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Diffstat (limited to 'source/blender/io/collada/MeshImporter.h')
-rw-r--r--source/blender/io/collada/MeshImporter.h70
1 files changed, 69 insertions, 1 deletions
diff --git a/source/blender/io/collada/MeshImporter.h b/source/blender/io/collada/MeshImporter.h
index 6f4f62b7f0f..95ac32a1b4c 100644
--- a/source/blender/io/collada/MeshImporter.h
+++ b/source/blender/io/collada/MeshImporter.h
@@ -122,23 +122,60 @@ class MeshImporter : public MeshImporterBase {
void print_index_list(COLLADAFW::IndexList &index_list);
#endif
+ /** Checks if mesh has supported primitive types: lines, polylist, triangles, triangle_fans. */
bool is_nice_mesh(COLLADAFW::Mesh *mesh);
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
+ /**
+ * Condition 1: The Primitive has normals
+ * condition 2: The number of normals equals the number of faces.
+ * return true if both conditions apply.
+ * return false otherwise.
+ */
bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
+ /**
+ * Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS
+ * have faces. (to be verified).
+ */
bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);
+ /**
+ * This function is copied from source/blender/editors/mesh/mesh_data.c
+ *
+ * TODO: (As discussed with sergey-) :
+ * Maybe move this function to `blenderkernel/intern/mesh.c`.
+ * and add definition to BKE_mesh.c.
+ */
static void mesh_add_edges(Mesh *mesh, int len);
unsigned int get_loose_edge_count(COLLADAFW::Mesh *mesh);
CustomData create_edge_custom_data(EdgeHash *eh);
+ /**
+ * Return the number of faces by summing up
+ * the face-counts of the parts.
+ * hint: This is done because `mesh->getFacesCount()` does
+ * count loose edges as extra faces, which is not what we want here.
+ */
void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);
/* TODO: import uv set names */
+ /**
+ * Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
+ * Important: This function MUST be called before read_lines()
+ * Otherwise we will lose all edges from faces (see read_lines() above)
+ *
+ * TODO: import uv set names.
+ */
void read_polys(COLLADAFW::Mesh *mesh, Mesh *me);
+ /**
+ * Read all loose edges.
+ * Important: This function assumes that all edges from existing
+ * faces have already been generated and added to me->medge
+ * So this function MUST be called after read_faces() (see below)
+ */
void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
unsigned int get_vertex_count(COLLADAFW::Polygons *mp, int index);
@@ -146,6 +183,11 @@ class MeshImporter : public MeshImporterBase {
bool is_flat_face(unsigned int *nind, COLLADAFW::MeshVertexData &nor, int count);
+ /**
+ * Returns the list of Users of the given Mesh object.
+ * NOTE: This function uses the object user flag to control
+ * which objects have already been processed.
+ */
std::vector<Object *> get_all_users_of(Mesh *reference_mesh);
public:
@@ -159,8 +201,34 @@ class MeshImporter : public MeshImporterBase {
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);
+ /**
+ *
+ * During import all materials have been assigned to Object.
+ * Now we iterate over the imported objects and optimize
+ * the assignments as follows:
+ *
+ * for each imported geometry:
+ * if number of users is 1:
+ * get the user (object)
+ * move the materials from Object to Data
+ * else:
+ * determine which materials are assigned to the first user
+ * check if all other users have the same materials in the same order
+ * if the check is positive:
+ * Add the materials of the first user to the geometry
+ * adjust all other users accordingly.
+ *
+ */
void optimize_material_assignements();
+ /**
+ * We do not know in advance which objects will share geometries.
+ * And we do not know either if the objects which share geometries
+ * come along with different materials. So we first create the objects
+ * and assign the materials to Object, then in a later cleanup we decide
+ * which materials shall be moved to the created geometries. Also see
+ * optimize_material_assignements() above.
+ */
void assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map,
Object *ob,
@@ -172,7 +240,7 @@ class MeshImporter : public MeshImporterBase {
bool isController,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map);
- /* create a mesh storing a pointer in a map so it can be retrieved later by geometry UID */
+ /** 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);
std::string *get_geometry_name(const std::string &mesh_name);
};