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author | Nathan Letwory <nathan@letworyinteractive.com> | 2011-09-07 02:18:12 +0400 |
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committer | Nathan Letwory <nathan@letworyinteractive.com> | 2011-09-07 02:18:12 +0400 |
commit | 9baff83d72ccb287e2e6011c648877b96790e9a9 (patch) | |
tree | 5ae2b9d71f0a2714a099cfad822edf46d08a3fdb /source/blender/collada/SceneExporter.cpp | |
parent | 813d09cb5904bd435a6eefa328314d3cb9076be8 (diff) |
Split off scene export code.
Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r-- | source/blender/collada/SceneExporter.cpp | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp new file mode 100644 index 00000000000..96f20ac21c3 --- /dev/null +++ b/source/blender/collada/SceneExporter.cpp @@ -0,0 +1,161 @@ +/* + * $Id$ + * + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/collada/SceneExporter.cpp + * \ingroup collada + */ + +#include "SceneExporter.h" + +SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm) + : COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm) +{} + +void SceneExporter::exportScene(Scene *sce, bool export_selected) +{ + // <library_visual_scenes> <visual_scene> + std::string id_naming = id_name(sce); + openVisualScene(translate_id(id_naming), id_naming); + exportHierarchy(sce, export_selected); + closeVisualScene(); + closeLibrary(); +} + +void SceneExporter::exportHierarchy(Scene *sce, bool export_selected) +{ + Base *base= (Base*) sce->base.first; + while(base) { + Object *ob = base->object; + + if (!ob->parent) { + if(sce->lay & ob->lay) { + switch(ob->type) { + case OB_MESH: + case OB_CAMERA: + case OB_LAMP: + case OB_ARMATURE: + case OB_EMPTY: + if (export_selected && !(ob->flag & SELECT)) { + break; + } + // write nodes.... + writeNodes(ob, sce); + break; + } + } + } + + base= base->next; + } +} + +void SceneExporter::writeNodes(Object *ob, Scene *sce) +{ + COLLADASW::Node node(mSW); + node.setNodeId(translate_id(id_name(ob))); + node.setType(COLLADASW::Node::NODE); + + node.start(); + + bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob); + + if (ob->type == OB_MESH && is_skinned_mesh) + // for skinned mesh we write obmat in <bind_shape_matrix> + TransformWriter::add_node_transform_identity(node); + else + TransformWriter::add_node_transform_ob(node, ob); + + // <instance_geometry> + if (ob->type == OB_MESH) { + if (is_skinned_mesh) { + arm_exporter->add_instance_controller(ob); + } + else { + COLLADASW::InstanceGeometry instGeom(mSW); + instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob))); + + InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob); + + instGeom.add(); + } + } + + // <instance_controller> + else if (ob->type == OB_ARMATURE) { + arm_exporter->add_armature_bones(ob, sce); + + // XXX this looks unstable... + node.end(); + } + + // <instance_camera> + else if (ob->type == OB_CAMERA) { + COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob))); + instCam.add(); + } + + // <instance_light> + else if (ob->type == OB_LAMP) { + COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob))); + instLa.add(); + } + + // empty object + else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLIGROUP + if((ob->transflag & OB_DUPLIGROUP) == OB_DUPLIGROUP && ob->dup_group) { + GroupObject *go = NULL; + Group *gr = ob->dup_group; + printf("group detected %u\n", gr); + for(go = (GroupObject*)(gr->gobject.first); go; go=go->next) { + printf("\t%s\n", go->ob->id.name); + } + } + } + + // write nodes for child objects + Base *b = (Base*) sce->base.first; + while(b) { + // cob - child object + Object *cob = b->object; + + if (cob->parent == ob) { + switch(cob->type) { + case OB_MESH: + case OB_CAMERA: + case OB_LAMP: + case OB_EMPTY: + case OB_ARMATURE: + // write node... + writeNodes(cob, sce); + break; + } + } + + b = b->next; + } + + if (ob->type != OB_ARMATURE) + node.end(); +} + |