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-rw-r--r--CMake/macros.cmake10
-rw-r--r--CMakeLists.txt14
-rw-r--r--config/linux2-config.py14
-rw-r--r--config/win32-vc-config.py10
-rw-r--r--config/win64-vc-config.py10
-rw-r--r--release/scripts/ui/space_info.py4
-rw-r--r--source/blender/CMakeLists.txt4
-rw-r--r--source/blender/SConscript3
-rw-r--r--source/blender/collada/CMakeLists.txt44
-rw-r--r--source/blender/collada/DocumentExporter.cpp2137
-rw-r--r--source/blender/collada/DocumentExporter.h8
-rw-r--r--source/blender/collada/DocumentImporter.cpp2847
-rw-r--r--source/blender/collada/DocumentImporter.h8
-rw-r--r--source/blender/collada/SConscript10
-rw-r--r--source/blender/collada/collada.cpp26
-rw-r--r--source/blender/collada/collada.h19
-rw-r--r--source/blender/collada/collada_internal.h69
-rw-r--r--source/blender/windowmanager/CMakeLists.txt4
-rw-r--r--source/blender/windowmanager/SConscript3
-rw-r--r--source/blender/windowmanager/intern/wm_operators.c106
-rw-r--r--source/creator/CMakeLists.txt3
-rw-r--r--tools/Blender.py11
-rwxr-xr-xtools/btools.py16
23 files changed, 5377 insertions, 3 deletions
diff --git a/CMake/macros.cmake b/CMake/macros.cmake
index 150bd55bfd7..258cbdf57b6 100644
--- a/CMake/macros.cmake
+++ b/CMake/macros.cmake
@@ -76,6 +76,11 @@ MACRO(SETUP_LIBDIRS)
IF(WITH_FFTW3)
LINK_DIRECTORIES(${FFTW3_LIBPATH})
ENDIF(WITH_FFTW3)
+ IF(WITH_OPENCOLLADA)
+ LINK_DIRECTORIES(${OPENCOLLADA_LIBPATH})
+ LINK_DIRECTORIES(${PCRE_LIBPATH})
+ LINK_DIRECTORIES(${EXPAT_LIBPATH})
+ ENDIF(WITH_OPENCOLLADA)
IF(WIN32)
LINK_DIRECTORIES(${PTHREADS_LIBPATH})
@@ -135,6 +140,11 @@ MACRO(SETUP_LIBLINKS
IF(WITH_FFMPEG)
TARGET_LINK_LIBRARIES(${target} ${FFMPEG_LIB})
ENDIF(WITH_FFMPEG)
+ IF(WITH_OPENCOLLADA)
+ TARGET_LINK_LIBRARIES(${target} ${OPENCOLLADA_LIB})
+ TARGET_LINK_LIBRARIES(${target} ${PCRE_LIB})
+ TARGET_LINK_LIBRARIES(${target} ${EXPAT_LIB})
+ ENDIF(WITH_OPENCOLLADA)
IF(WIN32)
TARGET_LINK_LIBRARIES(${target} ${PTHREADS_LIB})
ENDIF(WIN32)
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 963601dd94a..4126bc860da 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -80,6 +80,7 @@ OPTION(WITH_LZMA "Enable best LZMA compression, used for pointcache" ON
OPTION(WITH_CXX_GUARDEDALLOC "Enable GuardedAlloc for C++ memory allocation" OFF)
OPTION(WITH_BUILDINFO "Include extra build details" ON)
OPTION(WITH_INSTALL "Install accompanying scripts and language files needed to run blender" ON)
+OPTION(WITH_OPENCOLLADA "Enable OpenCollada Support (http://www.opencollada.org/)" OFF)
IF (APPLE)
OPTION(WITH_COCOA "Use Cocoa framework instead of deprecated Carbon" ON)
@@ -90,6 +91,19 @@ IF(NOT WITH_GAMEENGINE AND WITH_PLAYER)
MESSAGE("WARNING: WITH_PLAYER needs WITH_GAMEENGINE")
ENDIF(NOT WITH_GAMEENGINE AND WITH_PLAYER)
+IF (WITH_OPENCOLLADA)
+SET(OPENCOLLADA /usr/local/opencollada CACHE FILEPATH "OpenCollada Directory")
+SET(OPENCOLLADA_LIBPATH ${OPENCOLLADA})
+SET(OPENCOLLADA_LIB OpenCollada)
+SET(PCRE /usr CACHE FILEPATH "PCRE Directory")
+SET(PCRE_LIBPATH ${PCRE}/lib)
+SET(PCRE_LIB pcre)
+SET(EXPAT /usr CACHE FILEPATH "Expat Directory")
+SET(EXPAT_LIBPATH ${EXPAT}/lib)
+SET(EXPAT_LIB expat)
+
+ENDIF (WITH_OPENCOLLADA)
+
# For alternate Python locations the commandline can be used to override detected/default cache settings, e.g:
# On Unix:
# cmake -D PYTHON_LIB=/usr/local/lib/python2.3/config/libpython2.3.so -D PYTHON_INC=/usr/local/include/python2.3 -D PYTHON_BINARY=/usr/local/bin/python2.3 -G "Unix Makefiles" ../blender
diff --git a/config/linux2-config.py b/config/linux2-config.py
index 026d0a200a5..dffc861fca8 100644
--- a/config/linux2-config.py
+++ b/config/linux2-config.py
@@ -151,6 +151,20 @@ BF_OPENGL_LIB = 'GL GLU X11 Xi'
BF_OPENGL_LIBPATH = '/usr/X11R6/lib'
BF_OPENGL_LIB_STATIC = '${BF_OPENGL_LIBPATH}/libGL.a ${BF_OPENGL_LIBPATH}/libGLU.a ${BF_OPENGL_LIBPATH}/libXxf86vm.a ${BF_OPENGL_LIBPATH}/libX11.a ${BF_OPENGL_LIBPATH}/libXi.a ${BF_OPENGL_LIBPATH}/libXext.a ${BF_OPENGL_LIBPATH}/libXxf86vm.a'
+WITH_BF_COLLADA = False
+BF_COLLADA = '#source/blender/collada'
+BF_COLLADA_INC = '${BF_COLLADA}'
+BF_COLLADA_LIB = 'bf_collada'
+BF_OPENCOLLADA = ''
+BF_OPENCOLLADA_LIB = 'OpenCollada'
+BF_OPENCOLLADA_LIBPATH = '/usr/lib'
+BF_PCRE = ''
+BF_PCRE_LIB = 'pcre'
+BF_PCRE_LIBPATH = '/usr/lib'
+BF_EXPAT = '/usr'
+BF_EXPAT_LIB = 'expat'
+BF_EXPAT_LIBPATH = '/usr/lib'
+
##
CC = 'gcc'
CXX = 'g++'
diff --git a/config/win32-vc-config.py b/config/win32-vc-config.py
index 291aa023ec8..2c5781df75a 100644
--- a/config/win32-vc-config.py
+++ b/config/win32-vc-config.py
@@ -138,6 +138,16 @@ BF_FFTW3_LIBPATH = '${BF_FFTW3}/lib'
WITH_BF_REDCODE = False
BF_REDCODE_INC = '#extern'
+WITH_BF_COLLADA = False
+BF_COLLADA = '#source/blender/collada'
+BF_COLLADA_INC = '${BF_COLLADA}'
+BF_COLLADA_LIB = 'bf_collada'
+
+BF_OPENCOLLADA = LIBDIR + '/opencollada'
+BF_OPENCOLLADA_INC = '${BF_OPENCOLLADA}/include'
+BF_OPENCOLLADA_LIB = 'opencollada'
+BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib'
+
WITH_BF_STATICOPENGL = False
BF_OPENGL_INC = '${BF_OPENGL}/include'
BF_OPENGL_LIBINC = '${BF_OPENGL}/lib'
diff --git a/config/win64-vc-config.py b/config/win64-vc-config.py
index 5f088489b34..429f8b0b6d6 100644
--- a/config/win64-vc-config.py
+++ b/config/win64-vc-config.py
@@ -151,6 +151,16 @@ BF_FFTW3_LIBPATH = '${BF_FFTW3}/lib'
WITH_BF_REDCODE = False
BF_REDCODE_INC = '#extern'
+WITH_BF_COLLADA = False
+BF_COLLADA = '#source/blender/collada'
+BF_COLLADA_INC = '${BF_COLLADA}'
+BF_COLLADA_LIB = 'bf_collada'
+
+BF_OPENCOLLADA = LIBDIR + '/opencollada'
+BF_OPENCOLLADA_INC = '${BF_OPENCOLLADA}/include'
+BF_OPENCOLLADA_LIB = 'opencollada'
+BF_OPENCOLLADA_LIBPATH = '${BF_OPENCOLLADA}/lib'
+
WITH_BF_STATICOPENGL = False
BF_OPENGL_INC = '${BF_OPENGL}/include'
BF_OPENGL_LIBINC = '${BF_OPENGL}/lib'
diff --git a/release/scripts/ui/space_info.py b/release/scripts/ui/space_info.py
index 083b6f07fbc..d4fcbbcdd4d 100644
--- a/release/scripts/ui/space_info.py
+++ b/release/scripts/ui/space_info.py
@@ -99,13 +99,13 @@ class INFO_MT_file_import(dynamic_menu.DynMenu):
__label__ = "Import"
def draw(self, context):
- pass # dynamic menu
+ self.layout.itemO("WM_OT_collada_import", text="COLLADA (.dae)...")
class INFO_MT_file_export(dynamic_menu.DynMenu):
__label__ = "Export"
def draw(self, context):
- pass # dynamic menu
+ self.layout.itemO("WM_OT_collada_export", text="COLLADA (.dae)...")
class INFO_MT_file_external_data(bpy.types.Menu):
__label__ = "External Data"
diff --git a/source/blender/CMakeLists.txt b/source/blender/CMakeLists.txt
index 99297714fd2..045ee15246f 100644
--- a/source/blender/CMakeLists.txt
+++ b/source/blender/CMakeLists.txt
@@ -58,3 +58,7 @@ IF(WITH_PYTHON)
ADD_SUBDIRECTORY(python)
ENDIF(WITH_PYTHON)
+IF(WITH_OPENCOLLADA)
+ ADD_SUBDIRECTORY(collada)
+ENDIF(WITH_OPENCOLLADA)
+
diff --git a/source/blender/SConscript b/source/blender/SConscript
index 3625678f610..9910db1902f 100644
--- a/source/blender/SConscript
+++ b/source/blender/SConscript
@@ -33,3 +33,6 @@ if env['WITH_BF_OPENEXR']:
if env['WITH_BF_QUICKTIME']:
SConscript (['quicktime/SConscript'])
+
+if env['WITH_BF_COLLADA']:
+ SConscript (['collada/SConscript'])
diff --git a/source/blender/collada/CMakeLists.txt b/source/blender/collada/CMakeLists.txt
new file mode 100644
index 00000000000..5a8c08a254d
--- /dev/null
+++ b/source/blender/collada/CMakeLists.txt
@@ -0,0 +1,44 @@
+# $Id: CMakeLists.txt 21789 2009-07-22 05:35:12Z kazanbas $
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# The Original Code is Copyright (C) 2006, Blender Foundation
+# All rights reserved.
+#
+# The Original Code is: all of this file.
+#
+# Contributor(s): Jacques Beaurain.
+#
+# ***** END GPL LICENSE BLOCK *****
+
+FILE(GLOB SRC *.cpp)
+
+SET(INC
+ .
