Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/collada/DocumentImporter.cpp')
-rw-r--r--source/blender/collada/DocumentImporter.cpp2847
1 files changed, 2847 insertions, 0 deletions
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();
+}