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authorGaia Clary <gaia.clary@machinimatrix.org>2018-11-23 17:57:45 +0300
committerGaia Clary <gaia.clary@machinimatrix.org>2018-11-23 19:08:14 +0300
commit322cf89a1444c685219ed6b863c9c74d41b5d1d1 (patch)
tree4145b1ec18a0c5cd4fe344d4e9ed49a0c2d33d0b /source/blender/collada/collada_utils.h
parent3bf7c846eeb4a728c62100b40463874d83f5b3e0 (diff)
Partial rewrite of the Collada Module for Blender 2.8
Most important changes are in the Animation exporter and Animation Importer. There is still some cleaning up to be done. But the Exporter/Importer basically work within Blender 2.8 Some details: User Interface: The interface has been reorganized to look more like the FBX interface. New options in user interface: * keep_keyframes: When sampling the distance between 2 keyframes is defined by the sampling rate. Furthermore the keyframes defined in the FCurves are not exported. However when this option is enabled then also the defined keyframes will be added to the exported fcurves * keep_smooth_curves: When sampling we do not use FCurves. So we also have no Curve handles for smooth exporting. However when this option is enabled, Blender does its best to recreate the handles for export. This is a very experimental feature and it is know to break when: - the exported animated objects have parent inverse matrices different from the unit matrix - The exported objects have negative scaling There may be many other situations when this feature breaks. This needs to be further tested. It may be removed later or replaced by something less wonky. BlenderContext: is a new class that contains the bridge to Blender. It contains pointers to the current export/import context plus derived values of Depsgraph, Scene, Main Reporting: I reorganized the output on the Blender Console to become more informative and more readable Preservation of Item names: name attributes are now encoded with XML entities. This makes sure that i can export/import names exactly defined in the tool. This affects material names, bone names and object names. Hierarchy export: * Object and Bone Hierarchies are now exported correctly by taking the Blender parent/child hierarchy into account * Export also not selected intermediate objects Problem: When we export an Object Hierarchy, then we must export all elements of the hierarchy to maintain the transforms. This is especially important when exporting animated objects, because the animation curves are exported as relative curves based on the parent-child hierarchy. If an intermediate animated object is missing then the exported animation breaks. Solution: If the "Selected" Optioon is enabled, then take care to also export all objects which are not selected and hidden, but which are parents of selected objects. Node Based Material Importer (wip): Added basic support for Materials with diffuse color and diffuse textures. More properties (opacity, emission) need changes in the used shader. Note: Materials are all constructed by using the principled BSDF shader. Animation Exporter: * Massive optimization of the Animation Bake tool (Animation Sampler). Instead of sampling each fcurve separately, i now sample all exported fcurves simultaneously. So i avoid many (many!) scene updates during animation export. * Add support for Continuous Acceleration (Fcurve handles) This allows us to create smoother FCurves during importing Collada Animation curves. Possibly this should become an option ionstead of a fixed import feature. * Add support for sampling curves (to bake animations) * The animation sampler now can be used for any animation curve. Before the sampler only looked at curves which are supported by Standard Collada 1.4. However the Collada exporter currently ignores all animation curves which are not covered by the 1.4.1 Collada Standards. There is still some room for improvements here (work in progres) Known issues: * Some exports do currently not work reliably, among those are the camera animations, material animations and light animations those animations will be added back next (work in progres) * Exporting animation curves with keyframes (and tangents) sometimes results in odd curves (when parent inverse matrix is involved) This needs to be checked in more depth (probably it can not be solved). * Export of "all animations in scene" is disabled because the Collada Importer can not handle this reliably at the moment (work in progres). * Support for Animation Clip export Added one extra level to the exported animations such that now all scene animations are enclosed: <Animation name="id_name(ob)_Action"> <Animation>...