+ ../blenlib
+ ../blenkernel
+ ../windowmanager
+ ../makesdna
+ ../makesrna
+ ../editors/include
+ ../../../intern/guardedalloc
+ ${OPENCOLLADA}/COLLADAStreamWriter/include
+ ${OPENCOLLADA}/COLLADABaseUtils/include
+ ${OPENCOLLADA}/COLLADAFramework/include
+ ${OPENCOLLADA}/COLLADASaxFrameworkLoader/include
+)
+
+BLENDERLIB(bf_collada "${SRC}" "${INC}")
diff --git a/source/blender/collada/DocumentExporter.cpp b/source/blender/collada/DocumentExporter.cpp
new file mode 100644
index 00000000000..09db4ba062f
--- /dev/null
+++ b/source/blender/collada/DocumentExporter.cpp
@@ -0,0 +1,2137 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+
+#include "DNA_scene_types.h"
+#include "DNA_object_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_image_types.h"
+#include "DNA_material_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_anim_types.h"
+#include "DNA_action_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_modifier_types.h"
+
+extern "C"
+{
+#include "BKE_DerivedMesh.h"
+#include "BKE_fcurve.h"
+#include "BLI_util.h"
+#include "BLI_fileops.h"
+#include "ED_keyframing.h"
+}
+
+#include "MEM_guardedalloc.h"
+
+#include "BKE_scene.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
+#include "BKE_material.h"
+#include "BKE_action.h" // pose functions
+#include "BKE_armature.h"
+#include "BKE_image.h"
+#include "BKE_utildefines.h"
+
+#include "BLI_arithb.h"
+#include "BLI_string.h"
+#include "BLI_listbase.h"
+
+#include "COLLADASWAsset.h"
+#include "COLLADASWLibraryVisualScenes.h"
+#include "COLLADASWNode.h"
+#include "COLLADASWLibraryGeometries.h"
+#include "COLLADASWSource.h"
+#include "COLLADASWInstanceGeometry.h"
+#include "COLLADASWInputList.h"
+#include "COLLADASWPrimitves.h"
+#include "COLLADASWVertices.h"
+#include "COLLADASWLibraryAnimations.h"
+#include "COLLADASWLibraryImages.h"
+#include "COLLADASWLibraryEffects.h"
+#include "COLLADASWImage.h"
+#include "COLLADASWEffectProfile.h"
+#include "COLLADASWColorOrTexture.h"
+#include "COLLADASWParamTemplate.h"
+#include "COLLADASWParamBase.h"
+#include "COLLADASWSurfaceInitOption.h"
+#include "COLLADASWSampler.h"
+#include "COLLADASWScene.h"
+//#include "COLLADASWSurface.h"
+#include "COLLADASWTechnique.h"
+#include "COLLADASWTexture.h"
+#include "COLLADASWLibraryMaterials.h"
+#include "COLLADASWBindMaterial.h"
+#include "COLLADASWLibraryCameras.h"
+#include "COLLADASWLibraryLights.h"
+#include "COLLADASWInstanceCamera.h"
+#include "COLLADASWInstanceLight.h"
+#include "COLLADASWCameraOptic.h"
+#include "COLLADASWConstants.h"
+#include "COLLADASWLibraryControllers.h"
+#include "COLLADASWInstanceController.h"
+#include "COLLADASWBaseInputElement.h"
+
+#include "collada_internal.h"
+#include "DocumentExporter.h"
+
+#include <vector>
+#include <algorithm> // std::find
+
+// arithb.c now has QuatToAxisAngle too
+#if 0
+// This function assumes that quat is normalized.
+// The following document was used as reference:
+// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+void QuatToAxisAngle(float *q, float *axis, float *angle)
+{
+ // quat to axis angle
+ *angle = 2 * acos(q[0]);
+ float divisor = sqrt(1 - q[0] * q[0]);
+
+ // test to avoid divide by zero, divisor is always positive
+ if (divisor < 0.001f ) {
+ axis[0] = 1.0f;
+ axis[1] = 0.0f;
+ axis[2] = 0.0f;
+ }
+ else {
+ axis[0] = q[1] / divisor;
+ axis[1] = q[2] / divisor;
+ axis[2] = q[3] / divisor;
+ }
+}
+#endif
+
+char *CustomData_get_layer_name(const struct CustomData *data, int type, int n)
+{
+ int layer_index = CustomData_get_layer_index(data, type);
+ if(layer_index < 0) return NULL;
+
+ return data->layers[layer_index+n].name;
+}
+
+char *CustomData_get_active_layer_name(const CustomData *data, int type)
+{
+ /* get the layer index of the active layer of type */
+ int layer_index = CustomData_get_active_layer_index(data, type);
+ if(layer_index < 0) return NULL;
+
+ return data->layers[layer_index].name;
+}
+
+static std::string id_name(void *id)
+{
+ return ((ID*)id)->name + 2;
+}
+
+static std::string get_geometry_id(Object *ob)
+{
+ return id_name(ob) + "-mesh";
+}
+
+static std::string get_light_id(Object *ob)
+{
+ return id_name(ob) + "-light";
+}
+
+static std::string get_camera_id(Object *ob)
+{
+ return id_name(ob) + "-camera";
+}
+
+static void replace_chars(char *str, char chars[], char with)
+{
+ char *ch, *p;
+
+ for (ch = chars; *ch; ch++) {
+ while ((p = strchr(str, *ch))) {
+ *p = with;
+ }
+ }
+}
+
+/*
+ Utilities to avoid code duplication.
+ Definition can take some time to understand, but they should be useful.
+*/
+
+// f should have
+// void operator()(Object* ob)
+template<class Functor>
+void forEachMeshObjectInScene(Scene *sce, Functor &f)
+{
+
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_MESH && ob->data) {
+ f(ob);
+ }
+ base= base->next;
+
+ }
+}
+
+template<class Functor>
+void forEachObjectInScene(Scene *sce, Functor &f)
+{
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ f(ob);
+
+ base= base->next;
+ }
+}
+
+template<class Functor>
+void forEachCameraObjectInScene(Scene *sce, Functor &f)
+{
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_CAMERA && ob->data) {
+ f(ob, sce);
+ }
+ base= base->next;
+ }
+}
+
+template<class Functor>
+void forEachLampObjectInScene(Scene *sce, Functor &f)
+{
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_LAMP && ob->data) {
+ f(ob);
+ }
+ base= base->next;
+ }
+}
+
+// used in forEachMaterialInScene
+template <class MaterialFunctor>
+class ForEachMaterialFunctor
+{
+ std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
+ MaterialFunctor *f;
+public:
+ ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
+ void operator ()(Object *ob)
+ {
+ int a;
+ for(a = 0; a < ob->totcol; a++) {
+
+ Material *ma = give_current_material(ob, a+1);
+
+ if (!ma) continue;
+
+ if (find(mMat.begin(), mMat.end(), id_name(ma)) == mMat.end()) {
+ (*this->f)(ma, ob);
+
+ mMat.push_back(id_name(ma));
+ }
+ }
+ }
+};
+
+// calls f for each unique material linked to each object in sce
+// f should have
+// void operator()(Material* ma)
+template<class Functor>
+void forEachMaterialInScene(Scene *sce, Functor &f)
+{
+ ForEachMaterialFunctor<Functor> matfunc(&f);
+ forEachMeshObjectInScene(sce, matfunc);
+}
+
+// OB_MESH is assumed
+std::string getActiveUVLayerName(Object *ob)
+{
+ Mesh *me = (Mesh*)ob->data;
+
+ int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
+ if (num_layers)
+ return std::string(CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
+
+ return "";
+}
+
+// TODO: optimize UV sets by making indexed list with duplicates removed
+class GeometryExporter : COLLADASW::LibraryGeometries
+{
+ Scene *mScene;
+public:
+ GeometryExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryGeometries(sw) {}
+
+ void exportGeom(Scene *sce)
+ {
+ openLibrary();
+
+ mScene = sce;
+ forEachMeshObjectInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ void operator()(Object *ob)
+ {
+ // XXX don't use DerivedMesh, Mesh instead?
+
+#if 0
+ DerivedMesh *dm = mesh_get_derived_final(mScene, ob, CD_MASK_BAREMESH);
+#endif
+ Mesh *me = (Mesh*)ob->data;
+ std::string geom_id = get_geometry_id(ob);
+
+ // openMesh(geoId, geoName, meshId)
+ openMesh(geom_id);
+
+ // writes <source> for vertex coords
+ createVertsSource(geom_id, me);
+
+ // writes <source> for normal coords
+ createNormalsSource(geom_id, me);
+
+ int has_uvs = CustomData_has_layer(&me->fdata, CD_MTFACE);
+
+ // writes <source> for uv coords if mesh has uv coords
+ if (has_uvs) {
+ createTexcoordsSource(geom_id, (Mesh*)ob->data);
+ }
+ // <vertices>
+ COLLADASW::Vertices verts(mSW);
+ verts.setId(getIdBySemantics(geom_id, COLLADASW::VERTEX));
+ COLLADASW::InputList &input_list = verts.getInputList();
+ COLLADASW::Input input(COLLADASW::POSITION, getUrlBySemantics(geom_id, COLLADASW::POSITION));
+ input_list.push_back(input);
+ verts.add();
+
+ // XXX slow
+ if (ob->totcol) {
+ for(int a = 0; a < ob->totcol; a++) {
+ // account for NULL materials, this should not normally happen?
+ Material *ma = give_current_material(ob, a + 1);
+ createPolylist(ma != NULL, a, has_uvs, ob, geom_id);
+ }
+ }
+ else {
+ createPolylist(false, 0, has_uvs, ob, geom_id);
+ }
+
+ closeMesh();
+ closeGeometry();
+
+#if 0
+ dm->release(dm);
+#endif
+ }
+
+ // powerful because it handles both cases when there is material and when there's not
+ void createPolylist(bool has_material,
+ int material_index,
+ bool has_uvs,
+ Object *ob,
+ std::string& geom_id)
+ {
+#if 0
+ MFace *mfaces = dm->getFaceArray(dm);
+ int totfaces = dm->getNumFaces(dm);
+#endif
+ Mesh *me = (Mesh*)ob->data;
+ MFace *mfaces = me->mface;
+ int totfaces = me->totface;
+
+ // <vcount>
+ int i;
+ int faces_in_polylist = 0;
+ std::vector<unsigned long> vcount_list;
+
+ // count faces with this material
+ for (i = 0; i < totfaces; i++) {
+ MFace *f = &mfaces[i];
+
+ if ((has_material && f->mat_nr == material_index) || !has_material) {
+ faces_in_polylist++;
+ if (f->v4 == 0) {
+ vcount_list.push_back(3);
+ }
+ else {
+ vcount_list.push_back(4);
+ }
+ }
+ }
+
+ // no faces using this material
+ if (faces_in_polylist == 0) {
+ return;
+ }
+
+ Material *ma = has_material ? give_current_material(ob, material_index + 1) : NULL;
+ COLLADASW::Polylist polylist(mSW);
+
+ // sets count attribute in <polylist>
+ polylist.setCount(faces_in_polylist);
+
+ // sets material name
+ if (has_material)
+ polylist.setMaterial(id_name(ma));
+
+ COLLADASW::InputList &til = polylist.getInputList();
+
+ // creates <input> in <polylist> for vertices
+ COLLADASW::Input input1(COLLADASW::VERTEX, getUrlBySemantics
+ (geom_id, COLLADASW::VERTEX), 0);
+
+ // creates <input> in <polylist> for normals
+ COLLADASW::Input input2(COLLADASW::NORMAL, getUrlBySemantics
+ (geom_id, COLLADASW::NORMAL), 0);
+
+ til.push_back(input1);
+ til.push_back(input2);
+
+ // if mesh has uv coords writes <input> for TEXCOORD
+ int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
+
+ for (i = 0; i < num_layers; i++) {
+ char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i);
+ COLLADASW::Input input3(COLLADASW::TEXCOORD,
+ makeUrl(makeTexcoordSourceId(geom_id, i)),
+ 1, // offset always 1, this is only until we have optimized UV sets
+ i // set number equals UV layer index
+ );
+ til.push_back(input3);
+ }
+
+ // sets <vcount>
+ polylist.setVCountList(vcount_list);
+
+ // performs the actual writing
+ polylist.prepareToAppendValues();
+
+ // <p>
+ int texindex = 0;
+ for (i = 0; i < totfaces; i++) {
+ MFace *f = &mfaces[i];
+
+ if ((has_material && f->mat_nr == material_index) || !has_material) {
+
+ unsigned int *v = &f->v1;
+ for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) {
+ polylist.appendValues(v[j]);
+
+ if (has_uvs)
+ polylist.appendValues(texindex + j);
+ }
+ }
+
+ texindex += 3;
+ if (f->v4 != 0)
+ texindex++;
+ }
+
+ polylist.finish();
+ }
+
+ // creates <source> for positions
+ void createVertsSource(std::string geom_id, Mesh *me)
+ {
+#if 0
+ int totverts = dm->getNumVerts(dm);
+ MVert *verts = dm->getVertArray(dm);
+#endif
+ int totverts = me->totvert;
+ MVert *verts = me->mvert;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(getIdBySemantics(geom_id, COLLADASW::POSITION));
