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Diffstat (limited to 'source/blender/io/collada/SceneExporter.cpp')
-rw-r--r--source/blender/io/collada/SceneExporter.cpp242
1 files changed, 242 insertions, 0 deletions
diff --git a/source/blender/io/collada/SceneExporter.cpp b/source/blender/io/collada/SceneExporter.cpp
new file mode 100644
index 00000000000..42901bd2a4a
--- /dev/null
+++ b/source/blender/io/collada/SceneExporter.cpp
@@ -0,0 +1,242 @@
+/*
+ * 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
+ */
+
+extern "C" {
+#include "BLI_utildefines.h"
+#include "BKE_collection.h"
+#include "BKE_object.h"
+#include "BLI_listbase.h"
+#include "BKE_lib_id.h"
+}
+
+#include "SceneExporter.h"
+#include "collada_utils.h"
+#include "BCSampleData.h"
+
+void SceneExporter::exportScene()
+{
+ Scene *scene = blender_context.get_scene();
+
+ /* <library_visual_scenes> <visual_scene> */
+ std::string name = id_name(scene);
+ openVisualScene(translate_id(name), encode_xml(name));
+ exportHierarchy();
+ closeVisualScene();
+ closeLibrary();
+}
+
+void SceneExporter::exportHierarchy()
+{
+ LinkNode *node;
+ ColladaBaseNodes base_objects;
+
+ /* Ensure all objects in the export_set are marked */
+ for (node = this->export_settings.get_export_set(); node; node = node->next) {
+ Object *ob = (Object *)node->link;
+ ob->id.tag |= LIB_TAG_DOIT;
+ }
+
+ /* Now find all exportable base objects (highest in export hierarchy) */
+ for (node = this->export_settings.get_export_set(); node; node = node->next) {
+ Object *ob = (Object *)node->link;
+ if (this->export_settings.is_export_root(ob)) {
+ switch (ob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_EMPTY:
+ case OB_GPENCIL:
+ case OB_ARMATURE:
+ base_objects.add(ob);
+ break;
+ }
+ }
+ }
+
+ /* And now export the base objects: */
+ for (int index = 0; index < base_objects.size(); index++) {
+ Object *ob = base_objects.get(index);
+ writeNode(ob);
+ if (bc_is_marked(ob)) {
+ bc_remove_mark(ob);
+ }
+ }
+}
+
+void SceneExporter::writeNodeList(std::vector<Object *> &child_objects, Object *parent)
+{
+ /* TODO: Handle the case where a parent is not exported
+ * Actually i am not even sure if this can be done at all
+ * in a good way.
+ * I really prefer to enforce the export of hidden
+ * elements in an object hierarchy. When the children of
+ * the hidden elements are exported as well. */
+ for (int i = 0; i < child_objects.size(); i++) {
+ Object *child = child_objects[i];
+ writeNode(child);
+ if (bc_is_marked(child)) {
+ bc_remove_mark(child);
+ }
+ }
+}
+
+void SceneExporter::writeNode(Object *ob)
+{
+ ViewLayer *view_layer = blender_context.get_view_layer();
+
+ std::vector<Object *> child_objects;
+ bc_get_children(child_objects, ob, view_layer);
+ bool can_export = bc_is_in_Export_set(this->export_settings.get_export_set(), ob, view_layer);
+
+ /* Add associated armature first if available */
+ bool armature_exported = false;
+ Object *ob_arm = bc_get_assigned_armature(ob);
+
+ if (ob_arm != NULL) {
+ armature_exported = bc_is_in_Export_set(
+ this->export_settings.get_export_set(), ob_arm, view_layer);
+ if (armature_exported && bc_is_marked(ob_arm)) {
+ writeNode(ob_arm);
+ bc_remove_mark(ob_arm);
+ armature_exported = true;
+ }
+ }
+
+ if (can_export) {
+ COLLADASW::Node colladaNode(mSW);
+ colladaNode.setNodeId(translate_id(id_name(ob)));
+ colladaNode.setNodeName(encode_xml(id_name(ob)));
+ colladaNode.setType(COLLADASW::Node::NODE);
+
+ colladaNode.start();
+ if (ob->type == OB_MESH && armature_exported) {
+ /* for skinned mesh we write obmat in <bind_shape_matrix> */
+ TransformWriter::add_node_transform_identity(colladaNode, this->export_settings);
+ }
+ else {
+ TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings);
+ }
+
+ /* <instance_geometry> */
+ if (ob->type == OB_MESH) {
+ bool instance_controller_created = false;
+ if (armature_exported) {
+ instance_controller_created = arm_exporter->add_instance_controller(ob);
+ }
+ if (!instance_controller_created) {
+ COLLADASW::InstanceGeometry instGeom(mSW);
+ instGeom.setUrl(COLLADASW::URI(
+ COLLADABU::Utils::EMPTY_STRING,
+ get_geometry_id(ob, this->export_settings.get_use_object_instantiation())));
+ instGeom.setName(encode_xml(id_name(ob)));
+ InstanceWriter::add_material_bindings(
+ instGeom.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
+ instGeom.add();
+ }
+ }
+
+ /* <instance_controller> */
+ else if (ob->type == OB_ARMATURE) {
+ arm_exporter->add_armature_bones(ob, view_layer, this, child_objects);
+ }
+
+ /* <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_DUPLICOLLECTION */
+ if ((ob->transflag & OB_DUPLICOLLECTION) == OB_DUPLICOLLECTION && ob->instance_collection) {
+ Collection *collection = ob->instance_collection;
+ /* printf("group detected '%s'\n", group->id.name + 2); */
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, object) {
+ printf("\t%s\n", object->id.name);
+ }
+ FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
+ }
+
+ if (BLI_listbase_is_empty(&ob->constraints) == false) {
+ bConstraint *con = (bConstraint *)ob->constraints.first;
+ while (con) {
+ std::string con_name(encode_xml(con->name));
+ std::string con_tag = con_name + "_constraint";
+ printf("%s\n", con_name.c_str());
+ printf("%s\n\n", con_tag.c_str());
+ colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "type", con->type);
+ colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "enforce", con->enforce);
+ colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "flag", con->flag);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "headtail", con->headtail);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "lin_error", con->lin_error);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "own_space", con->ownspace);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "rot_error", con->rot_error);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "tar_space", con->tarspace);
+ colladaNode.addExtraTechniqueChildParameter(
+ "blender", con_tag, "lin_error", con->lin_error);
+
+ /* not ideal: add the target object name as another parameter.
+ * No real mapping in the .dae
+ * Need support for multiple target objects also. */
+ const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
+ ListBase targets = {NULL, NULL};
+ if (cti && cti->get_constraint_targets) {
+
+ bConstraintTarget *ct;
+ Object *obtar;
+
+ cti->get_constraint_targets(con, &targets);
+
+ for (ct = (bConstraintTarget *)targets.first; ct; ct = ct->next) {
+ obtar = ct->tar;
+ std::string tar_id((obtar) ? id_name(obtar) : "");
+ colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "target_id", tar_id);
+ }
+
+ if (cti->flush_constraint_targets) {
+ cti->flush_constraint_targets(con, &targets, 1);
+ }
+ }
+
+ con = con->next;
+ }
+ }
+ }
+ bc_remove_mark(ob);
+ writeNodeList(child_objects, ob);
+ colladaNode.end();
+ }
+ else {
+ writeNodeList(child_objects, ob);
+ }
+}