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Diffstat (limited to 'source/blender/io/collada/collada_utils.h')
-rw-r--r-- | source/blender/io/collada/collada_utils.h | 399 |
1 files changed, 399 insertions, 0 deletions
diff --git a/source/blender/io/collada/collada_utils.h b/source/blender/io/collada/collada_utils.h new file mode 100644 index 00000000000..5c5e1415422 --- /dev/null +++ b/source/blender/io/collada/collada_utils.h @@ -0,0 +1,399 @@ +/* + * 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 + */ + +#ifndef __COLLADA_UTILS_H__ +#define __COLLADA_UTILS_H__ + +#include "COLLADAFWMeshPrimitive.h" +#include "COLLADAFWGeometry.h" +#include "COLLADAFWFloatOrDoubleArray.h" +#include "COLLADAFWTypes.h" +#include "COLLADASWEffectProfile.h" +#include "COLLADAFWColorOrTexture.h" + +#include <vector> +#include <map> +#include <set> +#include <algorithm> + +extern "C" { +#include "DNA_object_types.h" +#include "DNA_anim_types.h" +#include "DNA_constraint_types.h" +#include "DNA_mesh_types.h" +#include "DNA_light_types.h" +#include "DNA_camera_types.h" + +#include "DNA_customdata_types.h" +#include "DNA_texture_types.h" +#include "DNA_scene_types.h" + +#include "RNA_access.h" + +#include "BLI_linklist.h" +#include "BLI_utildefines.h" +#include "BLI_string.h" + +#include "BKE_main.h" +#include "BKE_context.h" +#include "BKE_object.h" +#include "BKE_scene.h" +#include "BKE_idprop.h" +#include "BKE_node.h" +} + +#include "DEG_depsgraph_query.h" + +#include "ImportSettings.h" +#include "ExportSettings.h" +#include "collada_internal.h" +#include "BCSampleData.h" +#include "BlenderContext.h" + +constexpr int LIMITTED_PRECISION = 6; + +typedef std::map<COLLADAFW::UniqueId, Image *> UidImageMap; +typedef std::map<std::string, Image *> KeyImageMap; +typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *>> TexIndexTextureArrayMap; +typedef std::set<Object *> BCObjectSet; + +extern void bc_update_scene(BlenderContext &blender_context, float ctime); + +/* Action helpers */ + +std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions); + +/* Action helpers */ + +inline bAction *bc_getSceneObjectAction(Object *ob) +{ + return (ob->adt && ob->adt->action) ? ob->adt->action : NULL; +} + +/* Returns Light Action or NULL */ +inline bAction *bc_getSceneLightAction(Object *ob) +{ + if (ob->type != OB_LAMP) { + return NULL; + } + + Light *lamp = (Light *)ob->data; + return (lamp->adt && lamp->adt->action) ? lamp->adt->action : NULL; +} + +/* Return Camera Action or NULL */ +inline bAction *bc_getSceneCameraAction(Object *ob) +{ + if (ob->type != OB_CAMERA) { + return NULL; + } + + Camera *camera = (Camera *)ob->data; + return (camera->adt && camera->adt->action) ? camera->adt->action : NULL; +} + +/* returns material action or NULL */ +inline bAction *bc_getSceneMaterialAction(Material *ma) +{ + if (ma == NULL) { + return NULL; + } + + return (ma->adt && ma->adt->action) ? ma->adt->action : NULL; +} + +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 = "_"); + +extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, unsigned int index); +extern int bc_test_parent_loop(Object *par, Object *ob); + +extern bool bc_validateConstraints(bConstraint *con); + +bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true); +extern Object *bc_add_object( + Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name); +extern Mesh *bc_get_mesh_copy(BlenderContext &blender_context, + Object *ob, + BC_export_mesh_type export_mesh_type, + bool apply_modifiers, + bool triangulate); + +extern Object *bc_get_assigned_armature(Object *ob); +extern bool bc_has_object_type(LinkNode *export_set, short obtype); + +extern char *bc_CustomData_get_layer_name(const CustomData *data, int type, int n); +extern char *bc_CustomData_get_active_layer_name(const CustomData *data, int type); + +extern void bc_bubble_sort_by_Object_name(LinkNode *export_set); +extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only); +extern int bc_get_active_UVLayer(Object *ob); + +std::string bc_find_bonename_in_path(std::string path, std::string probe); + +inline std::string bc_string_after(const std::string &s, const std::string probe) +{ + size_t i = s.rfind(probe); + if (i != std::string::npos) { + return (s.substr(i + probe.length(), s.length() - i)); + } + return (s); +} + +inline std::string bc_string_before(const std::string &s, const std::string probe) +{ + size_t i = s.find(probe); + if (i != std::string::npos) { + return s.substr(0, i); + } + return (s); +} + +inline bool bc_startswith(std::string const &value, std::string const &starting) +{ + if (starting.size() > value.size()) { + return false; + } + return (value.substr(0, starting.size()) == starting); +} + +inline bool bc_endswith(const std::string &value, const std::string &ending) +{ + if (ending.size() > value.size()) { + return false; + } + + return value.compare(value.size() - ending.size(), ending.size(), ending) == 0; +} + +#if 0 /* UNUSED */ +inline bool bc_endswith(std::string const &value, std::string const &ending) +{ + if (ending.size() > value.size()) { + return false; + } + return std::equal(ending.rbegin(), ending.rend(), value.rbegin()); +} +#endif + +extern std::string bc_replace_string(std::string data, + const std::string &pattern, + const std::string &replacement); +extern std::string bc_url_encode(std::string data); +extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene); +extern void bc_match_scale(std::vector<Object *> *objects_done, + UnitConverter &unit_converter, + bool scale_to_scene); + +extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size); +extern void bc_rotate_from_reference_quat(float quat_to[4], + float quat_from[4], + float mat_to[4][4]); + +extern void bc_triangulate_mesh(Mesh *me); +extern bool bc_is_leaf_bone(Bone *bone); +extern EditBone *bc_get_edit_bone(bArmature *armature, char *name); +extern int bc_set_layer(int bitfield, int layer, bool enable); +extern int bc_set_layer(int bitfield, int layer); + +inline bool bc_in_range(float a, float b, float range) +{ + return fabsf(a - b) < range; +} +void bc_copy_m4_farray(float r[4][4], float *a); +void bc_copy_farray_m4(float *r, float a[4][4]); +void bc_copy_darray_m4d(double *r, double a[4][4]); +void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a); +void bc_copy_v44_m4d(std::vector<std::vector<double>> &a, double (&r)[4][4]); + +void bc_sanitize_v3(double v[3], int precision); +void bc_sanitize_v3(float v[3], int precision); + +extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key); +extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value); +extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]); + +extern float bc_get_property(Bone *bone, std::string key, float def); +extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]); +extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]); + +extern void bc_enable_fcurves(bAction *act, char *bone_name); +extern bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim); +extern bool bc_is_animated(BCMatrixSampleMap &values); +extern bool bc_has_animations(Scene *sce, LinkNode *node); +extern bool bc_has_animations(Object *ob); + +extern void bc_add_global_transform(Matrix &to_mat, + const Matrix &from_mat, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_add_global_transform(Vector &to_vec, + const Vector &from_vec, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_add_global_transform(Vector &to_vec, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_add_global_transform(Matrix &to_mat, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_apply_global_transform(Matrix &to_mat, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_apply_global_transform(Vector &to_vec, + const BCMatrix &global_transform, + const bool invert = false); +extern void bc_create_restpose_mat(BCExportSettings &export_settings, + Bone *bone, + float to_mat[4][4], + float from_mat[4][4], + bool use_local_space); + +class ColladaBaseNodes { + private: + std::vector<Object *> base_objects; + + public: + void add(Object *ob) + { + base_objects.push_back(ob); + } + + bool contains(Object *ob) + { + std::vector<Object *>::iterator it = std::find(base_objects.begin(), base_objects.end(), ob); + return (it != base_objects.end()); + } + + int size() + { + return base_objects.size(); + } + + Object *get(int index) + { + return base_objects[index]; + } +}; + +class BCPolygonNormalsIndices { + std::vector<unsigned int> normal_indices; + + public: + void add_index(unsigned int index) + { + normal_indices.push_back(index); + } + + unsigned int operator[](unsigned int i) + { + return normal_indices[i]; + } +}; + +class BoneExtended { + + private: + char name[MAXBONENAME]; + int chain_length; + bool is_leaf; + float tail[3]; + float roll; + + int bone_layers; + int use_connect; + bool has_custom_tail; + bool has_custom_roll; + + public: + BoneExtended(EditBone *aBone); + + void set_name(char *aName); + char *get_name(); + + void set_chain_length(const int aLength); + int get_chain_length(); + + void set_leaf_bone(bool state); + bool is_leaf_bone(); + + void set_bone_layers(std::string layers, std::vector<std::string> &layer_labels); + int get_bone_layers(); + static std::string get_bone_layers(int bitfield); + + void set_roll(float roll); + bool has_roll(); + float get_roll(); + + void set_tail(float vec[]); + float *get_tail(); + bool has_tail(); + + void set_use_connect(int use_connect); + int get_use_connect(); +}; + +/* a map to store bone extension maps + * std:string : an armature name + * BoneExtended * : a map that contains extra data for bones + */ +typedef std::map<std::string, BoneExtended *> BoneExtensionMap; + +/* + * A class to organize bone extension data for multiple Armatures. + * this is needed for the case where a Collada file contains 2 or more + * separate armatures. + */ +class BoneExtensionManager { + private: + std::map<std::string, BoneExtensionMap *> extended_bone_maps; + + public: + BoneExtensionMap &getExtensionMap(bArmature *armature); + ~BoneExtensionManager(); +}; + +void bc_add_default_shader(bContext *C, Material *ma); +bNode *bc_get_master_shader(Material *ma); + +COLLADASW::ColorOrTexture bc_get_base_color(Material *ma); +COLLADASW::ColorOrTexture bc_get_emission(Material *ma); +COLLADASW::ColorOrTexture bc_get_ambient(Material *ma); +COLLADASW::ColorOrTexture bc_get_specular(Material *ma); +COLLADASW::ColorOrTexture bc_get_reflective(Material *ma); + +double bc_get_reflectivity(Material *ma); +double bc_get_alpha(Material *ma); +double bc_get_ior(Material *ma); +double bc_get_shininess(Material *ma); + +double bc_get_float_from_shader(bNode *shader, double &ior, std::string nodeid); +COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader, + std::string nodeid, + Color &default_color, + bool with_alpha = true); + +COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a); +COLLADASW::ColorOrTexture bc_get_cot(Color col, bool with_alpha = true); + +#endif |