+ source.setArrayId(getIdBySemantics(geom_id, COLLADASW::POSITION) +
+ ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totverts);
+ source.setAccessorStride(3);
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("X");
+ param.push_back("Y");
+ param.push_back("Z");
+ /*main function, it creates <source id = "">, <float_array id = ""
+ count = ""> */
+ source.prepareToAppendValues();
+ //appends data to <float_array>
+ int i = 0;
+ for (i = 0; i < totverts; i++) {
+ source.appendValues(verts[i].co[0], verts[i].co[1], verts[i].co[2]);
+ }
+
+ source.finish();
+
+ }
+
+ std::string makeTexcoordSourceId(std::string& geom_id, int layer_index)
+ {
+ char suffix[20];
+ sprintf(suffix, "-%d", layer_index);
+ return getIdBySemantics(geom_id, COLLADASW::TEXCOORD) + suffix;
+ }
+
+ //creates <source> for texcoords
+ void createTexcoordsSource(std::string geom_id, Mesh *me)
+ {
+#if 0
+ int totfaces = dm->getNumFaces(dm);
+ MFace *mfaces = dm->getFaceArray(dm);
+#endif
+ int totfaces = me->totface;
+ MFace *mfaces = me->mface;
+
+ int totuv = 0;
+ int i;
+
+ // count totuv
+ for (i = 0; i < totfaces; i++) {
+ MFace *f = &mfaces[i];
+ if (f->v4 == 0) {
+ totuv+=3;
+ }
+ else {
+ totuv+=4;
+ }
+ }
+
+ int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
+
+ // write <source> for each layer
+ // each <source> will get id like meshName + "map-channel-1"
+ for (int a = 0; a < num_layers; a++) {
+ MTFace *tface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, a);
+ char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, a);
+
+ COLLADASW::FloatSourceF source(mSW);
+ std::string layer_id = makeTexcoordSourceId(geom_id, a);
+ source.setId(layer_id);
+ source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
+
+ source.setAccessorCount(totuv);
+ source.setAccessorStride(2);
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("X");
+ param.push_back("Y");
+
+ source.prepareToAppendValues();
+
+ for (i = 0; i < totfaces; i++) {
+ MFace *f = &mfaces[i];
+
+ for (int j = 0; j < (f->v4 == 0 ? 3 : 4); j++) {
+ source.appendValues(tface[i].uv[j][0],
+ tface[i].uv[j][1]);
+ }
+ }
+
+ source.finish();
+ }
+ }
+
+
+ //creates <source> for normals
+ void createNormalsSource(std::string geom_id, Mesh *me)
+ {
+#if 0
+ int totverts = dm->getNumVerts(dm);
+ MVert *verts = dm->getVertArray(dm);
+#endif
+
+ int totverts = me->totvert;
+ MVert *verts = me->mvert;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(getIdBySemantics(geom_id, COLLADASW::NORMAL));
+ source.setArrayId(getIdBySemantics(geom_id, COLLADASW::NORMAL) +
+ ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totverts);
+ source.setAccessorStride(3);
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("X");
+ param.push_back("Y");
+ param.push_back("Z");
+
+ source.prepareToAppendValues();
+
+ int i = 0;
+
+ for( i = 0; i < totverts; ++i ){
+
+ source.appendValues(float(verts[i].no[0]/32767.0),
+ float(verts[i].no[1]/32767.0),
+ float(verts[i].no[2]/32767.0));
+
+ }
+ source.finish();
+ }
+
+ std::string getIdBySemantics(std::string geom_id, COLLADASW::Semantics type, std::string other_suffix = "") {
+ return geom_id + getSuffixBySemantic(type) + other_suffix;
+ }
+
+
+ COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::Semantics type, std::string other_suffix = "") {
+
+ std::string id(getIdBySemantics(geom_id, type, other_suffix));
+ return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
+
+ }
+
+ COLLADASW::URI makeUrl(std::string id)
+ {
+ return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
+ }
+
+
+ /* int getTriCount(MFace *faces, int totface) {
+ int i;
+ int tris = 0;
+ for (i = 0; i < totface; i++) {
+ // if quad
+ if (faces[i].v4 != 0)
+ tris += 2;
+ else
+ tris++;
+ }
+
+ return tris;
+ }*/
+};
+
+class TransformWriter : protected TransformBase
+{
+protected:
+ void add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4])
+ {
+ float loc[3], rot[3], size[3];
+ float local[4][4];
+
+ if (parent_mat) {
+ float invpar[4][4];
+ Mat4Invert(invpar, parent_mat);
+ Mat4MulMat4(local, mat, invpar);
+ }
+ else {
+ Mat4CpyMat4(local, mat);
+ }
+
+ TransformBase::decompose(local, loc, rot, size);
+
+ /*
+ // this code used to create a single <rotate> representing object rotation
+ float quat[4];
+ float axis[3];
+ float angle;
+ double angle_deg;
+ EulToQuat(rot, quat);
+ NormalQuat(quat);
+ QuatToAxisAngle(quat, axis, &angle);
+ angle_deg = angle * 180.0f / M_PI;
+ node.addRotate(axis[0], axis[1], axis[2], angle_deg);
+ */
+ node.addTranslate("location", loc[0], loc[1], loc[2]);
+
+ node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
+ node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
+ node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0]));
+
+ node.addScale("scale", size[0], size[1], size[2]);
+ }
+};
+
+class InstanceWriter
+{
+protected:
+ void add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob)
+ {
+ for(int a = 0; a < ob->totcol; a++) {
+ Material *ma = give_current_material(ob, a+1);
+
+ COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
+
+ if (ma) {
+ std::string matid(id_name(ma));
+ COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
+
+ // create <bind_vertex_input> for each uv layer
+ Mesh *me = (Mesh*)ob->data;
+ int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
+
+ for (int b = 0; b < totlayer; b++) {
+ char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
+ im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
+ }
+
+ iml.push_back(im);
+ }
+ }
+ }
+};
+
+// XXX exporter writes wrong data for shared armatures. A separate
+// controller should be written for each armature-mesh binding how do
+// we make controller ids then?
+class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
+{
+private:
+ Scene *scene;
+
+public:
+ ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {}
+
+ // write bone nodes
+ void add_armature_bones(Object *ob_arm, Scene *sce)
+ {
+ // write bone nodes
+ bArmature *arm = (bArmature*)ob_arm->data;
+ for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
+ // start from root bones
+ if (!bone->parent)
+ add_bone_node(bone, ob_arm);
+ }
+ }
+
+ bool is_skinned_mesh(Object *ob)
+ {
+ return get_assigned_armature(ob) != NULL;
+ }
+
+ void add_instance_controller(Object *ob)
+ {
+ Object *ob_arm = get_assigned_armature(ob);
+ bArmature *arm = (bArmature*)ob_arm->data;
+
+ const std::string& controller_id = get_controller_id(ob_arm);
+
+ COLLADASW::InstanceController ins(mSW);
+ ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id));
+
+ // write root bone URLs
+ Bone *bone;
+ for (bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
+ if (!bone->parent)
+ ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
+ }
+
+ InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob);
+
+ ins.add();
+ }
+
+ void export_controllers(Scene *sce)
+ {
+ scene = sce;
+
+ openLibrary();
+
+ forEachMeshObjectInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ void operator()(Object *ob)
+ {
+ Object *ob_arm = get_assigned_armature(ob);
+
+ if (ob_arm /*&& !already_written(ob_arm)*/)
+ export_controller(ob, ob_arm);
+ }
+
+private:
+
+ UnitConverter converter;
+
+#if 0
+ std::vector<Object*> written_armatures;
+
+ bool already_written(Object *ob_arm)
+ {
+ return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end();
+ }
+
+ void wrote(Object *ob_arm)
+ {
+ written_armatures.push_back(ob_arm);
+ }
+
+ void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce)
+ {
+ objects.clear();
+
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) {
+ objects.push_back(ob);
+ }
+
+ base= base->next;
+ }
+ }
+#endif
+
+ Object *get_assigned_armature(Object *ob)
+ {
+ Object *ob_arm = NULL;
+
+ if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
+ ob_arm = ob->parent;
+ }
+ else {
+ ModifierData *mod = (ModifierData*)ob->modifiers.first;
+ while (mod) {
+ if (mod->type == eModifierType_Armature) {
+ ob_arm = ((ArmatureModifierData*)mod)->object;
+ }
+
+ mod = mod->next;
+ }
+ }
+
+ return ob_arm;
+ }
+
+ std::string get_joint_id(Bone *bone, Object *ob_arm)
+ {
+ return id_name(ob_arm) + "_" + bone->name;
+ }
+
+ std::string get_joint_sid(Bone *bone)
+ {
+ char name[100];
+ BLI_strncpy(name, bone->name, sizeof(name));
+
+ // these chars have special meaning in SID
+ replace_chars(name, ".()", '_');
+
+ return name;
+ }
+
+ // parent_mat is armature-space
+ void add_bone_node(Bone *bone, Object *ob_arm)
+ {
+ std::string node_id = get_joint_id(bone, ob_arm);
+ std::string node_name = std::string(bone->name);
+ std::string node_sid = get_joint_sid(bone);
+
+ COLLADASW::Node node(mSW);
+
+ node.setType(COLLADASW::Node::JOINT);
+ node.setNodeId(node_id);
+ node.setNodeName(node_name);
+ node.setNodeSid(node_sid);
+
+ node.start();
+
+ add_bone_transform(ob_arm, bone, node);
+
+ for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
+ add_bone_node(child, ob_arm);
+ }
+
+ node.end();
+ }
+
+ void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
+ {
+ bPose *pose = ob_arm->pose;
+
+ bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
+
+ float mat[4][4];
+
+ if (bone->parent) {
+ // get bone-space matrix from armature-space
+ bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name);
+
+ float invpar[4][4];
+ Mat4Invert(invpar, parchan->pose_mat);
+ Mat4MulMat4(mat, pchan->pose_mat, invpar);
+ }
+ else {
+ // get world-space from armature-space
+ Mat4MulMat4(mat, pchan->pose_mat, ob_arm->obmat);
+ }
+
+ TransformWriter::add_node_transform(node, mat, NULL);
+ }
+
+ std::string get_controller_id(Object *ob_arm)
+ {
+ return id_name(ob_arm) + SKIN_CONTROLLER_ID_SUFFIX;
+ }
+
+ // ob should be of type OB_MESH
+ // both args are required
+ void export_controller(Object* ob, Object *ob_arm)
+ {
+ // joint names
+ // joint inverse bind matrices
+ // vertex weights
+
+ // input:
+ // joint names: ob -> vertex group names
+ // vertex group weights: me->dvert -> groups -> index, weight
+
+ /*
+ me->dvert:
+
+ typedef struct MDeformVert {
+ struct MDeformWeight *dw;
+ int totweight;
+ int flag; // flag only in use for weightpaint now
+ } MDeformVert;
+
+ typedef struct MDeformWeight {
+ int def_nr;
+ float weight;
+ } MDeformWeight;
+ */
+
+ Mesh *me = (Mesh*)ob->data;
+ if (!me->dvert) return;
+
+ std::string controller_name = id_name(ob_arm);
+ std::string controller_id = get_controller_id(ob_arm);
+
+ openSkin(controller_id, controller_name,
+ COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
+
+ add_bind_shape_mat(ob);
+
+ std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
+ std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
+ std::string weights_source_id = add_weights_source(me, controller_id);
+
+ add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
+ add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase);
+
+ closeSkin();
+ closeController();
+ }
+
+ void add_joints_element(ListBase *defbase,
+ const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
+ {
+ COLLADASW::JointsElement joints(mSW);
+ COLLADASW::InputList &input = joints.getInputList();
+
+ int offset = 0;
+ input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
+ input.push_back(COLLADASW::Input(COLLADASW::BINDMATRIX,
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
