diff options
Diffstat (limited to 'source/blender/io/collada/collada_utils.cpp')
-rw-r--r-- | source/blender/io/collada/collada_utils.cpp | 1458 |
1 files changed, 1458 insertions, 0 deletions
diff --git a/source/blender/io/collada/collada_utils.cpp b/source/blender/io/collada/collada_utils.cpp new file mode 100644 index 00000000000..26b392af0a1 --- /dev/null +++ b/source/blender/io/collada/collada_utils.cpp @@ -0,0 +1,1458 @@ +/* + * 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 + */ + +/* COLLADABU_ASSERT, may be able to remove later */ +#include "COLLADABUPlatform.h" + +#include "COLLADAFWGeometry.h" +#include "COLLADAFWMeshPrimitive.h" +#include "COLLADAFWMeshVertexData.h" + +#include <set> +#include <string> + +#include "MEM_guardedalloc.h" + +extern "C" { +#include "DNA_modifier_types.h" +#include "DNA_customdata_types.h" +#include "DNA_key_types.h" +#include "DNA_object_types.h" +#include "DNA_constraint_types.h" +#include "DNA_mesh_types.h" +#include "DNA_scene_types.h" +#include "DNA_armature_types.h" + +#include "BLI_math.h" +#include "BLI_linklist.h" +#include "BLI_listbase.h" + +#include "BKE_action.h" +#include "BKE_context.h" +#include "BKE_customdata.h" +#include "BKE_constraint.h" +#include "BKE_key.h" +#include "BKE_material.h" +#include "BKE_node.h" +#include "BKE_object.h" +#include "BKE_global.h" +#include "BKE_layer.h" +#include "BKE_lib_id.h" +#include "BKE_mesh.h" +#include "BKE_mesh_runtime.h" +#include "BKE_object.h" +#include "BKE_scene.h" + +#include "ED_armature.h" +#include "ED_screen.h" +#include "ED_node.h" +#include "ED_object.h" + +#include "WM_api.h" /* XXX hrm, see if we can do without this */ +#include "WM_types.h" + +#include "bmesh.h" +#include "bmesh_tools.h" + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_query.h" +#if 0 +# include "NOD_common.h" +#endif +} + +#include "collada_utils.h" +#include "ExportSettings.h" +#include "BlenderContext.h" + +float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, unsigned 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]; + } +} + +/* copied from /editors/object/object_relations.c */ +int bc_test_parent_loop(Object *par, Object *ob) +{ + /* test if 'ob' is a parent somewhere in par's parents */ + + if (par == NULL) { + return 0; + } + if (ob == par) { + return 1; + } + + return bc_test_parent_loop(par->parent, ob); +} + +bool bc_validateConstraints(bConstraint *con) +{ + const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con); + + /* these we can skip completely (invalid constraints...) */ + if (cti == NULL) { + return false; + } + if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) { + return false; + } + + /* these constraints can't be evaluated anyway */ + if (cti->evaluate_constraint == NULL) { + return false; + } + + /* influence == 0 should be ignored */ + if (con->enforce == 0.0f) { + return false; + } + + /* validation passed */ + return true; +} + +bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space) +{ + Scene *scene = CTX_data_scene(C); + int partype = PAR_OBJECT; + const bool xmirror = false; + const bool keep_transform = false; + + if (par && is_parent_space) { + mul_m4_m4m4(ob->obmat, par->obmat, ob->obmat); + } + + bool ok = ED_object_parent_set(NULL, C, scene, ob, par, partype, xmirror, keep_transform, NULL); + return ok; +} + +std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions) +{ + std::vector<bAction *> actions; + if (all_actions) { + Main *bmain = CTX_data_main(C); + ID *id; + + for (id = (ID *)bmain->actions.first; id; id = (ID *)(id->next)) { + bAction *act = (bAction *)id; + /* XXX This currently creates too many actions. + * TODO Need to check if the action is compatible to the given object. */ + actions.push_back(act); + } + } + else { + bAction *action = bc_getSceneObjectAction(ob); + actions.push_back(action); + } + + return actions; +} + +std::string bc_get_action_id(std::string action_name, + std::string ob_name, + std::string channel_type, + std::string axis_name, + std::string axis_separator) +{ + std::string result = action_name + "_" + channel_type; + if (ob_name.length() > 0) { + result = ob_name + "_" + result; + } + if (axis_name.length() > 0) { + result += axis_separator + axis_name; + } + return translate_id(result); +} + +void bc_update_scene(BlenderContext &blender_context, float ctime) +{ + Main *bmain = blender_context.get_main(); + Scene *scene = blender_context.get_scene(); + Depsgraph *depsgraph = blender_context.get_depsgraph(); + + /* See remark in physics_fluid.c lines 