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Diffstat (limited to 'source/blender/collada/SceneExporter.cpp')
-rw-r--r--source/blender/collada/SceneExporter.cpp161
1 files changed, 161 insertions, 0 deletions
diff --git a/source/blender/collada/SceneExporter.cpp b/source/blender/collada/SceneExporter.cpp
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+++ b/source/blender/collada/SceneExporter.cpp
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+/*
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/collada/SceneExporter.cpp
+ * \ingroup collada
+ */
+
+#include "SceneExporter.h"
+
+SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm)
+ : COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm)
+{}
+
+void SceneExporter::exportScene(Scene *sce, bool export_selected)
+{
+ // <library_visual_scenes> <visual_scene>
+ std::string id_naming = id_name(sce);
+ openVisualScene(translate_id(id_naming), id_naming);
+ exportHierarchy(sce, export_selected);
+ closeVisualScene();
+ closeLibrary();
+}
+
+void SceneExporter::exportHierarchy(Scene *sce, bool export_selected)
+{
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (!ob->parent) {
+ if(sce->lay & ob->lay) {
+ switch(ob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_ARMATURE:
+ case OB_EMPTY:
+ if (export_selected && !(ob->flag & SELECT)) {
+ break;
+ }
+ // write nodes....
+ writeNodes(ob, sce);
+ break;
+ }
+ }
+ }
+
+ base= base->next;
+ }
+}
+
+void SceneExporter::writeNodes(Object *ob, Scene *sce)
+{
+ COLLADASW::Node node(mSW);
+ node.setNodeId(translate_id(id_name(ob)));
+ node.setType(COLLADASW::Node::NODE);
+
+ node.start();
+
+ bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
+
+ if (ob->type == OB_MESH && is_skinned_mesh)
+ // for skinned mesh we write obmat in <bind_shape_matrix>
+ TransformWriter::add_node_transform_identity(node);
+ else
+ TransformWriter::add_node_transform_ob(node, ob);
+
+ // <instance_geometry>
+ if (ob->type == OB_MESH) {
+ if (is_skinned_mesh) {
+ arm_exporter->add_instance_controller(ob);
+ }
+ else {
+ COLLADASW::InstanceGeometry instGeom(mSW);
+ instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
+
+ InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob);
+
+ instGeom.add();
+ }
+ }
+
+ // <instance_controller>
+ else if (ob->type == OB_ARMATURE) {
+ arm_exporter->add_armature_bones(ob, sce);
+
+ // XXX this looks unstable...
+ node.end();
+ }
+
+ // <instance_camera>
+ else if (ob->type == OB_CAMERA) {
+ COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
+ instCam.add();
+ }
+
+ // <instance_light>
+ else if (ob->type == OB_LAMP) {
+ COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
+ instLa.add();
+ }
+
+ // empty object
+ else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLIGROUP
+ if((ob->transflag & OB_DUPLIGROUP) == OB_DUPLIGROUP && ob->dup_group) {
+ GroupObject *go = NULL;
+ Group *gr = ob->dup_group;
+ printf("group detected %u\n", gr);
+ for(go = (GroupObject*)(gr->gobject.first); go; go=go->next) {
+ printf("\t%s\n", go->ob->id.name);
+ }
+ }
+ }
+
+ // write nodes for child objects
+ Base *b = (Base*) sce->base.first;
+ while(b) {
+ // cob - child object
+ Object *cob = b->object;
+
+ if (cob->parent == ob) {
+ switch(cob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_EMPTY:
+ case OB_ARMATURE:
+ // write node...
+ writeNodes(cob, sce);
+ break;
+ }
+ }
+
+ b = b->next;
+ }
+
+ if (ob->type != OB_ARMATURE)
+ node.end();
+}
+