+ joints.add();
+ }
+
+ void add_bind_shape_mat(Object *ob)
+ {
+ double bind_mat[4][4];
+
+ converter.mat4_to_dae_double(bind_mat, ob->obmat);
+
+ addBindShapeTransform(bind_mat);
+ }
+
+ std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
+ {
+ std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
+
+ int totjoint = 0;
+ bDeformGroup *def;
+ for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
+ if (is_bone_defgroup(ob_arm, def))
+ totjoint++;
+ }
+
+ COLLADASW::NameSource source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totjoint);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("JOINT");
+
+ source.prepareToAppendValues();
+
+ for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
+ Bone *bone = get_bone_from_defgroup(ob_arm, def);
+ if (bone)
+ source.appendValues(get_joint_sid(bone));
+ }
+
+ source.finish();
+
+ return source_id;
+ }
+
+ std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
+ {
+ std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(BLI_countlist(defbase));
+ source.setAccessorStride(16);
+
+ source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("TRANSFORM");
+
+ source.prepareToAppendValues();
+
+ bPose *pose = ob_arm->pose;
+ bArmature *arm = (bArmature*)ob_arm->data;
+
+ int flag = arm->flag;
+
+ // put armature in rest position
+ if (!(arm->flag & ARM_RESTPOS)) {
+ arm->flag |= ARM_RESTPOS;
+ where_is_pose(scene, ob_arm);
+ }
+
+ for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) {
+ if (is_bone_defgroup(ob_arm, def)) {
+
+ bPoseChannel *pchan = get_pose_channel(pose, def->name);
+
+ float mat[4][4];
+ float world[4][4];
+ float inv_bind_mat[4][4];
+
+ // make world-space matrix, pose_mat is armature-space
+ Mat4MulMat4(world, pchan->pose_mat, ob_arm->obmat);
+
+ Mat4Invert(mat, world);
+ converter.mat4_to_dae(inv_bind_mat, mat);
+
+ source.appendValues(inv_bind_mat);
+ }
+ }
+
+ // back from rest positon
+ if (!(flag & ARM_RESTPOS)) {
+ arm->flag = flag;
+ where_is_pose(scene, ob_arm);
+ }
+
+ source.finish();
+
+ return source_id;
+ }
+
+ Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def)
+ {
+ bPoseChannel *pchan = get_pose_channel(ob_arm->pose, def->name);
+ return pchan ? pchan->bone : NULL;
+ }
+
+ bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def)
+ {
+ return get_bone_from_defgroup(ob_arm, def) != NULL;
+ }
+
+ std::string add_weights_source(Mesh *me, const std::string& controller_id)
+ {
+ std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
+
+ int i;
+ int totweight = 0;
+
+ for (i = 0; i < me->totvert; i++) {
+ totweight += me->dvert[i].totweight;
+ }
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(totweight);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("WEIGHT");
+
+ source.prepareToAppendValues();
+
+ // NOTE: COLLADA spec says weights should be normalized
+
+ for (i = 0; i < me->totvert; i++) {
+ MDeformVert *vert = &me->dvert[i];
+ for (int j = 0; j < vert->totweight; j++) {
+ source.appendValues(vert->dw[j].weight);
+ }
+ }
+
+ source.finish();
+
+ return source_id;
+ }
+
+ void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
+ Object *ob_arm, ListBase *defbase)
+ {
+ COLLADASW::VertexWeightsElement weights(mSW);
+ COLLADASW::InputList &input = weights.getInputList();
+
+ int offset = 0;
+ input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
+ input.push_back(COLLADASW::Input(COLLADASW::WEIGHT,
+ COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
+
+ weights.setCount(me->totvert);
+
+ // write number of deformers per vertex
+ COLLADASW::PrimitivesBase::VCountList vcount;
+ int i;
+ for (i = 0; i < me->totvert; i++) {
+ vcount.push_back(me->dvert[i].totweight);
+ }
+
+ weights.prepareToAppendVCountValues();
+ weights.appendVertexCount(vcount);
+
+ // def group index -> joint index
+ std::map<int, int> joint_index_by_def_index;
+ bDeformGroup *def;
+ int j;
+ for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) {
+ if (is_bone_defgroup(ob_arm, def))
+ joint_index_by_def_index[i] = j++;
+ else
+ joint_index_by_def_index[i] = -1;
+ }
+
+ weights.CloseVCountAndOpenVElement();
+
+ // write deformer index - weight index pairs
+ int weight_index = 0;
+ for (i = 0; i < me->totvert; i++) {
+ MDeformVert *dvert = &me->dvert[i];
+ for (int j = 0; j < dvert->totweight; j++) {
+ weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]);
+ weights.appendValues(weight_index++);
+ }
+ }
+
+ weights.finish();
+ }
+};
+
+class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter
+{
+ ArmatureExporter *arm_exporter;
+public:
+ SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm) : COLLADASW::LibraryVisualScenes(sw),
+ arm_exporter(arm) {}
+
+ void exportScene(Scene *sce) {
+ // <library_visual_scenes> <visual_scene>
+ openVisualScene(id_name(sce));
+
+ // write <node>s
+ //forEachMeshObjectInScene(sce, *this);
+ //forEachCameraObjectInScene(sce, *this);
+ //forEachLampObjectInScene(sce, *this);
+ exportHierarchy(sce);
+
+ // </visual_scene> </library_visual_scenes>
+ closeVisualScene();
+
+ closeLibrary();
+ }
+
+ void exportHierarchy(Scene *sce)
+ {
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (!ob->parent) {
+ switch(ob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_EMPTY:
+ case OB_ARMATURE:
+ // write nodes....
+ writeNodes(ob, sce);
+ break;
+ }
+ }
+
+ base= base->next;
+ }
+ }
+
+
+ // called for each object
+ //void operator()(Object *ob) {
+ void writeNodes(Object *ob, Scene *sce)
+ {
+ COLLADASW::Node node(mSW);
+ node.setNodeId(id_name(ob));
+ node.setType(COLLADASW::Node::NODE);
+
+ node.start();
+
+ bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
+
+ float mat[4][4];
+
+ if (ob->type == OB_MESH && is_skinned_mesh)
+ // for skinned mesh we write obmat in <bind_shape_matrix>
+ Mat4One(mat);
+ else
+ Mat4CpyMat4(mat, ob->obmat);
+
+ TransformWriter::add_node_transform(node, mat, ob->parent ? ob->parent->obmat : NULL);
+
+ // <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) {
+ }
+
+ // 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();
+ }
+};
+
+class ImagesExporter: COLLADASW::LibraryImages
+{
+ const char *mfilename;
+ std::vector<std::string> mImages; // contains list of written images, to avoid duplicates
+public:
+ ImagesExporter(COLLADASW::StreamWriter *sw, const char* filename) : COLLADASW::LibraryImages(sw), mfilename(filename)
+ {}
+
+ void exportImages(Scene *sce)
+ {
+ openLibrary();
+
+ forEachMaterialInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ void operator()(Material *ma, Object *ob)
+ {
+ int a;
+ for (a = 0; a < MAX_MTEX; a++) {
+ MTex *mtex = ma->mtex[a];
+ if (mtex && mtex->tex && mtex->tex->ima) {
+
+ Image *image = mtex->tex->ima;
+ std::string name(id_name(image));
+ char rel[FILE_MAX];
+ char abs[FILE_MAX];
+ char src[FILE_MAX];
+ char dir[FILE_MAX];
+
+ BLI_split_dirfile_basic(mfilename, dir, NULL);
+
+ BKE_get_image_export_path(image, dir, abs, sizeof(abs), rel, sizeof(rel));
+
+ if (strlen(abs)) {
+
+ // make absolute source path
+ BLI_strncpy(src, image->name, sizeof(src));
+ BLI_convertstringcode(src, G.sce);
+
+ // make dest directory if it doesn't exist
+ BLI_make_existing_file(abs);
+
+ if (BLI_copy_fileops(src, abs) != 0) {
+ fprintf(stderr, "Cannot copy image to file's directory. \n");
+ }
+ }
+
+ if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
+ COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(rel)), name);
+ img.add(mSW);
+
+ mImages.push_back(name);
+ }
+ }
+ }
+ }
+};
+
+
+class EffectsExporter: COLLADASW::LibraryEffects
+{
+public:
+ EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){}
+ void exportEffects(Scene *sce)
+ {
+ openLibrary();
+
+ forEachMaterialInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ void operator()(Material *ma, Object *ob)
+ {
+ // create a list of indices to textures of type TEX_IMAGE
+ std::vector<int> tex_indices;
+ createTextureIndices(ma, tex_indices);
+
+ openEffect(id_name(ma) + "-effect");
+
+ COLLADASW::EffectProfile ep(mSW);
+ ep.setProfileType(COLLADASW::EffectProfile::COMMON);
+ ep.openProfile();
+ // set shader type - one of three blinn, phong or lambert
+ if (ma->spec_shader == MA_SPEC_BLINN) {
+ ep.setShaderType(COLLADASW::EffectProfile::BLINN);
+ // shininess
+ ep.setShininess(ma->spec);
+ }
+ else if (ma->spec_shader == MA_SPEC_PHONG) {
+ ep.setShaderType(COLLADASW::EffectProfile::PHONG);
+ // shininess
+ // XXX not sure, stolen this from previous Collada plugin
+ ep.setShininess(ma->har / 4);
+ }
+ else {
+ // XXX write warning "Current shader type is not supported"
+ ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
+ }
+ // index of refraction
+ if (ma->mode & MA_RAYTRANSP) {
+ ep.setIndexOfRefraction(ma->ang);
+ }
+ else {
+ ep.setIndexOfRefraction(1.0f);
+ }
+ // transparency
+ ep.setTransparency(ma->alpha);
+ // emission
+ COLLADASW::ColorOrTexture cot = getcol(0.0f, 0.0f, 0.0f, 1.0f);
+ ep.setEmission(cot);
+ ep.setTransparent(cot);
+ // diffuse
+ cot = getcol(ma->r, ma->g, ma->b, 1.0f);
+ ep.setDiffuse(cot);
+ // ambient
+ cot = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f);
+ ep.setAmbient(cot);
+ // reflective, reflectivity
+ if (ma->mode & MA_RAYMIRROR) {
+ cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
+ ep.setReflective(cot);
+ ep.setReflectivity(ma->ray_mirror);
+ }
+ else {
+ cot = getcol(0.0f, 0.0f, 0.0f, 1.0f);
+ ep.setReflective(cot);
+ ep.setReflectivity(0.0f);
+ }
+ // specular
+ if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
+ cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
+ ep.setSpecular(cot);
+ }
+
+ // XXX make this more readable if possible
+
+ // create <sampler> and <surface> for each image
+ COLLADASW::Sampler samplers[MAX_MTEX];
+ //COLLADASW::Surface surfaces[MAX_MTEX];
+ //void *samp_surf[MAX_MTEX][2];
+ void *samp_surf[MAX_MTEX][1];
+
+ // image to index to samp_surf map
+ // samp_surf[index] stores 2 pointers, sampler and surface
+ std::map<std::string, int> im_samp_map;
+
+ unsigned int a, b;
+ for (a = 0, b = 0; a < tex_indices.size(); a++) {
+ MTex *t = ma->mtex[tex_indices[a]];
+ Image *ima = t->tex->ima;
+
+ std::string key(id_name(ima));
+
+ // create only one <sampler>/<surface> pair for each unique image
+ if (im_samp_map.find(key) == im_samp_map.end()) {
+ //<newparam> <surface> <init_from>
+ // COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
+// key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
+// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
+// sio.setImageReference(key);
+// surface.setInitOption(sio);
+
+ //<newparam> <sampler> <source>
+ COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
+ key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
+ key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
+ sampler.setImageId(key);
+ // copy values to arrays since they will live longer
+ samplers[a] = sampler;
+ //surfaces[a] = surface;
+
+ // store pointers so they can be used later when we create <texture>s
+ samp_surf[b][0] = &samplers[a];
+ //samp_surf[b][1] = &surfaces[a];
+
+ im_samp_map[key] = b;
+ b++;
+ }
+ }
+
+ // used as fallback when MTex->uvname is "" (this is pretty common)
+ // it is indeed the correct value to use in that case
+ std::string active_uv(getActiveUVLayerName(ob));
