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Diffstat (limited to 'source/blender/io/collada/DocumentImporter.cpp')
-rw-r--r-- | source/blender/io/collada/DocumentImporter.cpp | 1265 |
1 files changed, 1265 insertions, 0 deletions
diff --git a/source/blender/io/collada/DocumentImporter.cpp b/source/blender/io/collada/DocumentImporter.cpp new file mode 100644 index 00000000000..9b66ff429e1 --- /dev/null +++ b/source/blender/io/collada/DocumentImporter.cpp @@ -0,0 +1,1265 @@ +/* + * 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. + */ + +/** \file + * \ingroup collada + */ + +/* TODO: + * * name imported objects + * * import object rotation as euler */ + +#include <string> +#include <map> +#include <algorithm> // sort() + +#include "COLLADAFWRoot.h" +#include "COLLADAFWStableHeaders.h" +#include "COLLADAFWColorOrTexture.h" +#include "COLLADAFWIndexList.h" +#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h" +#include "COLLADAFWPolygons.h" +#include "COLLADAFWSampler.h" +#include "COLLADAFWTypes.h" +#include "COLLADAFWVisualScene.h" +#include "COLLADAFWArrayPrimitiveType.h" +#include "COLLADAFWLibraryNodes.h" +#include "COLLADAFWCamera.h" +#include "COLLADAFWLight.h" + +#include "COLLADASaxFWLLoader.h" +#include "COLLADASaxFWLIExtraDataCallbackHandler.h" + +#include "MEM_guardedalloc.h" + +extern "C" { +#include "BLI_listbase.h" +#include "BLI_math.h" +#include "BLI_string.h" +#include "BLI_utildefines.h" +#include "BLI_fileops.h" + +#include "BKE_camera.h" +#include "BKE_collection.h" +#include "BKE_fcurve.h" +#include "BKE_global.h" +#include "BKE_image.h" +#include "BKE_layer.h" +#include "BKE_light.h" +#include "BKE_lib_id.h" +#include "BKE_material.h" +#include "BKE_scene.h" + +#include "BLI_path_util.h" + +#include "DNA_camera_types.h" +#include "DNA_light_types.h" + +#include "RNA_access.h" + +#include "WM_api.h" +#include "WM_types.h" +} + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_build.h" + +#include "ExtraHandler.h" +#include "ErrorHandler.h" +#include "DocumentImporter.h" +#include "TransformReader.h" + +#include "collada_internal.h" +#include "collada_utils.h" +#include "Materials.h" + +/* + * COLLADA Importer limitations: + * - no multiple scene import, all objects are added to active scene + */ + +// #define COLLADA_DEBUG +// creates empties for each imported bone on layer 2, for debugging +// #define ARMATURE_TEST + +DocumentImporter::DocumentImporter(bContext *C, const ImportSettings *import_settings) + : import_settings(import_settings), + mImportStage(Fetching_Scene_data), + mContext(C), + view_layer(CTX_data_view_layer(mContext)), + armature_importer(&unit_converter, + &mesh_importer, + CTX_data_main(C), + CTX_data_scene(C), + view_layer, + import_settings), + mesh_importer( + &unit_converter, &armature_importer, CTX_data_main(C), CTX_data_scene(C), view_layer), + anim_importer(C, &unit_converter, &armature_importer, CTX_data_scene(C)) +{ +} + +DocumentImporter::~DocumentImporter() +{ + TagsMap::iterator etit; + etit = uid_tags_map.begin(); + while (etit != uid_tags_map.end()) { + delete etit->second; + etit++; + } +} + +bool DocumentImporter::import() +{ + ErrorHandler errorHandler; + COLLADASaxFWL::Loader loader(&errorHandler); + COLLADAFW::Root root(&loader, this); + ExtraHandler *ehandler = new ExtraHandler(this, &(this->anim_importer)); + + loader.registerExtraDataCallbackHandler(ehandler); + + /* deselect all to select new objects */ + BKE_view_layer_base_deselect_all(view_layer); + + std::string mFilename = std::string(this->import_settings->filepath); + const std::string encodedFilename = bc_url_encode(mFilename); + if (!root.loadDocument(encodedFilename)) { + fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 1st pass\n"); + delete ehandler; + return false; + } + + if (errorHandler.hasError()) { + delete ehandler; + return false; + } + + /** TODO set up scene graph and such here */ + mImportStage = Fetching_Controller_data; + COLLADASaxFWL::Loader loader2; + COLLADAFW::Root root2(&loader2, this); + + if (!root2.loadDocument(encodedFilename)) { + fprintf(stderr, "COLLADAFW::Root::loadDocument() returned false on 2nd pass\n"); + delete ehandler; + return false; + } + + delete ehandler; + + return true; +} + +void DocumentImporter::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. */ +} + +void DocumentImporter::start() +{ +} + +void DocumentImporter::finish() +{ + if (mImportStage == Fetching_Controller_data) { + return; + } + + Main *bmain = CTX_data_main(mContext); + /* TODO: create a new scene except the selected <visual_scene> - + * use current blender scene for it */ + Scene *sce = CTX_data_scene(mContext); + unit_converter.calculate_scale(*sce); + + std::vector<Object *> *objects_to_scale = new std::vector<Object *>(); + + /** TODO Break up and put into 2-pass parsing of DAE */ + std::vector<const COLLADAFW::VisualScene *>::iterator sit; + for (sit = vscenes.begin(); sit != vscenes.end(); sit++) { + PointerRNA sceneptr, unit_settings; + PropertyRNA *system, *scale; + + /* for scene unit settings: system, scale_length */ + + RNA_id_pointer_create(&sce->id, &sceneptr); + unit_settings = RNA_pointer_get(&sceneptr, "unit_settings"); + system = RNA_struct_find_property(&unit_settings, "system"); + scale = RNA_struct_find_property(&unit_settings, "scale_length"); + + if (this->import_settings->import_units) { + + switch (unit_converter.isMetricSystem()) { + case UnitConverter::Metric: + RNA_property_enum_set(&unit_settings, system, USER_UNIT_METRIC); + break; + case UnitConverter::Imperial: + RNA_property_enum_set(&unit_settings, system, USER_UNIT_IMPERIAL); + break; + default: + RNA_property_enum_set(&unit_settings, system, USER_UNIT_NONE); + break; + } + float unit_factor = unit_converter.getLinearMeter(); + RNA_property_float_set(&unit_settings, scale, unit_factor); + fprintf(stdout, "Collada: Adjusting Blender units to Importset units: %f.\n", unit_factor); + } + + /* Write nodes to scene */ + fprintf(stderr, "+-- Import Scene --------\n"); + const COLLADAFW::NodePointerArray &roots = (*sit)->getRootNodes(); + for (unsigned int i = 0; i < roots.getCount(); i++) { + std::vector<Object *> *objects_done = write_node(roots[i], NULL, sce, NULL, false); + objects_to_scale->insert( + objects_to_scale->end(), objects_done->begin(), objects_done->end()); + delete objects_done; + } + } + + mesh_importer.optimize_material_assignements(); + + armature_importer.set_tags_map(this->uid_tags_map); + armature_importer.make_armatures(mContext, *objects_to_scale); + armature_importer.make_shape_keys(mContext); + +#if 0 + armature_importer.fix_animation(); +#endif + + for (std::vector<const COLLADAFW::VisualScene *>::iterator vsit = vscenes.begin(); + vsit != vscenes.end(); + vsit++) { + const COLLADAFW::NodePointerArray &roots = (*vsit)->getRootNodes(); + + for (unsigned int i = 0; i < roots.getCount(); i++) { + translate_anim_recursive(roots[i], NULL, NULL); + } + } + + if (libnode_ob.size()) { + + fprintf(stderr, "| Cleanup: free %d library nodes\n", (int)libnode_ob.size()); + /* free all library_nodes */ + std::vector<Object *>::iterator it; + for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) { + Object *ob = *it; + BKE_scene_collections_object_remove(bmain, sce, ob, true); + } + libnode_ob.clear(); + } + + bc_match_scale(objects_to_scale, unit_converter, !this->import_settings->import_units); + + delete objects_to_scale; + + /* update scene */ + DEG_id_tag_update(&sce->id, ID_RECALC_COPY_ON_WRITE); + DEG_relations_tag_update(bmain); + WM_event_add_notifier(mContext, NC_OBJECT | ND_TRANSFORM, NULL); +} + +void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, + COLLADAFW::Node *par = NULL, + Object *parob = NULL) +{ + /* The split in #29246, rootmap must point at actual root when + * calculating bones in apply_curves_as_matrix. - actual root is the root node. + * This has to do with inverse bind poses being world space + * (the sources for skinned bones' restposes) and the way + * non-skinning nodes have their "restpose" recursively calculated. + * XXX TODO: design issue, how to support unrelated joints taking + * part in skinning. */ + if (par) { // && par->getType() == COLLADAFW::Node::JOINT) { + /* par is root if there's no corresp. key in root_map */ + if (root_map.find(par->getUniqueId()) == root_map.end()) { + root_map[node->getUniqueId()] = node; + } + else { + root_map[node->getUniqueId()] = root_map[par->getUniqueId()]; + } + } + +#if 0 + COLLADAFW::Transformation::TransformationType types[] = { + COLLADAFW::Transformation::ROTATE, + COLLADAFW::Transformation::SCALE, + COLLADAFW::Transformation::TRANSLATE, + COLLADAFW::Transformation::MATRIX, + }; + + Object *ob; +#endif + unsigned int i; + + if (node->getType() == COLLADAFW::Node::JOINT && par == NULL) { + /* For Skeletons without root node we have to simulate the + * root node here and recursively enter the same function + * XXX: maybe this can be made more elegant. */ + translate_anim_recursive(node, node, parob); + } + else { + anim_importer.translate_Animations( + node, root_map, object_map, FW_object_map, uid_material_map); + COLLADAFW::NodePointerArray &children = node->getChildNodes(); + for (i = 0; i < children.getCount(); i++) { + translate_anim_recursive(children[i], node, NULL); + } + } +} + +/** + * If the imported file was made with Blender, return the Blender version used, + * otherwise return an empty std::string + */ +std::string DocumentImporter::get_import_version(const COLLADAFW::FileInfo *asset) +{ + const char AUTORING_TOOL[] = "authoring_tool"; + const std::string BLENDER("Blender "); + const COLLADAFW::FileInfo::ValuePairPointerArray &valuePairs = asset->getValuePairArray(); + for (size_t i = 0, count = valuePairs.getCount(); i < count; i++) { + const COLLADAFW::FileInfo::ValuePair *valuePair = valuePairs[i]; + const COLLADAFW::String &key = valuePair->first; + const COLLADAFW::String &value = valuePair->second; + if (key == AUTORING_TOOL) { + if (value.compare(0, BLENDER.length(), BLENDER) == 0) { + /* Was made with Blender, now get version string */ + std::string v = value.substr(BLENDER.length()); + std::string::size_type n = v.find(" "); + if (n > 0) { + return v.substr(0, n); + } + } + } + } + return ""; +} + +/** + * When this method is called, the writer must write the global document asset. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeGlobalAsset(const COLLADAFW::FileInfo *asset) +{ + unit_converter.read_asset(asset); + import_from_version = get_import_version(asset); + anim_importer.set_import_from_version(import_from_version); + return true; +} + +/** + * When this method is called, the writer must write the scene. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeScene(const COLLADAFW::Scene *scene) +{ + /* XXX could store the scene id, but do nothing for now */ + return true; +} +Object *DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, 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; + } + + Main *bmain = CTX_data_main(mContext); + Object *ob = bc_add_object(bmain, sce, view_layer, OB_CAMERA, NULL); + Camera *cam = uid_camera_map[cam_uid]; + Camera *old_cam = (Camera *)ob->data; + ob->data = cam; + BKE_id_free_us(bmain, old_cam); + return ob; +} + +Object *DocumentImporter::create_light_object(COLLADAFW::InstanceLight *lamp, Scene *sce) +{ + const COLLADAFW::UniqueId &lamp_uid = lamp->getInstanciatedObjectId(); + if (uid_light_map.find(lamp_uid) == uid_light_map.end()) { + fprintf(stderr, "Couldn't find light by UID.\n"); + return NULL; + } + + Main *bmain = CTX_data_main(mContext); + Object *ob = bc_add_object(bmain, sce, view_layer, OB_LAMP, NULL); + Light *la = uid_light_map[lamp_uid]; + Light *old_light = (Light *)ob->data; + ob->data = la; + BKE_id_free_us(bmain, old_light); + return ob; +} + +Object *DocumentImporter::create_instance_node(Object *source_ob, + COLLADAFW::Node *source_node, + COLLADAFW::Node *instance_node, + Scene *sce, + bool is_library_node) +{ + // fprintf(stderr, "create <instance_node> under node id=%s from node id=%s\n", instance_node ? + // instance_node->getOriginalId().c_str() : NULL, source_node ? + // source_node->getOriginalId().c_str() : NULL); + + Main *bmain = CTX_data_main(mContext); + Object *obn = BKE_object_copy(bmain, source_ob); + DEG_id_tag_update(&obn->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION); + BKE_collection_object_add_from(bmain, sce, source_ob, obn); + + if (instance_node) { + anim_importer.read_node_transform(instance_node, obn); + /* if we also have a source_node (always ;), take its + * transformation matrix and apply it to the newly instantiated + * object to account for node hierarchy transforms in + * .dae */ + if (source_node) { + COLLADABU::Math::Matrix4 mat4 = source_node->getTransformationMatrix(); + COLLADABU::Math::Matrix4 bmat4 = + mat4.transpose(); // transpose to get blender row-major order + float mat[4][4]; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + mat[i][j] = bmat4[i][j]; + } + } + /* calc new matrix and apply */ + mul_m4_m4m4(obn->obmat, obn->obmat, mat); + BKE_object_apply_mat4(obn, obn->obmat, 0, 0); + } + } + else { + anim_importer.read_node_transform(source_node, obn); + } + + /*DAG_relations_tag_update(CTX_data_main(mContext));*/ + + COLLADAFW::NodePointerArray &children = source_node->getChildNodes(); + if (children.getCount()) { + for (unsigned int i = 0; i < children.getCount(); i++) { + COLLADAFW::Node *child_node = children[i]; + const COLLADAFW::UniqueId &child_id = child_node->getUniqueId(); + if (object_map.find(child_id) == object_map.end()) { + continue; + } + COLLADAFW::InstanceNodePointerArray &inodes = child_node->getInstanceNodes(); + Object *new_child = NULL; + if (inodes.getCount()) { // \todo loop through instance nodes + const COLLADAFW::UniqueId &id = inodes[0]->getInstanciatedObjectId(); + fprintf(stderr, "Doing %d child nodes\n", (int)node_map.count(id)); + new_child = create_instance_node( + object_map.find(id)->second, node_map[id], child_node, sce, is_library_node); + } + else { + new_child = create_instance_node( + object_map.find(child_id)->second, child_node, NULL, sce, is_library_node); + } + bc_set_parent(new_child, obn, mContext, true); + + if (is_library_node) { + libnode_ob.push_back(new_child); + } + } + } + + return obn; +} + +/* to create constraints off node <extra> tags. Assumes only constraint data in + * current <extra> with blender profile. */ +void DocumentImporter::create_constraints(ExtraTags *et, Object *ob) +{ + if (et && et->isProfile("blender")) { + std::string name; + short type = 0; + et->setData("type", &type); + BKE_constraint_add_for_object(ob, "Test_con", type); + } +} + +void DocumentImporter::report_unknown_reference(const COLLADAFW::Node &node, + const std::string object_type) +{ + std::string id = node.getOriginalId(); + std::string name = node.getName(); + fprintf(stderr, + "error: node id=\"%s\", name=\"%s\" refers to an undefined %s.\n", + id.c_str(), + name.c_str(), + object_type.c_str()); +} + +std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, + COLLADAFW::Node *parent_node, + Scene *sce, + Object *par, + bool is_library_node) +{ + Main *bmain = CTX_data_main(mContext); + Object *ob = NULL; + bool is_joint = node->getType() == COLLADAFW::Node::JOINT; + bool read_transform = true; + std::string id = node->getOriginalId(); + std::string name = node->getName(); + + /* if node has child nodes write them */ + COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes(); + + std::vector<Object *> *objects_done = new std::vector<Object *>(); + std::vector<Object *> *root_objects = new std::vector<Object *>(); + + fprintf( + stderr, "| %s id='%s', name='%s'\n", is_joint ? "JOINT" : "NODE ", id.c_str(), name.c_str()); + + if (is_joint) { + if (parent_node == NULL && !is_library_node) { + /* A Joint on root level is a skeleton without root node. + * Here we add the armature "on the fly": */ + par = bc_add_object(bmain, sce, view_layer, OB_ARMATURE, std::string("Armature").c_str()); + objects_done->push_back(par); + root_objects->push_back(par); + object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), par)); + node_map[node->getUniqueId()] = node; + } + if (parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT) { + armature_importer.add_root_joint(node, par); + } + + if (parent_node == NULL) { + /* for skeletons without root node all has been done above. + * Skeletons with root node are handled further down. */ + goto finally; + } + } + 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(); + size_t geom_done = 0; + size_t camera_done = 0; + size_t lamp_done = 0; + size_t controller_done = 0; + size_t inst_done = 0; + + /* 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> */ + while (geom_done < geom.getCount()) { + ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map); + if (ob == NULL) { + report_unknown_reference(*node, "instance_mesh"); + } + else { + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + geom_done++; + } + while (camera_done < camera.getCount()) { + ob = create_camera_object(camera[camera_done], sce); + if (ob == NULL) { + report_unknown_reference(*node, "instance_camera"); + } + else { + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + camera_done++; + } + while (lamp_done < lamp.getCount()) { + ob = create_light_object(lamp[lamp_done], sce); + if (ob == NULL) { + report_unknown_reference(*node, "instance_light"); + } + else { + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + lamp_done++; + } + while (controller_done < controller.getCount()) { + COLLADAFW::InstanceGeometry *geometry = (COLLADAFW::InstanceGeometry *) + controller[controller_done]; + ob = mesh_importer.create_mesh_object(node, geometry, true, uid_material_map); + if (ob == NULL) { + report_unknown_reference(*node, "instance_controller"); + } + else { + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + controller_done++; + } + /* XXX instance_node is not supported yet */ + while (inst_done < inst_node.getCount()) { + const COLLADAFW::UniqueId &node_id = inst_node[inst_done]->getInstanciatedObjectId(); + if (object_map.find(node_id) == object_map.end()) { + fprintf(stderr, + "Cannot find object for node referenced by <instance_node name=\"%s\">.\n", + inst_node[inst_done]->getName().c_str()); + ob = NULL; + } + else { + std::pair<std::multimap<COLLADAFW::UniqueId, Object *>::iterator, + std::multimap<COLLADAFW::UniqueId, Object *>::iterator> + pair_iter = object_map.equal_range(node_id); + for (std::multimap<COLLADAFW::UniqueId, Object *>::iterator it2 = pair_iter.first; + it2 != pair_iter.second; + it2++) { + Object *source_ob = (Object *)it2->second; + COLLADAFW::Node *source_node = node_map[node_id]; + ob = create_instance_node(source_ob, source_node, node, sce, is_library_node); + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + } + inst_done++; + + read_transform = false; + } + + /* if node is empty - create empty object + * XXX empty node may not mean it is empty object, not sure about this */ + if ((geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) { + /* Check if Object is armature, by checking if immediate child is a JOINT node. */ + if (is_armature(node)) { + ob = bc_add_object(bmain, sce, view_layer, OB_ARMATURE, name.c_str()); + } + else { + ob = bc_add_object(bmain, sce, view_layer, OB_EMPTY, NULL); + } + objects_done->push_back(ob); + if (parent_node == NULL) { + root_objects->push_back(ob); + } + } + + /* XXX: if there're multiple instances, only one is stored */ + + if (!ob) { + goto finally; + } + + for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); + ++it) { + ob = *it; + std::string nodename = node->getName().size() ? node->getName() : node->getOriginalId(); + BKE_libblock_rename(bmain, &ob->id, (char *)nodename.c_str()); + object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), ob)); + node_map[node->getUniqueId()] = node; + + if (is_library_node) { + libnode_ob.push_back(ob); + } + } + + // create_constraints(et,ob); + } + + for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); + ++it) { + ob = *it; + + if (read_transform) { + anim_importer.read_node_transform(node, ob); // overwrites location set earlier + } + + if (!is_joint) { + if (par && ob) { + ob->parent = par; + ob->partype = PAROBJECT; + ob->parsubstr[0] = 0; + + // bc_set_parent(ob, par, mContext, false); + } + } + } + + if (objects_done->size() > 0) { + ob = *objects_done->begin(); + } + else { + ob = NULL; + } + + for (unsigned int i = 0; i < child_nodes.getCount(); i++) { + std::vector<Object *> *child_objects; + child_objects = write_node(child_nodes[i], node, sce, ob, is_library_node); + delete child_objects; + } + +finally: + delete objects_done; + + return root_objects; +} + +/** + * When this method is called, the writer must write the entire visual scene. + * Return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeVisualScene(const COLLADAFW::VisualScene *visualScene) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + /* This method called on post process 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. + */ + vscenes.push_back(visualScene); + + 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. + */ +bool DocumentImporter::writeLibraryNodes(const COLLADAFW::LibraryNodes *libraryNodes) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + Scene *sce = CTX_data_scene(mContext); + + const COLLADAFW::NodePointerArray &nodes = libraryNodes->getNodes(); + + fprintf(stderr, "+-- Read Library nodes ----------\n"); + for (unsigned int i = 0; i < nodes.getCount(); i++) { + std::vector<Object *> *child_objects; + child_objects = write_node(nodes[i], NULL, sce, NULL, true); + delete child_objects; + } + return true; +} + +/** + * When this method is called, the writer must write the geometry. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeGeometry(const COLLADAFW::Geometry *geom) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + 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. + */ +bool DocumentImporter::writeMaterial(const COLLADAFW::Material *cmat) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + Main *bmain = CTX_data_main(mContext); + const std::string &str_mat_id = cmat->getName().size() ? cmat->getName() : cmat->getOriginalId(); + Material *ma = BKE_material_add(bmain, (char *)str_mat_id.c_str()); + + this->uid_effect_map[cmat->getInstantiatedEffect()] = ma; + this->uid_material_map[cmat->getUniqueId()] = ma; + + return true; +} + +void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma) +{ + MaterialNode matNode = MaterialNode(mContext, ef, ma, uid_image_map); + + /* Direct mapping to principled BSDF Shader */ + matNode.set_diffuse(ef->getDiffuse()); + matNode.set_emission(ef->getEmission()); + matNode.set_ior(ef->getIndexOfRefraction()); + matNode.set_alpha(ef->getOpaqueMode(), ef->getTransparent(), ef->getTransparency()); + + /* following mapping still needs to be verified */ +#if 0 + // needs rework to be done for 2.81 + matNode.set_shininess(ef->getShininess()); +#endif + matNode.set_reflectivity(ef->getReflectivity()); + + /* not supported by principled BSDF */ + matNode.set_ambient(ef->getAmbient()); + matNode.set_specular(ef->getSpecular()); + matNode.set_reflective(ef->getReflective()); +} + +/** + * When this method is called, the writer must write the effect. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeEffect(const COLLADAFW::Effect *effect) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + 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]; + std::map<COLLADAFW::UniqueId, Material *>::iterator iter; + for (iter = uid_material_map.begin(); iter != uid_material_map.end(); iter++) { + if (iter->second == ma) { + this->FW_object_map[iter->first] = effect; + break; + } + } + 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); + this->FW_object_map[effect->getUniqueId()] = effect; + + return true; +} + +/** + * When this method is called, the writer must write the camera. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeCamera(const COLLADAFW::Camera *camera) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + Main *bmain = CTX_data_main(mContext); + Camera *cam = NULL; + std::string cam_id, cam_name; + + ExtraTags *et = getExtraTags(camera->getUniqueId()); + cam_id = camera->getOriginalId(); + cam_name = camera->getName(); + if (cam_name.size()) { + cam = (Camera *)BKE_camera_add(bmain, (char *)cam_name.c_str()); + } + else { + cam = (Camera *)BKE_camera_add(bmain, (char *)cam_id.c_str()); + } + + if (!cam) { + fprintf(stderr, "Cannot create camera.\n"); + return true; + } + + if (et && et->isProfile("blender")) { + et->setData("shiftx", &(cam->shiftx)); + et->setData("shifty", &(cam->shifty)); + et->setData("dof_distance", &(cam->dof.focus_distance)); + } + cam->clip_start = camera->getNearClippingPlane().getValue(); + cam->clip_end = 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; + } + + switch (camera->getDescriptionType()) { + case COLLADAFW::Camera::ASPECTRATIO_AND_Y: { + switch (cam->type) { + case CAM_ORTHO: { + double ymag = 2 * camera->getYMag().getValue(); + double aspect = camera->getAspectRatio().getValue(); + double xmag = aspect * ymag; + cam->ortho_scale = (float)xmag; + } break; + case CAM_PERSP: + default: { + double yfov = camera->getYFov().getValue(); + double aspect = camera->getAspectRatio().getValue(); + + /* NOTE: Needs more testing (As we currently have no official test data for this) */ + + double xfov = 2.0f * atanf(aspect * tanf(DEG2RADF(yfov) * 0.5f)); + cam->lens = fov_to_focallength(xfov, cam->sensor_x); + } break; + } + } break; + /* XXX correct way to do following four is probably to get also render + * size and determine proper settings from that somehow */ + case COLLADAFW::Camera::ASPECTRATIO_AND_X: + case COLLADAFW::Camera::SINGLE_X: + case COLLADAFW::Camera::X_AND_Y: { + switch (cam->type) { + case CAM_ORTHO: + cam->ortho_scale = (float)camera->getXMag().getValue() * 