395...) */ + // BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay); + BKE_scene_frame_set(scene, ctime); + ED_update_for_newframe(bmain, depsgraph); +} + +Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name) +{ + Object *ob = BKE_object_add_only_object(bmain, type, name); + + ob->data = BKE_object_obdata_add_from_type(bmain, type, name); + DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION); + + LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer); + BKE_collection_object_add(bmain, layer_collection->collection, ob); + + Base *base = BKE_view_layer_base_find(view_layer, ob); + /* TODO: is setting active needed? */ + BKE_view_layer_base_select_and_set_active(view_layer, base); + + return ob; +} + +Mesh *bc_get_mesh_copy(BlenderContext &blender_context, + Object *ob, + BC_export_mesh_type export_mesh_type, + bool apply_modifiers, + bool triangulate) +{ + CustomData_MeshMasks mask = CD_MASK_MESH; + Mesh *tmpmesh = NULL; + if (apply_modifiers) { +#if 0 /* Not supported by new system currently... */ + switch (export_mesh_type) { + case BC_MESH_TYPE_VIEW: { + dm = mesh_create_derived_view(depsgraph, scene, ob, &mask); + break; + } + case BC_MESH_TYPE_RENDER: { + dm = mesh_create_derived_render(depsgraph, scene, ob, &mask); + break; + } + } +#else + Depsgraph *depsgraph = blender_context.get_depsgraph(); + Scene *scene_eval = blender_context.get_evaluated_scene(); + Object *ob_eval = blender_context.get_evaluated_object(ob); + tmpmesh = mesh_get_eval_final(depsgraph, scene_eval, ob_eval, &mask); +#endif + } + else { + tmpmesh = (Mesh *)ob->data; + } + + BKE_id_copy_ex(NULL, &tmpmesh->id, (ID **)&tmpmesh, LIB_ID_COPY_LOCALIZE); + + if (triangulate) { + bc_triangulate_mesh(tmpmesh); + } + BKE_mesh_tessface_ensure(tmpmesh); + return tmpmesh; +} + +Object *bc_get_assigned_armature(Object *ob) +{ + Object *ob_arm = NULL; + + if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) { + ob_arm = ob->parent; + } + else { + ModifierData *mod; + for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) { + if (mod->type == eModifierType_Armature) { + ob_arm = ((ArmatureModifierData *)mod)->object; + } + } + } + + return ob_arm; +} + +bool bc_has_object_type(LinkNode *export_set, short obtype) +{ + LinkNode *node; + + for (node = export_set; node; node = node->next) { + Object *ob = (Object *)node->link; + /* XXX - why is this checking for ob->data? - we could be looking for empties */ + if (ob->type == obtype && ob->data) { + return true; + } + } + return false; +} + +/* Use bubble sort algorithm for sorting the export set */ +void bc_bubble_sort_by_Object_name(LinkNode *export_set) +{ + bool sorted = false; + LinkNode *node; + for (node = export_set; node->next && !sorted; node = node->next) { + + sorted = true; + + LinkNode *current; + for (current = export_set; current->next; current = current->next) { + Object *a = (Object *)current->link; + Object *b = (Object *)current->next->link; + + if (strcmp(a->id.name, b->id.name) > 0) { + current->link = b; + current->next->link = a; + sorted = false; + } + } + } +} + +/* Check if a bone is the top most exportable bone in the bone hierarchy. + * When deform_bones_only == false, then only bones with NO parent + * can be root bones. Otherwise the top most deform bones in the hierarchy + * are root bones. + */ +bool bc_is_root_bone(Bone *aBone, bool deform_bones_only) +{ + if (deform_bones_only) { + Bone *root = NULL; + Bone *bone = aBone; + while (bone) { + if (!(bone->flag & BONE_NO_DEFORM)) { + root = bone; + } + bone = bone->parent; + } + return (aBone == root); + } + else { + return !(aBone->parent); + } +} + +int bc_get_active_UVLayer(Object *ob) +{ + Mesh *me = (Mesh *)ob->data; + return CustomData_get_active_layer_index(&me->ldata, CD_MLOOPUV); +} + +std::string bc_url_encode(std::string data) +{ + /* XXX We probably do not need to do a full encoding. + * But in case that is necessary,then it can be added here. + */ + return bc_replace_string(data, "#", "%23"); +} + +std::string bc_replace_string(std::string data, + const std::string &pattern, + const std::string &replacement) +{ + size_t pos = 0; + while ((pos = data.find(pattern, pos)) != std::string::npos) { + data.replace(pos, pattern.length(), replacement); + pos += replacement.length(); + } + return data; +} + +/** + * Calculate a rescale factor such that the imported scene's scale + * is preserved. I.e. 1 meter in the import will also be + * 1 meter in the current scene. + */ + +void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene) +{ + if (scale_to_scene) { + mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat); + } + mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat); + BKE_object_apply_mat4(ob, ob->obmat, 0, 0); +} + +void bc_match_scale(std::vector<Object *> *objects_done, + UnitConverter &bc_unit, + bool scale_to_scene) +{ + for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); + ++it) { + Object *ob = *it; + if (ob->parent == NULL) { + bc_match_scale(*it, bc_unit, scale_to_scene); + } + } +} + +/* + * Convenience function to get only the needed components of a matrix + */ +void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size) +{ + if (size) { + mat4_to_size(size, mat); + } + + if (eul) { + mat4_to_eul(eul, mat); + } + + if (quat) { + mat4_to_quat(quat, mat); + } + + if (loc) { + copy_v3_v3(loc, mat[3]); + } +} + +/* + * Create rotation_quaternion from a delta rotation and a reference quat + * + * Input: + * mat_from: The rotation matrix before rotation + * mat_to : The rotation matrix after rotation + * qref : the quat corresponding to mat_from + * + * Output: + * rot : the calculated result (quaternion) + */ +void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4]) +{ + float qd[4]; + float matd[4][4]; + float mati[4][4]; + float mat_from[4][4]; + quat_to_mat4(mat_from, quat_from); + + /* Calculate the difference matrix matd between mat_from and mat_to */ + invert_m4_m4(mati, mat_from); + mul_m4_m4m4(matd, mati, mat_to); + + mat4_to_quat(qd, matd); + + mul_qt_qtqt(quat_to, qd, quat_from); /* rot is the final rotation corresponding to mat_to */ +} + +void bc_triangulate_mesh(Mesh *me) +{ + bool use_beauty = false; + bool tag_only = false; + + /* XXX: The triangulation method selection could be offered in the UI. */ + int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; + + const struct BMeshCreateParams bm_create_params = {0}; + BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default, &bm_create_params); + BMeshFromMeshParams bm_from_me_params = {0}; + bm_from_me_params.calc_face_normal = true; + BM_mesh_bm_from_me(bm, me, &bm_from_me_params); + BM_mesh_triangulate(bm, quad_method, use_beauty, 4, tag_only, NULL, NULL, NULL); + + BMeshToMeshParams bm_to_me_params = {0}; + bm_to_me_params.calc_object_remap = false; + BM_mesh_bm_to_me(NULL, bm, me, &bm_to_me_params); + BM_mesh_free(bm); +} + +/* + * A bone is a leaf when it has no children or all children are not connected. + */ +bool bc_is_leaf_bone(Bone *bone) +{ + for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) { + if (child->flag & BONE_CONNECTED) { + return false; + } + } + return true; +} + +EditBone *bc_get_edit_bone(bArmature *armature, char *name) +{ + EditBone *eBone; + + for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) { + if (STREQ(name, eBone->name)) { + return eBone; + } + } + + return NULL; +} +int bc_set_layer(int bitfield, int layer) +{ + return bc_set_layer(bitfield, layer, true); /* enable */ +} + +int bc_set_layer(int bitfield, int layer, bool enable) +{ + int bit = 1u << layer; + + if (enable) { + bitfield |= bit; + } + else { + bitfield &= ~bit; + } + + return bitfield; +} + +/** + * This method creates a new extension map when needed. + * \note The ~BoneExtensionManager destructor takes care + * to delete the created maps when the manager is removed. + */ +BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature) +{ + std::string key = armature->id.name; + BoneExtensionMap *result = extended_bone_maps[key]; + if (result == NULL) { + result = new BoneExtensionMap(); + extended_bone_maps[key] = result; + } + return *result; +} + +BoneExtensionManager::~BoneExtensionManager() +{ + std::map<std::string, BoneExtensionMap *>::iterator map_it; + for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it) { + BoneExtensionMap *extended_bones = map_it->second; + for (BoneExtensionMap::iterator ext_it = extended_bones->begin(); + ext_it != extended_bones->end(); + ++ext_it) { + if (ext_it->second != NULL) { + delete ext_it->second; + } + } + extended_bones->clear(); + delete extended_bones; + } +} + +/** + * BoneExtended is a helper class needed for the Bone chain finder + * See ArmatureImporter::fix_leaf_bones() + * and ArmatureImporter::connect_bone_chains() + */ + +BoneExtended::BoneExtended(EditBone *aBone) +{ + this->set_name(aBone->name); + this->chain_length = 0; + this->is_leaf = false; + this->tail[0] = 0.0f; + this->tail[1] = 0.5f; + this->tail[2] = 0.0f; + this->use_connect = -1; + this->roll = 0; + this->bone_layers = 0; + + this->has_custom_tail = false; + this->has_custom_roll = false; +} + +char *BoneExtended::get_name() +{ + return name; +} + +void BoneExtended::set_name(char *aName) +{ + BLI_strncpy(name, aName, MAXBONENAME); +} + +int BoneExtended::get_chain_length() +{ + return chain_length; +} + +void BoneExtended::set_chain_length(const int aLength) +{ + chain_length = aLength; +} + +void BoneExtended::set_leaf_bone(bool state) +{ + is_leaf = state; +} + +bool BoneExtended::is_leaf_bone() +{ + return is_leaf; +} + +void BoneExtended::set_roll(float roll) +{ + this->roll = roll; + this->has_custom_roll = true; +} + +bool BoneExtended::has_roll() +{ + return this->has_custom_roll; +} + +float BoneExtended::get_roll() +{ + return this->roll; +} + +void BoneExtended::set_tail(float vec[]) +{ + this->tail[0] = vec[0]; + this->tail[1] = vec[1]; + this->tail[2] = vec[2]; + this->has_custom_tail = true; +} + +bool BoneExtended::has_tail() +{ + return this->has_custom_tail; +} + +float *BoneExtended::get_tail() +{ + return this->tail; +} + +inline bool isInteger(const std::string &s) +{ + if (s.empty() || ((!isdigit(s[0])) && (s[0] != '-') && (s[0] != '+'))) { + return false; + } + + char *p; + strtol(s.c_str(), &p, 10); + + return (*p == 0); +} + +void BoneExtended::set_bone_layers(std::string layerString, std::vector<std::string> &layer_labels) +{ + std::stringstream ss(layerString); + std::string layer; + int pos; + + while (ss >> layer) { + + /* Blender uses numbers to specify layers*/ + if (isInteger(layer)) { + pos = atoi(layer.c_str()); + if (pos >= 0 && pos < 32) { + this->bone_layers = bc_set_layer(this->bone_layers, pos); + continue; + } + } + + /* layer uses labels (not supported by blender). Map to layer numbers:*/ + pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin(); + if (pos >= layer_labels.size()) { + layer_labels.push_back(layer); /* remember layer number for future usage*/ + } + + if (pos > 31) { + fprintf(stderr, + "Too many layers in Import. Layer %s mapped to Blender layer 31\n", + layer.c_str()); + pos = 31; + } + + /* If numeric layers and labeled layers are used in parallel (unlikely), + * we get a potential mixup. Just leave as is for now. + */ + this->bone_layers = bc_set_layer(this->bone_layers, pos); + } +} + +std::string BoneExtended::get_bone_layers(int bitfield) +{ + std::string result = ""; + std::string sep = ""; + int bit = 1u; + + std::ostringstream ss; + for (int i = 0; i < 32; i++) { + if (bit & bitfield) { + ss << sep << i; + sep = " "; + } + bit = bit << 1; + } + return ss.str(); +} + +int BoneExtended::get_bone_layers() +{ + /* ensure that the bone is in at least one bone layer! */ + return (bone_layers == 0) ? 1 : bone_layers; +} + +void BoneExtended::set_use_connect(int use_connect) +{ + this->use_connect = use_connect; +} + +int BoneExtended::get_use_connect() +{ + return this->use_connect; +} + +/** + * Stores a 4*4 matrix as a custom bone property array of size 16 + */ +void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]) +{ + IDProperty *idgroup = (IDProperty *)ebone->prop; + if (idgroup == NULL) { + IDPropertyTemplate val = {0}; + idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties"); + ebone->prop = idgroup; + } + + IDPropertyTemplate val = {0}; + val.array.len = 16; + val.array.type = IDP_FLOAT; + + IDProperty *data = IDP_New(IDP_ARRAY, &val, key); + float *array = (float *)IDP_Array(data); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + array[4 * i + j] = mat[i][j]; + } + } + + IDP_AddToGroup(idgroup, data); +} + +#if 0 +/** + * Stores a Float value as a custom bone property + * + * Note: This function is currently not needed. Keep for future usage + */ +static void bc_set_IDProperty(EditBone *ebone, const char *key, float value) +{ + if (ebone->prop == NULL) { + IDPropertyTemplate val = {0}; + ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties"); + } + + IDProperty *pgroup = (IDProperty *)ebone->prop; + IDPropertyTemplate val = {0}; + IDProperty *prop = IDP_New(IDP_FLOAT, &val, key); + IDP_Float(prop) = value; + IDP_AddToGroup(pgroup, prop); +} +#endif + +/** + * Get a custom property when it exists. + * This function is also used to check if a property exists. + */ +IDProperty *bc_get_IDProperty(Bone *bone, std::string key) +{ + return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str()); +} + +/** + * Read a custom bone property and convert to float + * Return def if the property does not exist. + */ +float bc_get_property(Bone *bone, std::string key, float def) +{ + float result = def; + IDProperty *property = bc_get_IDProperty(bone, key); + if (property) { + switch (property->type) { + case IDP_INT: + result = (float)(IDP_Int(property)); + break; + case IDP_FLOAT: + result = (float)(IDP_Float(property)); + break; + case IDP_DOUBLE: + result = (float)(IDP_Double(property)); + break; + default: + result = def; + } + } + return result; +} + +/** + * Read a custom bone property and convert to matrix + * Return true if conversion was successful + * + * Return false if: + * - the property does not exist + * - is not an array of size 16 + */ +bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]) +{ + IDProperty *property = bc_get_IDProperty(bone, key); + if (property && property->type == IDP_ARRAY && property->len == 16) { + float *array = (float *)IDP_Array(property); + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + mat[i][j] = array[4 * i + j]; + } + } + return true; + } + return false; +} + +/** + * get a vector that is stored in 3 custom properties (used in Blender <= 2.78) + */ +void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]) +{ + val[0] = bc_get_property(bone, key + "_x", def[0]); + val[1] = bc_get_property(bone, key + "_y", def[1]); + val[2] = bc_get_property(bone, key + "_z", def[2]); +} + +/** + * Check if vector exist stored in 3 custom properties (used in Blender <= 2.78) + */ +static bool has_custom_props(Bone *bone, bool enabled, std::string key) +{ + if (!enabled) { + return false; + } + + return (bc_get_IDProperty(bone, key + "_x") || bc_get_IDProperty(bone, key + "_y") || + bc_get_IDProperty(bone, key + "_z")); +} + +void bc_enable_fcurves(bAction *act, char *bone_name) +{ + FCurve *fcu; + char prefix[200]; + + if (bone_name) { + BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name); + } + + for (fcu = (FCurve *)act->curves.first; fcu; fcu = fcu->next) { + if (bone_name) { + if (STREQLEN(fcu->rna_path, prefix, strlen(prefix))) { + fcu->flag &= ~FCURVE_DISABLED; + } + else { + fcu->flag |= FCURVE_DISABLED; + } + } + else { + fcu->flag &= ~FCURVE_DISABLED; + } + } +} + +bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim) +{ + + /* Ok, lets be super cautious and check if the bone exists */ + bPose *pose = ob->pose; + bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name); + if (!pchan) { + return false; + } + + bAction *action = bc_getSceneObjectAction(ob); + bPoseChannel *parchan = pchan->parent; + + bc_enable_fcurves(action, bone->name); + float ipar[4][4]; + + if (bone->parent) { + invert_m4_m4(ipar, parchan->pose_mat); + mul_m4_m4m4(mat, ipar, pchan->pose_mat); + } + else { + copy_m4_m4(mat, pchan->pose_mat); + } + + /* OPEN_SIM_COMPATIBILITY + * AFAIK animation to second life is via BVH, but no + * reason to not have the collada-animation be correct */ + if (for_opensim) { + float temp[4][4]; + copy_m4_m4(temp, bone->arm_mat); + temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; + invert_m4(temp); + + mul_m4_m4m4(mat, mat, temp); + + if (bone->parent) { + copy_m4_m4(temp, bone->parent->arm_mat); + temp[3][0] = temp[3][1] = temp[3][2] = 0.0f; + + mul_m4_m4m4(mat, temp, mat); + } + } + bc_enable_fcurves(action, NULL); + return true; +} + +bool bc_is_animated(BCMatrixSampleMap &values) +{ + static float MIN_DISTANCE = 0.00001; + + if (values.size() < 2) { + return false; /* need at least 2 entries to be not flat */ + } + + BCMatrixSampleMap::iterator it; + const BCMatrix *refmat = NULL; + for (it = values.begin(); it != values.end(); ++it) { + const BCMatrix *matrix = it->second; + + if (refmat == NULL) { + refmat = matrix; + continue; + } + + if (!matrix->in_range(*refmat, MIN_DISTANCE)) { + return true; + } + } + return false; +} + +bool bc_has_animations(Object *ob) +{ + /* Check for object, light and camera transform animations */ + if ((bc_getSceneObjectAction(ob) && bc_getSceneObjectAction(ob)->curves.first) || + (bc_getSceneLightAction(ob) && bc_getSceneLightAction(ob)->curves.first) || + (bc_getSceneCameraAction(ob) && bc_getSceneCameraAction(ob)->curves.first)) { + return true; + } + + /* Check Material Effect parameter animations. */ + for (int a = 0; a < ob->totcol; a++) { + Material *ma = BKE_object_material_get(ob, a + 1); + if (!ma) { + continue; + } + if (ma->adt && ma->adt->action && ma->adt->action->curves.first) { + return true; + } + } + + Key *key = BKE_key_from_object(ob); + if ((key && key->adt && key->adt->action) && key->adt->action->curves.first) { + return true; + } + + return false; +} + +bool bc_has_animations(Scene *sce, LinkNode *export_set) +{ + LinkNode *node; + if (export_set) { + for (node = export_set; node; node = node->next) { + Object *ob = (Object *)node->link; + + if (bc_has_animations(ob)) { + return true; + } + } + } + return false; +} + +void bc_add_global_transform(Matrix &to_mat, + const Matrix &from_mat, + const BCMatrix &global_transform, + const bool invert) +{ + copy_m4_m4(to_mat, from_mat); + bc_add_global_transform(to_mat, global_transform, invert); +} + +void bc_add_global_transform(Vector &to_vec, + const Vector &from_vec, + const BCMatrix &global_transform, + const bool invert) +{ + copy_v3_v3(to_vec, from_vec); + bc_add_global_transform(to_vec, global_transform, invert); +} + +void bc_add_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert) +{ + BCMatrix mat(to_mat); + mat.add_transform(global_transform, invert); + mat.get_matrix(to_mat); +} + +void bc_add_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert) +{ + Matrix mat; + Vector from_vec; + copy_v3_v3(from_vec, to_vec); + global_transform.get_matrix(mat, false, 6, invert); + mul_v3_m4v3(to_vec, mat, from_vec); +} + +void bc_apply_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert) +{ + BCMatrix mat(to_mat); + mat.apply_transform(global_transform, invert); + mat.get_matrix(to_mat); +} + +void bc_apply_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert) +{ + Matrix transform; + global_transform.get_matrix(transform); + mul_v3_m4v3(to_vec, transform, to_vec); +} + +/** + * Check if custom information about bind matrix exists and modify the from_mat + * accordingly. + * + * Note: This is old style for Blender <= 2.78 only kept for compatibility + */ +void bc_create_restpose_mat(BCExportSettings &export_settings, + Bone *bone, + float to_mat[4][4], + float from_mat[4][4], + bool use_local_space) +{ + float loc[3]; + float rot[3]; + float scale[3]; + static const float V0[3] = {0, 0, 0}; + + if (!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_loc") && + !has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_rot") && + !has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_scale")) { + /* No need */ + copy_m4_m4(to_mat, from_mat); + return; + } + + bc_decompose(from_mat, loc, rot, NULL, scale); + loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6); + + if (export_settings.get_keep_bind_info()) { + bc_get_property_vector(bone, "restpose_loc", loc, loc); + + if (use_local_space && bone->parent) { + Bone *b = bone; + while (b->parent) { + b = b->parent; + float ploc[3]; + bc_get_property_vector(b, "restpose_loc", ploc, V0); + loc[0] += ploc[0]; + loc[1] += ploc[1]; + loc[2] += ploc[2]; + } + } + } + + if (export_settings.get_keep_bind_info()) { + if (bc_get_IDProperty(bone, "restpose_rot_x")) { + rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0)); + } + if (bc_get_IDProperty(bone, "restpose_rot_y")) { + rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0)); + } + if (bc_get_IDProperty(bone, "restpose_rot_z")) { + rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0)); + } + } + + if (export_settings.get_keep_bind_info()) { + bc_get_property_vector(bone, "restpose_scale", scale, scale); + } + + loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6); +} + +void bc_sanitize_v3(float v[3], int precision) +{ + for (int i = 0; i < 3; i++) { + double val = (double)v[i]; + val = double_round(val, precision); + v[i] = (float)val; + } +} + +void bc_sanitize_v3(double v[3], int precision) +{ + for (int i = 0; i < 3; i++) { + v[i] = double_round(v[i], precision); + } +} + +void bc_copy_m4_farray(float r[4][4], float *a) +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + r[i][j] = *a++; + } + } +} + +void bc_copy_farray_m4(float *r, float a[4][4]) +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + *r++ = a[i][j]; + } + } +} + +void bc_copy_darray_m4d(double *r, double a[4][4]) +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + *r++ = a[i][j]; + } + } +} + +void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double (&a)[4][4]) +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + r[i][j] = a[i][j]; + } + } +} + +void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a) +{ + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + r[i][j] = a[i][j]; + } + } +} + +/** + * Returns name of Active UV Layer or empty String if no active UV Layer defined + */ +static std::string bc_get_active_uvlayer_name(Mesh *me) +{ + int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV); + if (num_layers) { + char *layer_name = bc_CustomData_get_active_layer_name(&me->ldata, CD_MLOOPUV); + if (layer_name) { + return std::string(layer_name); + } + } + return ""; +} + +/** + * Returns name of Active UV Layer or empty String if no active UV Layer defined. + * Assuming the Object is of type MESH + */ +static std::string bc_get_active_uvlayer_name(Object *ob) +{ + Mesh *me = (Mesh *)ob->data; + return bc_get_active_uvlayer_name(me); +} + +/** + * Returns UV Layer name or empty string if layer index is out of range + */ +static std::string bc_get_uvlayer_name(Mesh *me, int layer) +{ + int num_layers = CustomData_number_of_layers(&me->ldata, CD_MLOOPUV); + if (num_layers && layer < num_layers) { + char *layer_name = bc_CustomData_get_layer_name(&me->ldata, CD_MLOOPUV, layer); + if (layer_name) { + return std::string(layer_name); + } + } + return ""; +} + +std::string bc_find_bonename_in_path(std::string path, std::string probe) +{ + std::string result; + char *boneName = BLI_str_quoted_substrN(path.c_str(), probe.c_str()); + if (boneName) { + result = std::string(boneName); + MEM_freeN(boneName); + } + return result; +} + +static bNodeTree *prepare_material_nodetree(Material *ma) +{ + if (ma->nodetree == NULL) { + ma->nodetree = ntreeAddTree(NULL, "Shader Nodetree", "ShaderNodeTree"); + ma->use_nodes = true; + } + return ma->nodetree; +} + +static bNode *bc_add_node( + bContext *C, bNodeTree *ntree, int node_type, int locx, int locy, std::string label) +{ + bNode *node = nodeAddStaticNode(C, ntree, node_type); + if (node) { + if (label.length() > 0) { + strcpy(node->label, label.c_str()); + } + node->locx = locx; + node->locy = locy; + node->flag |= NODE_SELECT; + } + return node; +} + +static bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy) +{ + return bc_add_node(C, ntree, node_type, locx, locy, ""); +} + +#if 0 +/* experimental, probably not used */ +static bNodeSocket *bc_group_add_input_socket(bNodeTree *ntree, + bNode *to_node, + int to_index, + std::string label) +{ + bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index); + + //bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket); + //return socket; + + bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket); + bNode *inputGroup = ntreeFindType(ntree, NODE_GROUP_INPUT); + node_group_input_verify(ntree, inputGroup, (ID *)ntree); + bNodeSocket *newsock = node_group_input_find_socket(inputGroup, gsock->identifier); + nodeAddLink(ntree, inputGroup, newsock, to_node, to_socket); + strcpy(newsock->name, label.c_str()); + return newsock; +} + +static bNodeSocket *bc_group_add_output_socket(bNodeTree *ntree, + bNode *from_node, + int from_index, + std::string label) +{ + bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index); + + //bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket); + //return socket; + + bNodeSocket *gsock = ntreeAddSocketInterfaceFromSocket(ntree, from_node, from_socket); + bNode *outputGroup = ntreeFindType(ntree, NODE_GROUP_OUTPUT); + node_group_output_verify(ntree, outputGroup, (ID *)ntree); + bNodeSocket *newsock = node_group_output_find_socket(outputGroup, gsock->identifier); + nodeAddLink(ntree, from_node, from_socket, outputGroup, newsock); + strcpy(newsock->name, label.c_str()); + return newsock; +} + +void bc_make_group(bContext *C, bNodeTree *ntree, std::map<std::string, bNode *> nmap) +{ + bNode *gnode = node_group_make_from_selected(C, ntree, "ShaderNodeGroup", "ShaderNodeTree"); + bNodeTree *gtree = (bNodeTree *)gnode->id; + + bc_group_add_input_socket(gtree, nmap["main"], 0, "Diffuse"); + bc_group_add_input_socket(gtree, nmap["emission"], 0, "Emission"); + bc_group_add_input_socket(gtree, nmap["mix"], 0, "Transparency"); + bc_group_add_input_socket(gtree, nmap["emission"], 1, "Emission"); + bc_group_add_input_socket(gtree, nmap["main"], 4, "Metallic"); + bc_group_add_input_socket(gtree, nmap["main"], 5, "Specular"); + + bc_group_add_output_socket(gtree, nmap["mix"], 0, "Shader"); +} +#endif + +static void bc_node_add_link( + bNodeTree *ntree, bNode *from_node, int from_index, bNode *to_node, int to_index) +{ + bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index); + bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index); + + nodeAddLink(ntree, from_node, from_socket, to_node, to_socket); +} + +void bc_add_default_shader(bContext *C, Material *ma) +{ + bNodeTree *ntree = prepare_material_nodetree(ma); + std::map<std::string, bNode *> nmap; +#if 0 + nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300); + nmap["emission"] = bc_add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission"); + nmap["add"] = bc_add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400); + nmap["transparent"] = bc_add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200); + nmap["mix"] = bc_add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency"); + nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300); + nmap["out"]->flag &= ~NODE_SELECT; + + bc_node_add_link(ntree, nmap["emission"], 0, nmap["add"], 0); + bc_node_add_link(ntree, nmap["main"], 0, nmap["add"], 1); + bc_node_add_link(ntree, nmap["add"], 0, nmap["mix"], 1); + bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2); + + bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0); + /* experimental, probably not used. */ + bc_make_group(C, ntree, nmap); +#else + nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, 0, 300); + nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 300, 300); + bc_node_add_link(ntree, nmap["main"], 0, nmap["out"], 0); +#endif +} + +COLLADASW::ColorOrTexture bc_get_base_color(Material *ma) +{ + /* for alpha see bc_get_alpha() */ + Color default_color = {ma->r, ma->g, ma->b, 1.0}; + bNode *shader = bc_get_master_shader(ma); + if (ma->use_nodes && shader) { + return bc_get_cot_from_shader(shader, "Base Color", default_color, false); + } + else { + return bc_get_cot(default_color); + } +} + +COLLADASW::ColorOrTexture bc_get_emission(Material *ma) +{ + Color default_color = {0, 0, 0, 1}; + bNode *shader = bc_get_master_shader(ma); + if (ma->use_nodes && shader) { + return bc_get_cot_from_shader(shader, "Emission", default_color); + } + else { + return bc_get_cot(default_color); /* default black */ + } +} + +COLLADASW::ColorOrTexture bc_get_ambient(Material *ma) +{ + Color default_color = {0, 0, 0, 1.0}; + return bc_get_cot(default_color); +} + +COLLADASW::ColorOrTexture bc_get_specular(Material *ma) +{ + Color default_color = {0, 0, 0, 1.0}; + return bc_get_cot(default_color); +} + +COLLADASW::ColorOrTexture bc_get_reflective(Material *ma) +{ + Color default_color = {0, 0, 0, 1.0}; + return bc_get_cot(default_color); +} + +double bc_get_alpha(Material *ma) +{ + double alpha = ma->a; /* fallback if no socket found */ + bNode *master_shader = bc_get_master_shader(ma); + if (ma->use_nodes && master_shader) { + bc_get_float_from_shader(master_shader, alpha, "Alpha"); + } + return alpha; +} + +double bc_get_ior(Material *ma) +{ + double ior = -1; /* fallback if no socket found */ + bNode *master_shader = bc_get_master_shader(ma); + if (ma->use_nodes && master_shader) { + bc_get_float_from_shader(master_shader, ior, "IOR"); + } + return ior; +} + +double bc_get_shininess(Material *ma) +{ + double ior = -1; /* fallback if no socket found */ + bNode *master_shader = bc_get_master_shader(ma); + if (ma->use_nodes && master_shader) { + bc_get_float_from_shader(master_shader, ior, "Roughness"); + } + return ior; +} + +double bc_get_reflectivity(Material *ma) +{ + double reflectivity = ma->spec; /* fallback if no socket found */ + bNode *master_shader = bc_get_master_shader(ma); + if (ma->use_nodes && master_shader) { + bc_get_float_from_shader(master_shader, reflectivity, "Metallic"); + } + return reflectivity; +} + +double bc_get_float_from_shader(bNode *shader, double &val, std::string nodeid) +{ + bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, nodeid.c_str()); + if (socket) { + bNodeSocketValueFloat *ref = (bNodeSocketValueFloat *)socket->default_value; + val = (double)ref->value; + return true; + } + return false; +} + +COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader, + std::string nodeid, + Color &default_color, + bool with_alpha) +{ + bNodeSocket *socket = nodeFindSocket(shader, SOCK_IN, nodeid.c_str()); + if (socket) { + bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value; + float *col = dcol->value; + return bc_get_cot(col, with_alpha); + } + else { + return bc_get_cot(default_color, with_alpha); + } +} + +bNode *bc_get_master_shader(Material *ma) +{ + bNodeTree *nodetree = ma->nodetree; + if (nodetree) { + for (bNode *node = (bNode *)nodetree->nodes.first; node; node = node->next) { + if (node->typeinfo->type == SH_NODE_BSDF_PRINCIPLED) { + return node; + } + } + } + return NULL; +} + +COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a) +{ + COLLADASW::Color color(r, g, b, a); + COLLADASW::ColorOrTexture cot(color); + return cot; +} + +COLLADASW::ColorOrTexture bc_get_cot(Color col, bool with_alpha) +{ + COLLADASW::Color color(col[0], col[1], col[2], (with_alpha) ? col[3] : 1.0); + COLLADASW::ColorOrTexture cot(color); + return cot; +} |