+
+ // write textures
+ // XXX very slow
+ for (a = 0; a < tex_indices.size(); a++) {
+ MTex *t = ma->mtex[tex_indices[a]];
+ Image *ima = t->tex->ima;
+
+ // we assume map input is always TEXCO_UV
+
+ std::string key(id_name(ima));
+ int i = im_samp_map[key];
+ COLLADASW::Sampler *sampler = (COLLADASW::Sampler*)samp_surf[i][0];
+ //COLLADASW::Surface *surface = (COLLADASW::Surface*)samp_surf[i][1];
+
+ std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
+
+ // color
+ if (t->mapto & MAP_COL) {
+ ep.setDiffuse(createTexture(ima, uvname, sampler));
+ }
+ // ambient
+ if (t->mapto & MAP_AMB) {
+ ep.setAmbient(createTexture(ima, uvname, sampler));
+ }
+ // specular
+ if (t->mapto & MAP_SPEC) {
+ ep.setSpecular(createTexture(ima, uvname, sampler));
+ }
+ // emission
+ if (t->mapto & MAP_EMIT) {
+ ep.setEmission(createTexture(ima, uvname, sampler));
+ }
+ // reflective
+ if (t->mapto & MAP_REF) {
+ ep.setReflective(createTexture(ima, uvname, sampler));
+ }
+ if (t->mapto & MAP_ALPHA) {
+ ep.setTransparent(createTexture(ima, uvname, sampler));
+ }
+ }
+ // performs the actual writing
+ ep.addProfileElements();
+ ep.closeProfile();
+ closeEffect();
+ }
+
+ COLLADASW::ColorOrTexture createTexture(Image *ima,
+ std::string& uv_layer_name,
+ COLLADASW::Sampler *sampler
+ /*COLLADASW::Surface *surface*/)
+ {
+
+ COLLADASW::Texture texture(id_name(ima));
+ texture.setTexcoord(uv_layer_name);
+ //texture.setSurface(*surface);
+ texture.setSampler(*sampler);
+
+ COLLADASW::ColorOrTexture cot(texture);
+ return cot;
+ }
+
+ COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a)
+ {
+ COLLADASW::Color color(r,g,b,a);
+ COLLADASW::ColorOrTexture cot(color);
+ return cot;
+ }
+
+ //returns the array of mtex indices which have image
+ //need this for exporting textures
+ void createTextureIndices(Material *ma, std::vector<int> &indices)
+ {
+ indices.clear();
+
+ for (int a = 0; a < MAX_MTEX; a++) {
+ if (ma->mtex[a] &&
+ ma->mtex[a]->tex->type == TEX_IMAGE &&
+ ma->mtex[a]->texco == TEXCO_UV){
+ indices.push_back(a);
+ }
+ }
+ }
+};
+
+class MaterialsExporter: COLLADASW::LibraryMaterials
+{
+public:
+ MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
+ void exportMaterials(Scene *sce)
+ {
+ openLibrary();
+
+ forEachMaterialInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ void operator()(Material *ma, Object *ob)
+ {
+ std::string name(id_name(ma));
+
+ openMaterial(name);
+
+ std::string efid = name + "-effect";
+ addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
+
+ closeMaterial();
+ }
+};
+
+class CamerasExporter: COLLADASW::LibraryCameras
+{
+public:
+ CamerasExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryCameras(sw){}
+ void exportCameras(Scene *sce)
+ {
+ openLibrary();
+
+ forEachCameraObjectInScene(sce, *this);
+
+ closeLibrary();
+ }
+ void operator()(Object *ob, Scene *sce)
+ {
+ // XXX add other params later
+ Camera *cam = (Camera*)ob->data;
+ std::string cam_id(get_camera_id(ob));
+ std::string cam_name(id_name(cam));
+
+ if (cam->type == CAM_PERSP) {
+ COLLADASW::PerspectiveOptic persp(mSW);
+ persp.setXFov(1.0);
+ persp.setAspectRatio(0.1);
+ persp.setZFar(cam->clipend);
+ persp.setZNear(cam->clipsta);
+ COLLADASW::Camera ccam(mSW, &persp, cam_id, cam_name);
+ addCamera(ccam);
+ }
+ else {
+ COLLADASW::OrthographicOptic ortho(mSW);
+ ortho.setXMag(1.0);
+ ortho.setAspectRatio(0.1);
+ ortho.setZFar(cam->clipend);
+ ortho.setZNear(cam->clipsta);
+ COLLADASW::Camera ccam(mSW, &ortho, cam_id, cam_name);
+ addCamera(ccam);
+ }
+ }
+};
+
+class LightsExporter: COLLADASW::LibraryLights
+{
+public:
+ LightsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryLights(sw){}
+ void exportLights(Scene *sce)
+ {
+ openLibrary();
+
+ forEachLampObjectInScene(sce, *this);
+
+ closeLibrary();
+ }
+ void operator()(Object *ob)
+ {
+ Lamp *la = (Lamp*)ob->data;
+ std::string la_id(get_light_id(ob));
+ std::string la_name(id_name(la));
+ COLLADASW::Color col(la->r, la->g, la->b);
+ float e = la->energy;
+
+ // sun
+ if (la->type == LA_SUN) {
+ COLLADASW::DirectionalLight cla(mSW, la_id, la_name, e);
+ cla.setColor(col);
+ addLight(cla);
+ }
+ // hemi
+ else if (la->type == LA_HEMI) {
+ COLLADASW::AmbientLight cla(mSW, la_id, la_name, e);
+ cla.setColor(col);
+ addLight(cla);
+ }
+ // spot
+ else if (la->type == LA_SPOT) {
+ COLLADASW::SpotLight cla(mSW, la_id, la_name, e);
+ cla.setColor(col);
+ cla.setFallOffAngle(la->spotsize);
+ cla.setFallOffExponent(la->spotblend);
+ cla.setLinearAttenuation(la->att1);
+ cla.setQuadraticAttenuation(la->att2);
+ addLight(cla);
+ }
+ // lamp
+ else if (la->type == LA_LOCAL) {
+ COLLADASW::PointLight cla(mSW, la_id, la_name, e);
+ cla.setColor(col);
+ cla.setLinearAttenuation(la->att1);
+ cla.setQuadraticAttenuation(la->att2);
+ addLight(cla);
+ }
+ // area lamp is not supported
+ // it will be exported as a local lamp
+ else {
+ COLLADASW::PointLight cla(mSW, la_id, la_name, e);
+ cla.setColor(col);
+ cla.setLinearAttenuation(la->att1);
+ cla.setQuadraticAttenuation(la->att2);
+ addLight(cla);
+ }
+ }
+};
+
+// TODO: it would be better to instantiate animations rather than create a new one per object
+// COLLADA allows this through multiple <channel>s in <animation>.
+// For this to work, we need to know objects that use a certain action.
+class AnimationExporter: COLLADASW::LibraryAnimations
+{
+ Scene *scene;
+ std::map<bActionGroup*, std::vector<FCurve*> > fcurves_actionGroup_map;
+ std::map<bActionGroup*, std::vector<FCurve*> > rotfcurves_actionGroup_map;
+public:
+ AnimationExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryAnimations(sw) {}
+
+ void exportAnimations(Scene *sce)
+ {
+ this->scene = sce;
+
+ openLibrary();
+
+ forEachObjectInScene(sce, *this);
+
+ closeLibrary();
+ }
+
+ // create <animation> for each transform axis
+
+ float convert_time(float frame) {
+ return FRA2TIME(frame);
+ }
+
+ float convert_angle(float angle) {
+ return COLLADABU::Math::Utils::radToDegF(angle);
+ }
+
+ std::string get_semantic_suffix(Sampler::Semantic semantic) {
+ switch(semantic) {
+ case Sampler::INPUT:
+ return INPUT_SOURCE_ID_SUFFIX;
+ case Sampler::OUTPUT:
+ return OUTPUT_SOURCE_ID_SUFFIX;
+ case Sampler::INTERPOLATION:
+ return INTERPOLATION_SOURCE_ID_SUFFIX;
+ case Sampler::IN_TANGENT:
+ return INTANGENT_SOURCE_ID_SUFFIX;
+ case Sampler::OUT_TANGENT:
+ return OUTTANGENT_SOURCE_ID_SUFFIX;
+ }
+ return "";
+ }
+
+ void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param,
+ Sampler::Semantic semantic, bool rotation, const char *axis) {
+ switch(semantic) {
+ case Sampler::INPUT:
+ param.push_back("TIME");
+ break;
+ case Sampler::OUTPUT:
+ if (rotation) {
+ param.push_back("ANGLE");
+ }
+ else {
+ param.push_back(axis);
+ }
+ break;
+ case Sampler::IN_TANGENT:
+ case Sampler::OUT_TANGENT:
+ param.push_back("X");
+ param.push_back("Y");
+ break;
+ }
+ }
+
+ void get_source_values(BezTriple *bezt, Sampler::Semantic semantic, bool rotation, float *values, int *length)
+ {
+ switch (semantic) {
+ case Sampler::INPUT:
+ *length = 1;
+ values[0] = convert_time(bezt->vec[1][0]);
+ break;
+ case Sampler::OUTPUT:
+ *length = 1;
+ if (rotation) {
+ values[0] = convert_angle(bezt->vec[1][1]);
+ }
+ else {
+ values[0] = bezt->vec[1][1];
+ }
+ break;
+ case Sampler::IN_TANGENT:
+ case Sampler::OUT_TANGENT:
+ // XXX
+ *length = 2;
+ break;
+ }
+ }
+
+ std::string create_source(Sampler::Semantic semantic, FCurve *fcu, std::string& anim_id, const char *axis_name)
+ {
+ std::string source_id = anim_id + get_semantic_suffix(semantic);
+
+ //bool is_rotation = !strcmp(fcu->rna_path, "rotation");
+ bool is_rotation = false;
+
+ if (strstr(fcu->rna_path, "rotation")) is_rotation = true;
+
+ COLLADASW::FloatSourceF source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(fcu->totvert);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ add_source_parameters(param, semantic, is_rotation, axis_name);
+
+ source.prepareToAppendValues();
+
+ for (int i = 0; i < fcu->totvert; i++) {
+ float values[3]; // be careful!
+ int length;
+
+ get_source_values(&fcu->bezt[i], semantic, is_rotation, values, &length);
+ for (int j = 0; j < length; j++)
+ source.appendValues(values[j]);
+ }
+
+ source.finish();
+
+ return source_id;
+ }
+
+ std::string create_interpolation_source(FCurve *fcu, std::string& anim_id, const char *axis_name)
+ {
+ std::string source_id = anim_id + get_semantic_suffix(Sampler::INTERPOLATION);
+
+ //bool is_rotation = !strcmp(fcu->rna_path, "rotation");
+
+ COLLADASW::NameSource source(mSW);
+ source.setId(source_id);
+ source.setArrayId(source_id + ARRAY_ID_SUFFIX);
+ source.setAccessorCount(fcu->totvert);
+ source.setAccessorStride(1);
+
+ COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
+ param.push_back("INTERPOLATION");
+
+ source.prepareToAppendValues();
+
+ for (int i = 0; i < fcu->totvert; i++) {
+ // XXX
+ source.appendValues(LINEAR_NAME);
+ }
+
+ source.finish();
+
+ return source_id;
+ }
+
+ std::string get_transform_sid(char *rna_path, const char *axis_name)
+ {
+ // if (!strcmp(rna_path, "rotation"))
+// return std::string(rna_path) + axis_name;
+
+// return std::string(rna_path) + "." + axis_name;
+ std::string new_rna_path;
+
+ if (strstr(rna_path, "rotation")) {
+ new_rna_path = strstr(rna_path, "rotation");
+ return new_rna_path + axis_name;
+ }
+ else if (strstr(rna_path, "location")) {
+ new_rna_path = strstr(rna_path, "location");
+ return new_rna_path + "." + axis_name;
+ }
+ else if (strstr(rna_path, "scale")) {
+ new_rna_path = strstr(rna_path, "scale");
+ return new_rna_path + "." + axis_name;
+ }
+ return NULL;
+ }
+
+ void add_animation(FCurve *fcu, std::string ob_name)
+ {
+ const char *axis_names[] = {"X", "Y", "Z"};
+ const char *axis_name = NULL;
+ char c_anim_id[100]; // careful!
+
+ if (fcu->array_index < 3)
+ axis_name = axis_names[fcu->array_index];
+
+ BLI_snprintf(c_anim_id, sizeof(c_anim_id), "%s.%s.%s", (char*)ob_name.c_str(), fcu->rna_path, axis_names[fcu->array_index]);
+ std::string anim_id(c_anim_id);
+
+ // check rna_path is one of: rotation, scale, location
+
+ openAnimation(anim_id);
+
+ // create input source
+ std::string input_id = create_source(Sampler::INPUT, fcu, anim_id, axis_name);
+
+ // create output source
+ std::string output_id = create_source(Sampler::OUTPUT, fcu, anim_id, axis_name);
+
+ // create interpolations source
+ std::string interpolation_id = create_interpolation_source(fcu, anim_id, axis_name);
+
+ std::string sampler_id = anim_id + SAMPLER_ID_SUFFIX;
+ COLLADASW::LibraryAnimations::Sampler sampler(sampler_id);
+ std::string empty;
+ sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id));
+ sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id));
+
+ // this input is required
+ sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
+
+ addSampler(sampler);
+
+ std::string target = ob_name + "/" + get_transform_sid(fcu->rna_path, axis_name);
+ addChannel(COLLADABU::URI(empty, sampler_id), target);
+
+ closeAnimation();
+ }
+
+ void add_bone_animation(FCurve *fcu, std::string ob_name, std::string bone_name)
+ {
+ const char *axis_names[] = {"X", "Y", "Z"};
+ const char *axis_name = NULL;
+ char c_anim_id[100]; // careful!
