, Object *ob);
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@ -2199,9 +2199,9 @@ static int wm_collada_export_exec(bContext *C, wmOperator *op)
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selected,
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include_children,
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include_armatures,
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deform_bones_only,
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use_object_instantiation,
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sort_by_name,
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deform_bones_only,
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use_object_instantiation,
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sort_by_name,
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second_life)) {
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return OPERATOR_FINISHED;
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}
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@ -2213,8 +2213,6 @@ static int wm_collada_export_exec(bContext *C, wmOperator *op)
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void uiCollada_exportSettings(uiLayout *layout, PointerRNA *imfptr)
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{
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ID *id = imfptr->id.data;
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uiLayout *box, *row;
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// Export Options:
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@ -2253,7 +2251,7 @@ void uiCollada_exportSettings(uiLayout *layout, PointerRNA *imfptr)
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}
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static void wm_collada_export_draw(bContext *C, wmOperator *op)
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static void wm_collada_export_draw(bContext *UNUSED(C), wmOperator *op)
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{
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PointerRNA ptr;
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