</Animation> ... </Animation> Animation Importer: * Import of animations for objects with multiple materials When importing multiple materials for one object, the imported material animation curves have all been assigned to the first material in the object. Error handling (wip): The Importer was a bit confused as it sometimes ignored fatal parsing errors and continued to import. I did my best to unconfuse it, but i believe that this needs to be tested more. Refactoring: update : move generation of effect id names into own function update : adjust importer/exporter for no longer supported HEMI lights cleanup: Removed no lopnger existing attribute from the exporter presets cleanup: Removed not needed Context attribute from DocumentExporter fix : Avoid duplicate deletion of temporary items cleanup: fixed indentation and white space issues update : Make BCAnimation class more self contained cleanup: Renamed classes, updated comments for better reading cleanup: Moved static class functions to collada_utils cleanup: Moved typedefs to more intuitive locations cleanup: indentation and class method declarations cleanup: Removed no longer needed methods update : Moved Classes into separate files cleanup: Added comments cleanup: take care of name conventions ... : many more small changes, not helpful to list them all
Diffstat (limited to 'source/blender/collada/collada_utils.h')
-rw-r--r--source/blender/collada/collada_utils.h129
1 files changed, 120 insertions, 9 deletions
diff --git a/source/blender/collada/collada_utils.h b/source/blender/collada/collada_utils.h
index 001a2f5fe1b..873318794a3 100644
--- a/source/blender/collada/collada_utils.h
+++ b/source/blender/collada/collada_utils.h
@@ -31,14 +31,23 @@
#include "COLLADAFWGeometry.h"
#include "COLLADAFWFloatOrDoubleArray.h"
#include "COLLADAFWTypes.h"
+#include "COLLADASWEffectProfile.h"
+#include "COLLADAFWColorOrTexture.h"
+
#include <vector>
#include <map>
+#include <set>
#include <algorithm>
extern "C" {
#include "DNA_object_types.h"
+#include "DNA_anim_types.h"
+#include "DNA_constraint_types.h"
#include "DNA_mesh_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_camera_types.h"
+
#include "DNA_customdata_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
@@ -49,35 +58,95 @@ extern "C" {
#include "BLI_utildefines.h"
#include "BLI_string.h"
+#include "BKE_main.h"
#include "BKE_context.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_idprop.h"
+#include "BKE_node.h"
}
+#include "DEG_depsgraph_query.h"
+
#include "ImportSettings.h"
#include "ExportSettings.h"
#include "collada_internal.h"
+#include "BCSampleData.h"
+#include "BlenderContext.h"
struct Depsgraph;
+typedef std::map<COLLADAFW::UniqueId, Image*> UidImageMap;
+typedef std::map<std::string, Image*> KeyImageMap;
typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *> > TexIndexTextureArrayMap;
+typedef std::set<Object *> BCObjectSet;
+
+extern void bc_update_scene(BlenderContext &blender_context, float ctime);
+
+/* Action helpers */
+
+std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions);
+
+/* Action helpers */
+
+inline bAction *bc_getSceneObjectAction(Object *ob)
+{
+ return (ob->adt && ob->adt->action) ? ob->adt->action : NULL;
+}
+
+/* Returns Lamp Action or NULL */
+inline bAction *bc_getSceneLampAction(Object *ob)
+{
+ if (ob->type != OB_LAMP)
+ return NULL;
+
+ Lamp *lamp = (Lamp *)ob->data;
+ return (lamp->adt && lamp->adt->action) ? lamp->adt->action : NULL;
+}
+
+/* Return Camera Action or NULL */
+inline bAction *bc_getSceneCameraAction(Object *ob)
+{
+ if (ob->type != OB_CAMERA)
+ return NULL;
+
+ Camera *camera = (Camera *)ob->data;
+ return (camera->adt && camera->adt->action) ? camera->adt->action : NULL;
+}
+
+/* returns material action or NULL */
+inline bAction *bc_getSceneMaterialAction(Material *ma)
+{
+ if (ma == NULL)
+ return NULL;
+
+ return (ma->adt && ma->adt->action) ? ma->adt->action : NULL;
+}
+
+inline void bc_setSceneObjectAction(bAction *action, Object *ob)
+{
+ if (ob->adt)
+ ob->adt->action = action;
+}
+
+std::string bc_get_action_id(std::string action_name, std::string ob_name, std::string channel_type, std::string axis_name, std::string axis_separator = "_");
-extern Scene *bc_get_scene(bContext *C);
-extern Depsgraph *bc_get_depsgraph();