+
+ if (fcu->array_index < 3)
+ axis_name = axis_names[fcu->array_index];
+
+ std::string transform_sid = get_transform_sid(fcu->rna_path, axis_name);
+
+ BLI_snprintf(c_anim_id, sizeof(c_anim_id), "%s.%s.%s", (char*)ob_name.c_str(), (char*)bone_name.c_str(), (char*)transform_sid.c_str());
+ std::string anim_id(c_anim_id);
+
+ // check rna_path is one of: rotation, scale, location
+
+ openAnimation(anim_id);
+
+ // create input source
+ std::string input_id = create_source(Sampler::INPUT, fcu, anim_id, axis_name);
+
+ // create output source
+ std::string output_id = create_source(Sampler::OUTPUT, fcu, anim_id, axis_name);
+
+ // create interpolations source
+ std::string interpolation_id = create_interpolation_source(fcu, anim_id, axis_name);
+
+ std::string sampler_id = anim_id + SAMPLER_ID_SUFFIX;
+ COLLADASW::LibraryAnimations::Sampler sampler(sampler_id);
+ std::string empty;
+ sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id));
+ sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id));
+
+ // this input is required
+ sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
+
+ addSampler(sampler);
+
+ std::string target = ob_name + "_" + bone_name + "/" + transform_sid;
+ addChannel(COLLADABU::URI(empty, sampler_id), target);
+
+ closeAnimation();
+ }
+
+ 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 change_quat_to_eul(Object *ob, bActionGroup *grp, char *grpname)
+ {
+ std::vector<FCurve*> &rot_fcurves = rotfcurves_actionGroup_map[grp];
+
+ FCurve *quatcu[4] = {NULL, NULL, NULL, NULL};
+ int i;
+
+ for (i = 0; i < rot_fcurves.size(); i++)
+ quatcu[rot_fcurves[i]->array_index] = rot_fcurves[i];
+
+ char *rna_path = rot_fcurves[0]->rna_path;
+
+ FCurve *eulcu[3] = {
+ create_fcurve(0, rna_path),
+ create_fcurve(1, rna_path),
+ create_fcurve(2, rna_path)
+ };
+
+ for (i = 0; i < 4; i++) {
+
+ FCurve *cu = quatcu[i];
+
+ if (!cu) continue;
+
+ for (int j = 0; j < cu->totvert; j++) {
+ float frame = cu->bezt[j].vec[1][0];
+
+ float quat[4] = {
+ quatcu[0] ? evaluate_fcurve(quatcu[0], frame) : 0.0f,
+ quatcu[1] ? evaluate_fcurve(quatcu[1], frame) : 0.0f,
+ quatcu[2] ? evaluate_fcurve(quatcu[2], frame) : 0.0f,
+ quatcu[3] ? evaluate_fcurve(quatcu[3], frame) : 0.0f
+ };
+
+ float eul[3];
+
+ QuatToEul(quat, eul);
+
+ for (int k = 0; k < 3; k++)
+ create_bezt(eulcu[k], frame, eul[k]);
+ }
+ }
+
+ for (i = 0; i < 3; i++) {
+ add_bone_animation(eulcu[i], id_name(ob), std::string(grpname));
+ free_fcurve(eulcu[i]);
+ }
+ }
+
+ // called for each exported object
+ void operator() (Object *ob)
+ {
+ if (!ob->adt || !ob->adt->action) return;
+
+ FCurve *fcu = (FCurve*)ob->adt->action->curves.first;
+
+ if (ob->type == OB_ARMATURE) {
+
+ while (fcu) {
+
+ if (strstr(fcu->rna_path, ".rotation"))
+ rotfcurves_actionGroup_map[fcu->grp].push_back(fcu);
+ else fcurves_actionGroup_map[fcu->grp].push_back(fcu);
+
+ fcu = fcu->next;
+ }
+
+ for (bPoseChannel *pchan = (bPoseChannel*)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ int i;
+ char *grpname = pchan->name;
+ bActionGroup *grp = action_groups_find_named(ob->adt->action, grpname);
+
+ if (!grp) continue;
+
+ // write animation for location & scaling
+ if (fcurves_actionGroup_map.find(grp) == fcurves_actionGroup_map.end()) continue;
+
+ std::vector<FCurve*> &fcurves = fcurves_actionGroup_map[grp];
+ for (i = 0; i < fcurves.size(); i++)
+ add_bone_animation(fcurves[i], id_name(ob), std::string(grpname));
+
+ // ... for rotation
+ if (rotfcurves_actionGroup_map.find(grp) == rotfcurves_actionGroup_map.end())
+ continue;
+
+ // if rotation mode is euler - no need to convert it
+ if (pchan->rotmode == ROT_MODE_EUL) {
+
+ std::vector<FCurve*> &rotfcurves = rotfcurves_actionGroup_map[grp];
+
+ for (i = 0; i < rotfcurves.size(); i++)
+ add_bone_animation(rotfcurves[i], id_name(ob), std::string(grpname));
+ }
+
+ // convert rotation to euler & write animation
+ else change_quat_to_eul(ob, grp, grpname);
+ }
+ }
+ else {
+ while (fcu) {
+
+ if (!strcmp(fcu->rna_path, "location") ||
+ !strcmp(fcu->rna_path, "scale") ||
+ !strcmp(fcu->rna_path, "rotation")) {
+
+ add_animation(fcu, id_name(ob));
+ }
+
+ fcu = fcu->next;
+ }
+ }
+ }
+};
+
+void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename)
+{
+ COLLADABU::NativeString native_filename =
+ COLLADABU::NativeString(std::string(filename));
+ COLLADASW::StreamWriter sw(native_filename);
+
+ // open <Collada>
+ sw.startDocument();
+
+ // <asset>
+ COLLADASW::Asset asset(&sw);
+ // XXX ask blender devs about this?
+ asset.setUnit("decimetre", 0.1);
+ asset.setUpAxisType(COLLADASW::Asset::Z_UP);
+ asset.add();
+
+ // <library_cameras>
+ CamerasExporter ce(&sw);
+ ce.exportCameras(sce);
+
+ // <library_lights>
+ LightsExporter le(&sw);
+ le.exportLights(sce);
+
+ // <library_images>
+ ImagesExporter ie(&sw, filename);
+ ie.exportImages(sce);
+
+ // <library_effects>
+ EffectsExporter ee(&sw);
+ ee.exportEffects(sce);
+
+ // <library_materials>
+ MaterialsExporter me(&sw);
+ me.exportMaterials(sce);
+
+ // <library_geometries>
+ GeometryExporter ge(&sw);
+ ge.exportGeom(sce);
+
+ // <library_animations>
+ AnimationExporter ae(&sw);
+ ae.exportAnimations(sce);
+
+ // <library_controllers>
+ ArmatureExporter arm_exporter(&sw);
+ arm_exporter.export_controllers(sce);
+
+ // <library_visual_scenes>
+ SceneExporter se(&sw, &arm_exporter);
+ se.exportScene(sce);
+
+ // <scene>
+ std::string scene_name(id_name(sce));
+ COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
+ scene_name));
+ scene.add();
+
+ // close <Collada>
+ sw.endDocument();
+
+}
+
+void DocumentExporter::exportScenes(const char* filename)
+{
+}
diff --git a/source/blender/collada/DocumentExporter.h b/source/blender/collada/DocumentExporter.h
new file mode 100644
index 00000000000..1a0c292a3dd
--- /dev/null
+++ b/source/blender/collada/DocumentExporter.h
@@ -0,0 +1,8 @@
+struct Scene;
+
+class DocumentExporter
+{
+ public:
+ void exportCurrentScene(Scene *sce, const char* filename);
+ void exportScenes(const char* filename);
+};
diff --git a/source/blender/collada/DocumentImporter.cpp b/source/blender/collada/DocumentImporter.cpp
new file mode 100644
index 00000000000..f31ac7d5b0b
--- /dev/null
+++ b/source/blender/collada/DocumentImporter.cpp
@@ -0,0 +1,2847 @@
+#include "COLLADAFWRoot.h"
+#include "COLLADAFWIWriter.h"
+#include "COLLADAFWStableHeaders.h"
+#include "COLLADAFWAnimationCurve.h"
+#include "COLLADAFWAnimationList.h"
+#include "COLLADAFWCamera.h"
+#include "COLLADAFWColorOrTexture.h"
+#include "COLLADAFWEffect.h"
+#include "COLLADAFWFloatOrDoubleArray.h"
+#include "COLLADAFWGeometry.h"
+#include "COLLADAFWImage.h"
+#include "COLLADAFWIndexList.h"
+#include "COLLADAFWInstanceGeometry.h"
+#include "COLLADAFWLight.h"
+#include "COLLADAFWMaterial.h"
+#include "COLLADAFWMesh.h"
+#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
+#include "COLLADAFWNode.h"
+#include "COLLADAFWPolygons.h"
+#include "COLLADAFWSampler.h"
+#include "COLLADAFWSkinController.h"
+#include "COLLADAFWSkinControllerData.h"
+#include "COLLADAFWTransformation.h"
+#include "COLLADAFWTranslate.h"
+#include "COLLADAFWRotate.h"
+#include "COLLADAFWScale.h"
+#include "COLLADAFWMatrix.h"
+#include "COLLADAFWTypes.h"
+#include "COLLADAFWVisualScene.h"
+#include "COLLADAFWFileInfo.h"
+#include "COLLADAFWArrayPrimitiveType.h"
+
+#include "COLLADASaxFWLLoader.h"
+
+// TODO move "extern C" into header files
+extern "C"
+{
+#include "ED_keyframing.h"
+#include "ED_armature.h"
+#include "ED_mesh.h" // ED_vgroup_vert_add, ...