2; + break; + case CAM_PERSP: + default: { + double x = camera->getXFov().getValue(); + /* x is in degrees, cam->lens is in millimiters */ + cam->lens = fov_to_focallength(DEG2RADF(x), cam->sensor_x); + } break; + } + } break; + case COLLADAFW::Camera::SINGLE_Y: { + switch (cam->type) { + case CAM_ORTHO: + cam->ortho_scale = (float)camera->getYMag().getValue(); + break; + case CAM_PERSP: + default: { + double yfov = camera->getYFov().getValue(); + /* yfov is in degrees, cam->lens is in millimiters */ + cam->lens = fov_to_focallength(DEG2RADF(yfov), cam->sensor_x); + } break; + } + } break; + case COLLADAFW::Camera::UNDEFINED: + /* read nothing, use blender defaults. */ + break; + } + + this->uid_camera_map[camera->getUniqueId()] = cam; + this->FW_object_map[camera->getUniqueId()] = camera; + /* 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. + */ +bool DocumentImporter::writeImage(const COLLADAFW::Image *image) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + const std::string &imagepath = image->getImageURI().toNativePath(); + + char dir[FILE_MAX]; + char absolute_path[FILE_MAX]; + const char *workpath; + + BLI_split_dir_part(this->import_settings->filepath, dir, sizeof(dir)); + BLI_join_dirfile(absolute_path, sizeof(absolute_path), dir, imagepath.c_str()); + if (BLI_exists(absolute_path)) { + workpath = absolute_path; + } + else { + /* Maybe imagepath was already absolute ? */ + if (!BLI_exists(imagepath.c_str())) { + fprintf(stderr, "|! Image not found: %s\n", imagepath.c_str()); + return true; + } + workpath = imagepath.c_str(); + } + + Image *ima = BKE_image_load_exists(CTX_data_main(mContext), workpath); + if (!ima) { + fprintf(stderr, "|! Cannot create image: %s\n", workpath); + return true; + } + this->uid_image_map[image->getUniqueId()] = ima; + fprintf(stderr, "| import Image: %s\n", workpath); + return true; +} + +/** + * When this method is called, the writer must write the light. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeLight(const COLLADAFW::Light *light) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + Main *bmain = CTX_data_main(mContext); + Light *lamp = NULL; + std::string la_id, la_name; + + ExtraTags *et = getExtraTags(light->getUniqueId()); +#if 0 + TagsMap::iterator etit; + ExtraTags *et = 0; + etit = uid_tags_map.find(light->getUniqueId().toAscii()); + if (etit != uid_tags_map.end()) { + et = etit->second; + } +#endif + + la_id = light->getOriginalId(); + la_name = light->getName(); + if (la_name.size()) { + lamp = (Light *)BKE_light_add(bmain, (char *)la_name.c_str()); + } + else { + lamp = (Light *)BKE_light_add(bmain, (char *)la_id.c_str()); + } + + if (!lamp) { + fprintf(stderr, "Cannot create light.\n"); + return true; + } + + /* if we find an ExtraTags for this, use that instead. */ + if (et && et->isProfile("blender")) { + et->setData("type", &(lamp->type)); + et->setData("flag", &(lamp->flag)); + et->setData("mode", &(lamp->mode)); + et->setData("gamma", &(lamp->k)); + et->setData("red", &(lamp->r)); + et->setData("green", &(lamp->g)); + et->setData("blue", &(lamp->b)); + et->setData("shadow_r", &(lamp->shdwr)); + et->setData("shadow_g", &(lamp->shdwg)); + et->setData("shadow_b", &(lamp->shdwb)); + et->setData("energy", &(lamp->energy)); + et->setData("dist", &(lamp->dist)); + et->setData("spotsize", &(lamp->spotsize)); + lamp->spotsize = DEG2RADF(lamp->spotsize); + et->setData("spotblend", &(lamp->spotblend)); + et->setData("att1", &(lamp->att1)); + et->setData("att2", &(lamp->att2)); + et->setData("falloff_type", &(lamp->falloff_type)); + et->setData("clipsta", &(lamp->clipsta)); + et->setData("clipend", &(lamp->clipend)); + et->setData("bias", &(lamp->bias)); + et->setData("soft", &(lamp->soft)); + et->setData("bufsize", &(lamp->bufsize)); + et->setData("buffers", &(lamp->buffers)); + et->setData("area_shape", &(lamp->area_shape)); + et->setData("area_size", &(lamp->area_size)); + et->setData("area_sizey", &(lamp->area_sizey)); + et->setData("area_sizez", &(lamp->area_sizez)); + } + else { + float constatt = light->getConstantAttenuation().getValue(); + float linatt = light->getLinearAttenuation().getValue(); + float quadatt = light->getQuadraticAttenuation().getValue(); + float d = 25.0f; + float att1 = 0.0f; + float att2 = 0.0f; + float e = 1.0f; + + if (light->getColor().isValid()) { + COLLADAFW::Color