-extern void bc_update_scene(Main *bmain, Depsgraph *depsgraph, Scene *scene, float ctime);
extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index);
extern int bc_test_parent_loop(Object *par, Object *ob);
+
+extern void bc_get_children(std::vector<Object *> &child_set, Object *ob, ViewLayer *view_layer);
+extern bool bc_validateConstraints(bConstraint *con);
+
extern int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
extern Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name);
extern Mesh *bc_get_mesh_copy(
- Depsgraph *depsgraph, Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate);
+ BlenderContext &blender_context, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate);
extern Object *bc_get_assigned_armature(Object *ob);
extern Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob);
extern bool bc_is_base_node(LinkNode *export_set, Object *ob);
-extern bool bc_is_in_Export_set(LinkNode *export_set, Object *ob);
+extern bool bc_is_in_Export_set(LinkNode *export_set, Object *ob, ViewLayer *view_layer);
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
extern int bc_is_marked(Object *ob);
@@ -91,8 +160,32 @@ extern void bc_bubble_sort_by_Object_name(LinkNode *export_set);
extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only);
extern int bc_get_active_UVLayer(Object *ob);
-extern std::string bc_replace_string(std::string data, const std::string& pattern, const std::string& replacement);
-extern std::string bc_url_encode(std::string data);
+std::string bc_find_bonename_in_path(std::string path, std::string probe);
+
+inline std::string bc_string_after(const std::string& s, const char c)
+{
+ size_t i = s.rfind(c, s.length());
+ if (i != std::string::npos) {
+ return(s.substr(i + 1, s.length() - i));
+ }
+ return(s);
+}
+
+inline bool bc_startswith(std::string const & value, std::string const & starting)
+{
+ if (starting.size() > value.size())
+ return false;
+ return (value.substr(0, starting.size()) == starting);
+}
+
+inline bool bc_endswith(std::string const & value, std::string const & ending)
+{
+ if (ending.size() > value.size()) return false;
+ return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
+}
+
+extern std::string bc_replace_string(std::string data, const std::string& pattern, const std::string& replacement);
+extern std::string bc_url_encode(std::string data);
extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene);
extern void bc_match_scale(std::vector<Object *> *objects_done, UnitConverter &unit_converter, bool scale_to_scene);
@@ -110,9 +203,12 @@ inline bool bc_in_range(float a, float b, float range) {
}
void bc_copy_m4_farray(float r[4][4], float *a);
void bc_copy_farray_m4(float *r, float a[4][4]);
+void bc_copy_darray_m4d(double *r, double a[4][4]);
+void bc_copy_m4d_v44(double(&r)[4][4], std::vector<std::vector<double>> &a);
+void bc_copy_v44_m4d(std::vector<std::vector<double>> &a, double(&r)[4][4]);
-extern void bc_sanitize_mat(float mat[4][4], int precision);
-extern void bc_sanitize_mat(double mat[4][4], int precision);
+void bc_sanitize_mat(float mat[4][4], int precision);
+void bc_sanitize_mat(double mat[4][4], int precision);
extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key);
extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value);
@@ -122,6 +218,13 @@ extern float bc_get_property(Bone *bone, std::string key, float def);
extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]);
extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]);
+extern void bc_enable_fcurves(bAction *act, char *bone_name);
+extern bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim);
+extern bool bc_is_animated(BCMatrixSampleMap &values);
+extern bool bc_has_animations(Scene *sce, LinkNode &node);
+extern bool bc_has_animations(Object *ob);
+
+
extern void bc_create_restpose_mat(const ExportSettings *export_settings, Bone *bone, float to_mat[4][4], float world[4][4], bool use_local_space);
class BCPolygonNormalsIndices
@@ -203,4 +306,12 @@ public:
~BoneExtensionManager();
};
+void bc_add_default_shader(bContext *C, Material *ma);
+bNode *bc_get_master_shader(Material *ma);
+COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a);
+COLLADASW::ColorOrTexture bc_get_base_color(bNode *shader);
+COLLADASW::ColorOrTexture bc_get_base_color(Material *ma);
+COLLADASW::ColorOrTexture bc_get_specular_color(bNode *shader);
+COLLADASW::ColorOrTexture bc_get_specular_color(Material *ma, bool use_fallback);
+
#endif