+#include "ED_anim_api.h"
+#include "WM_types.h"
+#include "WM_api.h"
+
+#include "BKE_main.h"
+#include "BKE_customdata.h"
+#include "BKE_library.h"
+#include "BKE_texture.h"
+#include "BKE_fcurve.h"
+#include "BKE_depsgraph.h"
+#include "BLI_util.h"
+#include "BKE_displist.h"
+#include "BLI_arithb.h"
+}
+#include "BKE_armature.h"
+#include "BKE_mesh.h"
+#include "BKE_global.h"
+#include "BKE_context.h"
+#include "BKE_object.h"
+#include "BKE_image.h"
+#include "BKE_material.h"
+#include "BKE_utildefines.h"
+#include "BKE_action.h"
+
+#include "BLI_arithb.h"
+#include "BLI_listbase.h"
+#include "BLI_string.h"
+
+#include "DNA_lamp_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_anim_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_texture_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_object_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_material_types.h"
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "DocumentImporter.h"
+#include "collada_internal.h"
+
+#include <string>
+#include <map>
+
+#include <math.h>
+#include <float.h>
+
+// #define COLLADA_DEBUG
+
+char *CustomData_get_layer_name(const struct CustomData *data, int type, int n);
+
+// armature module internal func, it's not good to use it here? (Arystan)
+struct EditBone *addEditBone(struct bArmature *arm, char *name);
+
+const char *primTypeToStr(COLLADAFW::MeshPrimitive::PrimitiveType type)
+{
+ using namespace COLLADAFW;
+
+ switch (type) {
+ case MeshPrimitive::LINES:
+ return "LINES";
+ case MeshPrimitive::LINE_STRIPS:
+ return "LINESTRIPS";
+ case MeshPrimitive::POLYGONS:
+ return "POLYGONS";
+ case MeshPrimitive::POLYLIST:
+ return "POLYLIST";
+ case MeshPrimitive::TRIANGLES:
+ return "TRIANGLES";
+ case MeshPrimitive::TRIANGLE_FANS:
+ return "TRIANGLE_FANS";
+ case MeshPrimitive::TRIANGLE_STRIPS:
+ return "TRIANGLE_FANS";
+ case MeshPrimitive::POINTS:
+ return "POINTS";
+ case MeshPrimitive::UNDEFINED_PRIMITIVE_TYPE:
+ return "UNDEFINED_PRIMITIVE_TYPE";
+ }
+ return "UNKNOWN";
+}
+const char *geomTypeToStr(COLLADAFW::Geometry::GeometryType type)
+{
+ switch (type) {
+ case COLLADAFW::Geometry::GEO_TYPE_MESH:
+ return "MESH";
+ case COLLADAFW::Geometry::GEO_TYPE_SPLINE:
+ return "SPLINE";
+ case COLLADAFW::Geometry::GEO_TYPE_CONVEX_MESH:
+ return "CONVEX_MESH";
+ }
+ return "UNKNOWN";
+}
+
+// works for COLLADAFW::Node, COLLADAFW::Geometry
+template<class T>
+const char *get_dae_name(T *node)
+{
+ const std::string& name = node->getName();
+ return name.size() ? name.c_str() : node->getOriginalId().c_str();
+}
+
+// use this for retrieving bone names, since these must be unique
+template<class T>
+const char *get_joint_name(T *node)
+{
+ const std::string& id = node->getOriginalId();
+ return id.size() ? id.c_str() : node->getName().c_str();
+}
+
+float get_float_value(const COLLADAFW::FloatOrDoubleArray& array, int index)
+{
+ if (index >= array.getValuesCount())
+ return 0.0f;
+
+ if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
+ return array.getFloatValues()->getData()[index];
+ else
+ return array.getDoubleValues()->getData()[index];
+}
+
+typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex*> > TexIndexTextureArrayMap;
+
+class TransformReader : public TransformBase
+{
+protected:
+
+ UnitConverter *unit_converter;
+
+ struct Animation {
+ Object *ob;
+ COLLADAFW::Node *node;
+ COLLADAFW::Transformation *tm; // which transform is animated by an AnimationList->id
+ };
+
+public:
+
+ TransformReader(UnitConverter* conv) : unit_converter(conv) {}
+
+ void get_node_mat(float mat[][4], COLLADAFW::Node *node, std::map<COLLADAFW::UniqueId, Animation> *animation_map,
+ Object *ob)
+ {
+ float cur[4][4];
+ float copy[4][4];
+
+ Mat4One(mat);
+
+ for (int i = 0; i < node->getTransformations().getCount(); i++) {
+
+ COLLADAFW::Transformation *tm = node->getTransformations()[i];
+ COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
+
+ switch(type) {
+ case COLLADAFW::Transformation::TRANSLATE:
+ {
+ COLLADAFW::Translate *tra = (COLLADAFW::Translate*)tm;
+ COLLADABU::Math::Vector3& t = tra->getTranslation();
+
+ Mat4One(cur);
+ cur[3][0] = (float)t[0];
+ cur[3][1] = (float)t[1];
+ cur[3][2] = (float)t[2];
+ }
+ break;
+ case COLLADAFW::Transformation::ROTATE:
+ {
+ COLLADAFW::Rotate *ro = (COLLADAFW::Rotate*)tm;
+ COLLADABU::Math::Vector3& raxis = ro->getRotationAxis();
+ float angle = (float)(ro->getRotationAngle() * M_PI / 180.0f);
+ float axis[] = {raxis[0], raxis[1], raxis[2]};
+ float quat[4];
+ float rot_copy[3][3];
+ float mat[3][3];
+ AxisAngleToQuat(quat, axis, angle);
+
+ QuatToMat4(quat, cur);
+ }
+ break;
+ case COLLADAFW::Transformation::SCALE:
+ {
+ COLLADABU::Math::Vector3& s = ((COLLADAFW::Scale*)tm)->getScale();
+ float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
+ SizeToMat4(size, cur);
+ }
+ break;
+ case COLLADAFW::Transformation::MATRIX:
+ {
+ unit_converter->mat4_from_dae(cur, ((COLLADAFW::Matrix*)tm)->getMatrix());
+ }
+ break;
+ case COLLADAFW::Transformation::LOOKAT:
+ case COLLADAFW::Transformation::SKEW:
+ fprintf(stderr, "LOOKAT and SKEW transformations are not supported yet.\n");
+ break;
+ }
+
+ Mat4CpyMat4(copy, mat);
+ Mat4MulMat4(mat, cur, copy);
+
+ if (animation_map) {
+ // AnimationList that drives this Transformation
+ const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList();
+
+ // store this so later we can link animation data with ob
+ Animation anim = {ob, node, tm};
+ (*animation_map)[anim_list_id] = anim;
+ }
+ }
+ }
+};
+
+// only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid
+class MeshImporterBase
+{
+public:
+ virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId& geom_uid) = 0;
+};
+
+// ditto as above
+class AnimationImporterBase
+{
+public:
+ virtual void change_eul_to_quat(Object *ob, bAction *act) = 0;
+};
+
+class ArmatureImporter : private TransformReader
+{
+private:
+ Scene *scene;
+ UnitConverter *unit_converter;
+
+ // std::map<int, JointData> joint_index_to_joint_info_map;
+ // std::map<COLLADAFW::UniqueId, int> joint_id_to_joint_index_map;
+
+ struct LeafBone {
+ // COLLADAFW::Node *node;
+ EditBone *bone;
+ char name[32];
+ float mat[4][4]; // bone matrix, derived from inv_bind_mat
+ };
+ std::vector<LeafBone> leaf_bones;
+ // int bone_direction_row; // XXX not used
+ float leaf_bone_length;
+ int totbone;
+ // XXX not used
+ // float min_angle; // minimum angle between bone head-tail and a row of bone matrix
+
+#if 0
+ struct ArmatureJoints {
+ Object *ob_arm;
+ std::vector<COLLADAFW::Node*> root_joints;
+ };
+ std::vector<ArmatureJoints> armature_joints;
+#endif
+
+ Object *empty; // empty for leaf bones
+
+ std::map<COLLADAFW::UniqueId, COLLADAFW::UniqueId> geom_uid_by_controller_uid;
+ std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> joint_by_uid; // contains all joints
+ std::vector<COLLADAFW::Node*> root_joints;
+
+ std::vector<Object*> armature_objects;
+
+ MeshImporterBase *mesh_importer;
+ AnimationImporterBase *anim_importer;
+
+ // This is used to store data passed in write_controller_data.
+ // Arrays from COLLADAFW::SkinControllerData lose ownership, so do this class members
+ // so that arrays don't get freed until we free them explicitly.
+ class SkinInfo
+ {
+ private:
+ // to build armature bones from inverse bind matrices
+ struct JointData {
+ float inv_bind_mat[4][4]; // joint inverse bind matrix
+ COLLADAFW::UniqueId joint_uid; // joint node UID
+ // Object *ob_arm; // armature object
+ };
+
+ float bind_shape_matrix[4][4];
+
+ // data from COLLADAFW::SkinControllerData, each array should be freed
+ COLLADAFW::UIntValuesArray joints_per_vertex;
+ COLLADAFW::UIntValuesArray weight_indices;
+ COLLADAFW::IntValuesArray joint_indices;
+ // COLLADAFW::FloatOrDoubleArray weights;
+ std::vector<float> weights;
+
+ std::vector<JointData> joint_data; // index to this vector is joint index
+
+ UnitConverter *unit_converter;
+
+ Object *ob_arm;
+ COLLADAFW::UniqueId controller_uid;
+
+ public:
+
+ SkinInfo() {}
+
+ SkinInfo(const SkinInfo& skin) : weights(skin.weights),
+ joint_data(skin.joint_data),
+ unit_converter(skin.unit_converter),
+ ob_arm(skin.ob_arm),
+ controller_uid(skin.controller_uid)
+ {
+ Mat4CpyMat4(bind_shape_matrix, (float (*)[4])skin.bind_shape_matrix);
+
+ transfer_uint_array_data_const(skin.joints_per_vertex, joints_per_vertex);
+ transfer_uint_array_data_const(skin.weight_indices, weight_indices);
+ transfer_int_array_data_const(skin.joint_indices, joint_indices);
+ }
+
+ SkinInfo(UnitConverter *conv) : unit_converter(conv), ob_arm(NULL) {}
+
+ // nobody owns the data after this, so it should be freed manually with releaseMemory
+ template <class T>
+ void transfer_array_data(T& src, T& dest)
+ {
+ dest.setData(src.getData(), src.getCount());
+ src.yieldOwnerShip();
+ dest.yieldOwnerShip();
+ }
+
+ // when src is const we cannot src.yieldOwnerShip, this is used by copy constructor
+ void transfer_int_array_data_const(const COLLADAFW::IntValuesArray& src, COLLADAFW::IntValuesArray& dest)
+ {
+ dest.setData((int*)src.getData(), src.getCount());
+ dest.yieldOwnerShip();
+ }
+
+ void transfer_uint_array_data_const(const COLLADAFW::UIntValuesArray& src, COLLADAFW::UIntValuesArray& dest)
+ {
+ dest.setData((unsigned int*)src.getData(), src.getCount());
+ dest.yieldOwnerShip();
+ }
+
+ void borrow_skin_controller_data(const COLLADAFW::SkinControllerData* skin)
+ {
+ transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getJointsPerVertex(), joints_per_vertex);
+ transfer_array_data((COLLADAFW::UIntValuesArray&)skin->getWeightIndices(), weight_indices);
+ transfer_array_data((COLLADAFW::IntValuesArray&)skin->getJointIndices(), joint_indices);
+ // transfer_array_data(skin->getWeights(), weights);
+
+ // cannot transfer data for FloatOrDoubleArray, copy values manually
+ const COLLADAFW::FloatOrDoubleArray& weight = skin->getWeights();
+ for (int i = 0; i < weight.getValuesCount(); i++)
+ weights.push_back(get_float_value(weight, i));
+
+ unit_converter->mat4_from_dae(bind_shape_matrix, skin->getBindShapeMatrix());
+ }
+
+ void free()
+ {
+ joints_per_vertex.releaseMemory();
+ weight_indices.releaseMemory();
+ joint_indices.releaseMemory();
+ // weights.releaseMemory();
+ }
+
+ // using inverse bind matrices to construct armature
+ // it is safe to invert them to get the original matrices
+ // because if they are inverse matrices, they can be inverted
+ void add_joint(const COLLADABU::Math::Matrix4& matrix)
+ {
+ JointData jd;
+ unit_converter->mat4_from_dae(jd.inv_bind_mat, matrix);
+ 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();
+}
diff --git a/source/blender/collada/DocumentImporter.h b/source/blender/collada/DocumentImporter.h
new file mode 100644
index 00000000000..5dee101eb2d
--- /dev/null
+++ b/source/blender/collada/DocumentImporter.h
@@ -0,0 +1,8 @@
+struct Main;
+struct bContext;
+
+class DocumentImporter
+{
+ public:
+ void import(bContext *C, const char *filename);
+};
diff --git a/source/blender/collada/SConscript b/source/blender/collada/SConscript
new file mode 100644
index 00000000000..7bf2870d6c5
--- /dev/null
+++ b/source/blender/collada/SConscript
@@ -0,0 +1,10 @@
+#!/usr/bin/python
+Import ('env')
+
+sources = env.Glob('*.cpp')
+
+# relative paths to include dirs, space-separated, string
+incs = '../blenlib ../blenkernel ../windowmanager ../makesdna ../makesrna ../editors/include ../../../intern/guardedalloc [OPENCOLLADA]/COLLADAStreamWriter/include [OPENCOLLADA]/COLLADABaseUtils/include [OPENCOLLADA]/COLLADAFramework/include [OPENCOLLADA]/COLLADASaxFrameworkLoader/include '.replace('[OPENCOLLADA]', env['BF_OPENCOLLADA_INC'])
+
+env.BlenderLib ('bf_collada', sources, Split(incs), [], libtype='core', priority=200 )
+
diff --git a/source/blender/collada/collada.cpp b/source/blender/collada/collada.cpp
new file mode 100644
index 00000000000..5aed51c0ba2
--- /dev/null
+++ b/source/blender/collada/collada.cpp
@@ -0,0 +1,26 @@
+#include "BKE_main.h"
+#include "BKE_scene.h"
+#include "BKE_context.h"
+
+#include "DocumentExporter.h"
+#include "DocumentImporter.h"
+
+extern "C"
+{
+ int collada_import(bContext *C, const char *filepath)
+ {
+ DocumentImporter imp;
+ imp.import(C, filepath);
+
+ return 1;
+ }
+
+ int collada_export(Scene *sce, const char *filepath)
+ {
+
+ DocumentExporter exp;
+ exp.exportCurrentScene(sce, filepath);
+
+ return 1;
+ }
+}
diff --git a/source/blender/collada/collada.h b/source/blender/collada/collada.h
new file mode 100644
index 00000000000..cccca072b40
--- /dev/null
+++ b/source/blender/collada/collada.h
@@ -0,0 +1,19 @@
+#ifndef BLENDER_COLLADA_H
+#define BLENDER_COLLADA_H
+
+struct bContext;
+struct Scene;
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+ /*
+ * both return 1 on success, 0 on error
+ */
+ int collada_import(bContext *C, const char *filepath);
+ int collada_export(Scene *sce, const char *filepath);
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/source/blender/collada/collada_internal.h b/source/blender/collada/collada_internal.h
new file mode 100644
index 00000000000..c0d74505f72
--- /dev/null
+++ b/source/blender/collada/collada_internal.h
@@ -0,0 +1,69 @@
+#ifndef BLENDER_COLLADA_H
+#define BLENDER_COLLADA_H
+
+#include "COLLADAFWFileInfo.h"
+#include "Math/COLLADABUMathMatrix4.h"
+
+class UnitConverter
+{
+private:
+ COLLADAFW::FileInfo::Unit unit;
+ COLLADAFW::FileInfo::UpAxisType up_axis;
+
+public:
+
+ UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP) {}
+
+ void read_asset(const COLLADAFW::FileInfo* asset)
+ {
+ }
+
+ // TODO
+ // convert vector vec from COLLADA format to Blender
+ void convertVec3(float *vec)
+ {
+ }
+
+ // TODO need also for angle conversion, time conversion...