col = light->getColor(); + lamp->r = col.getRed(); + lamp->g = col.getGreen(); + lamp->b = col.getBlue(); + } + + if (IS_EQ(linatt, 0.0f) && quadatt > 0.0f) { + att2 = quadatt; + d = sqrt(1.0f / quadatt); + } + /* linear light */ + else if (IS_EQ(quadatt, 0.0f) && linatt > 0.0f) { + att1 = linatt; + d = (1.0f / linatt); + } + else if (IS_EQ(constatt, 1.0f)) { + att1 = 1.0f; + } + else { + /* assuming point light (const att = 1.0); */ + att1 = 1.0f; + } + + d *= (1.0f / unit_converter.getLinearMeter()); + + lamp->energy = e; + lamp->dist = d; + + switch (light->getLightType()) { + case COLLADAFW::Light::AMBIENT_LIGHT: { + lamp->type = LA_SUN; // TODO needs more thoughts + } break; + case COLLADAFW::Light::SPOT_LIGHT: { + lamp->type = LA_SPOT; + lamp->att1 = att1; + lamp->att2 = att2; + if (IS_EQ(att1, 0.0f) && att2 > 0) { + lamp->falloff_type = LA_FALLOFF_INVSQUARE; + } + if (IS_EQ(att2, 0.0f) && att1 > 0) { + lamp->falloff_type = LA_FALLOFF_INVLINEAR; + } + lamp->spotsize = DEG2RADF(light->getFallOffAngle().getValue()); + lamp->spotblend = light->getFallOffExponent().getValue(); + } break; + case COLLADAFW::Light::DIRECTIONAL_LIGHT: { + /* our sun is very strong, so pick a smaller energy level */ + lamp->type = LA_SUN; + } break; + case COLLADAFW::Light::POINT_LIGHT: { + lamp->type = LA_LOCAL; + lamp->att1 = att1; + lamp->att2 = att2; + if (IS_EQ(att1, 0.0f) && att2 > 0) { + lamp->falloff_type = LA_FALLOFF_INVSQUARE; + } + if (IS_EQ(att2, 0.0f) && att1 > 0) { + lamp->falloff_type = LA_FALLOFF_INVLINEAR; + } + } break; + case COLLADAFW::Light::UNDEFINED: { + fprintf(stderr, "Current light type is not supported.\n"); + lamp->type = LA_LOCAL; + } break; + } + } + + this->uid_light_map[light->getUniqueId()] = lamp; + this->FW_object_map[light->getUniqueId()] = light; + return true; +} + +/* this function is called only for animations that pass COLLADAFW::validate */ +bool DocumentImporter::writeAnimation(const COLLADAFW::Animation *anim) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + return anim_importer.write_animation(anim); +} + +/* called on post-process stage after writeVisualScenes */ +bool DocumentImporter::writeAnimationList(const COLLADAFW::AnimationList *animationList) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + /* return true; */ + return anim_importer.write_animation_list(animationList); +} + +#if WITH_OPENCOLLADA_ANIMATION_CLIP +/* Since opencollada 1.6.68 + * called on post-process stage after writeVisualScenes */ +bool DocumentImporter::writeAnimationClip(const COLLADAFW::AnimationClip *animationClip) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + return true; + /* TODO: implement import of AnimationClips */ + // return animation_clip_importer.write_animation_clip(animationClip); +} +#endif + +/** + * When this method is called, the writer must write the skin controller data. + * \return The writer should return true, if writing succeeded, false otherwise. + */ +bool DocumentImporter::writeSkinControllerData(const COLLADAFW::SkinControllerData *skin) +{ + return armature_importer.write_skin_controller_data(skin); +} + +/* this is called on postprocess, before writeVisualScenes */ +bool DocumentImporter::writeController(const COLLADAFW::Controller *controller) +{ + if (mImportStage == Fetching_Controller_data) { + return true; + } + + return armature_importer.write_controller(controller); +} + +bool DocumentImporter::writeFormulas(const COLLADAFW::Formulas *formulas) +{ + return true; +} + +bool DocumentImporter::writeKinematicsScene(const COLLADAFW::KinematicsScene *kinematicsScene) +{ + return true; +} + +ExtraTags *DocumentImporter::getExtraTags(const COLLADAFW::UniqueId &uid) +{ + if (uid_tags_map.find(uid.toAscii()) == uid_tags_map.end()) { + return NULL; + } + return uid_tags_map[uid.toAscii()]; +} + +bool DocumentImporter::addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags) +{ + uid_tags_map[uid.toAscii()] = extra_tags; + return true; +} + +bool DocumentImporter::is_armature(COLLADAFW::Node *node) +{ + COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes(); + for (unsigned int i = 0; i < child_nodes.getCount(); i++) { + if (child_nodes[i]->getType() == COLLADAFW::Node::JOINT) { + return true; + } + else { + continue; + } + } + + /* no child is JOINT */ + return false; +} |