diff options
Diffstat (limited to 'source/blender/collada/DocumentImporter.cpp')
-rw-r--r-- | source/blender/collada/DocumentImporter.cpp | 2847 |
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(); +} |