+
+ void mat4_from_dae(float out[][4], const COLLADABU::Math::Matrix4& in)
+ {
+ // in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h)
+ // so here, to make a blender matrix, we swap columns and rows
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ out[i][j] = in[j][i];
+ }
+ }
+ }
+
+ void mat4_to_dae(float out[][4], float in[][4])
+ {
+ Mat4CpyMat4(out, in);
+ Mat4Transp(out);
+ }
+
+ void mat4_to_dae_double(double out[][4], float in[][4])
+ {
+ float mat[4][4];
+
+ mat4_to_dae(mat, in);
+
+ for (int i = 0; i < 4; i++)
+ for (int j = 0; j < 4; j++)
+ out[i][j] = mat[i][j];
+ }
+};
+
+class TransformBase
+{
+public:
+ void decompose(float mat[][4], float *loc, float *rot, float *size)
+ {
+ Mat4ToSize(mat, size);
+ Mat4ToEul(mat, rot);
+ VecCopyf(loc, mat[3]);
+ }
+};
+
+#endif
diff --git a/source/blender/windowmanager/CMakeLists.txt b/source/blender/windowmanager/CMakeLists.txt
index 7deac8a4aa0..ec489e5261a 100644
--- a/source/blender/windowmanager/CMakeLists.txt
+++ b/source/blender/windowmanager/CMakeLists.txt
@@ -50,6 +50,10 @@ IF(WITH_OPENEXR)
ADD_DEFINITIONS(-DWITH_OPENEXR)
ENDIF(WITH_OPENEXR)
+IF(WITH_OPENCOLLADA)
+ ADD_DEFINITIONS(-DWITH_COLLADA)
+ENDIF(WITH_OPENCOLLADA)
+
IF(WITH_QUICKTIME)
SET(INC ${INC} ../quicktime ${QUICKTIME_INC})
ADD_DEFINITIONS(-DWITH_QUICKTIME)
diff --git a/source/blender/windowmanager/SConscript b/source/blender/windowmanager/SConscript
index 08a291871f1..c01649485a5 100644
--- a/source/blender/windowmanager/SConscript
+++ b/source/blender/windowmanager/SConscript
@@ -19,6 +19,9 @@ defs = []
if not env['WITH_BF_PYTHON']:
defs.append('DISABLE_PYTHON')
+if env['WITH_BF_COLLADA']:
+ defs.append('WITH_COLLADA')
+
if env['OURPLATFORM'] == 'linux2':
cflags='-pthread'
incs += ' ../../../extern/binreloc/include'
diff --git a/source/blender/windowmanager/intern/wm_operators.c b/source/blender/windowmanager/intern/wm_operators.c
index f82e16b7951..1ab6d0b352e 100644
--- a/source/blender/windowmanager/intern/wm_operators.c
+++ b/source/blender/windowmanager/intern/wm_operators.c
@@ -1345,6 +1345,105 @@ static void WM_OT_save_mainfile(wmOperatorType *ot)
}
+/* XXX: move these collada operators to a more appropriate place */
+#ifdef WITH_COLLADA
+
+#include "../../collada/collada.h"
+
+static int wm_collada_export_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ //char name[FILE_MAX];
+ //BLI_strncpy(name, G.sce, FILE_MAX);
+ //untitled(name);
+
+ /* RNA_string_set(op->ptr, "path", "/tmp/test.dae"); */
+
+ WM_event_add_fileselect(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+/* function used for WM_OT_save_mainfile too */
+static int wm_collada_export_exec(bContext *C, wmOperator *op)
+{
+ char filename[FILE_MAX];
+
+ if(RNA_property_is_set(op->ptr, "path"))
+ RNA_string_get(op->ptr, "path", filename);
+ else {
+ BLI_strncpy(filename, G.sce, FILE_MAX);
+ untitled(filename);
+ }
+
+ //WM_write_file(C, filename, op->reports);
+ collada_export(CTX_data_scene(C), filename);
+
+ /* WM_event_add_notifier(C, NC_WM|ND_FILESAVE, NULL); */
+
+ return OPERATOR_FINISHED;
+}
+
+static void WM_OT_collada_export(wmOperatorType *ot)
+{
+ ot->name= "Export COLLADA";
+ ot->idname= "WM_OT_collada_export";
+
+ ot->invoke= wm_collada_export_invoke;
+ ot->exec= wm_collada_export_exec;
+ ot->poll= WM_operator_winactive;
+
+ ot->flag= 0;
+
+ RNA_def_property(ot->srna, "path", PROP_STRING, PROP_FILEPATH);
+}
+
+static int wm_collada_import_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ /* RNA_string_set(op->ptr, "path", "/tmp/test.dae"); */
+
+ WM_event_add_fileselect(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+/* function used for WM_OT_save_mainfile too */
+static int wm_collada_import_exec(bContext *C, wmOperator *op)
+{
+ char filename[FILE_MAX];
+
+ if(RNA_property_is_set(op->ptr, "path"))
+ RNA_string_get(op->ptr, "path", filename);
+ else {
+ BLI_strncpy(filename, G.sce, FILE_MAX);
+ untitled(filename);
+ }
+
+ //WM_write_file(C, filename, op->reports);
+ collada_import(C, filename);
+
+ /* WM_event_add_notifier(C, NC_WM|ND_FILESAVE, NULL); */
+
+ return OPERATOR_FINISHED;
+}
+
+static void WM_OT_collada_import(wmOperatorType *ot)
+{
+ ot->name= "Import COLLADA";
+ ot->idname= "WM_OT_collada_import";
+
+ ot->invoke= wm_collada_import_invoke;
+ ot->exec= wm_collada_import_exec;
+ ot->poll= WM_operator_winactive;
+
+ ot->flag= 0;
+
+ RNA_def_property(ot->srna, "path", PROP_STRING, PROP_FILEPATH);
+}
+
+#endif
+
+
+
/* *********************** */
static void WM_OT_window_fullscreen_toggle(wmOperatorType *ot)
@@ -2248,6 +2347,13 @@ void wm_operatortype_init(void)
WM_operatortype_append(WM_OT_debug_menu);
WM_operatortype_append(WM_OT_search_menu);
WM_operatortype_append(WM_OT_call_menu);
+
+#ifdef WITH_COLLADA
+ /* XXX: move these */
+ WM_operatortype_append(WM_OT_collada_export);
+ WM_operatortype_append(WM_OT_collada_import);
+#endif
+
}
/* default keymap for windows and screens, only call once per WM */
diff --git a/source/creator/CMakeLists.txt b/source/creator/CMakeLists.txt
index fa59324c5dc..61c0fe187fd 100644
--- a/source/creator/CMakeLists.txt
+++ b/source/creator/CMakeLists.txt
@@ -378,7 +378,8 @@ IF(UNIX)
bf_cineon
bf_openexr
bf_dds
- bf_readblenfile
+ bf_readblenfile
+ bf_collada
blender_bop
bf_kernel
bf_decimation
diff --git a/tools/Blender.py b/tools/Blender.py
index 8a2ef93bb26..94ad485e176 100644
--- a/tools/Blender.py
+++ b/tools/Blender.py
@@ -161,6 +161,13 @@ def setup_staticlibs(lenv):
if lenv['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc'):
libincs += Split(lenv['BF_PTHREADS_LIBPATH'])
+ if lenv['WITH_BF_COLLADA']:
+ libincs += Split(lenv['BF_OPENCOLLADA_LIBPATH'])
+ if lenv['OURPLATFORM'] not in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc'):
+ libincs += Split(lenv['BF_PCRE_LIBPATH'])
+ libincs += Split(lenv['BF_EXPAT_LIBPATH'])
+
+
return statlibs, libincs
def setup_syslibs(lenv):
@@ -211,6 +218,10 @@ def setup_syslibs(lenv):
syslibs += Split(lenv['BF_PTHREADS_LIB'])
if lenv['WITH_BF_LCMS']:
syslibs.append(lenv['BF_LCMS_LIB'])
+ if lenv['WITH_BF_COLLADA']:
+ syslibs.append(lenv['BF_PCRE_LIB'])
+ syslibs += Split(lenv['BF_OPENCOLLADA_LIB'])
+ syslibs.append(lenv['BF_EXPAT_LIB'])
syslibs += lenv['LLIBS']
diff --git a/tools/btools.py b/tools/btools.py
index cacff349dcf..4f554a6901b 100755
--- a/tools/btools.py
+++ b/tools/btools.py
@@ -53,6 +53,7 @@ def validate_arguments(args, bc):
'WITH_BF_QUICKTIME', 'BF_QUICKTIME', 'BF_QUICKTIME_INC', 'BF_QUICKTIME_LIB', 'BF_QUICKTIME_LIBPATH',
'WITH_BF_FFTW3', 'BF_FFTW3', 'BF_FFTW3_INC', 'BF_FFTW3_LIB', 'BF_FFTW3_LIBPATH',
'WITH_BF_STATICOPENGL', 'BF_OPENGL', 'BF_OPENGL_INC', 'BF_OPENGL_LIB', 'BF_OPENGL_LIBPATH', 'BF_OPENGL_LIB_STATIC',
+ 'WITH_BF_COLLADA', 'BF_COLLADA', 'BF_COLLADA_INC', 'BF_COLLADA_LIB', 'BF_OPENCOLLADA', 'BF_OPENCOLLADA_INC', 'BF_OPENCOLLADA_LIB', 'BF_OPENCOLLADA_LIBPATH', 'BF_PCRE', 'BF_PCRE_LIB', 'BF_PCRE_LIBPATH', 'BF_EXPAT', 'BF_EXPAT_LIB', 'BF_EXPAT_LIBPATH',
'WITH_BF_PLAYER',
'WITH_BF_NOBLENDER',
'WITH_BF_BINRELOC',
@@ -333,6 +334,21 @@ def read_opts(cfg, args):
('BF_OPENGL_LIBPATH', 'OpenGL library path', ''),
('BF_OPENGL_LIB_STATIC', 'OpenGL static libraries', ''),
('BF_OPENGL_LINKFLAGS', 'OpenGL link flags', ''),
+
+ (BoolVariable('WITH_BF_COLLADA', 'Build COLLADA import/export module if true', True)),
+ ('BF_COLLADA', 'COLLADA base path', ''),
+ ('BF_COLLADA_INC', 'COLLADA include path', ''),
+ ('BF_COLLADA_LIB', 'COLLADA library', ''),
+ ('BF_OPENCOLLADA', 'OpenCollada base path', ''),
+ ('BF_OPENCOLLADA_INC', 'OpenCollada base include path', ''),
+ ('BF_OPENCOLLADA_LIB', 'OpenCollada library', ''),
+ ('BF_OPENCOLLADA_LIBPATH', 'OpenCollada library path', ''),
+ ('BF_PCRE', 'PCRE base path', ''),
+ ('BF_PCRE_LIB', 'PCRE library', ''),
+ ('BF_PCRE_LIBPATH', 'PCRE library path', ''),
+ ('BF_EXPAT', 'Expat base path', ''),
+ ('BF_EXPAT_LIB', 'Expat library', ''),
+ ('BF_EXPAT_LIBPATH', 'Expat library path', ''),
(BoolVariable('WITH_BF_PLAYER', 'Build blenderplayer if true', False)),
(BoolVariable('WITH_BF_NOBLENDER', 'Do not build blender if true', False)),