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Diffstat (limited to 'source/blender/io/collada/collada_utils.cpp')
-rw-r--r--source/blender/io/collada/collada_utils.cpp1458
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
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+++ 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;
+}