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Diffstat (limited to 'source/blender/io/collada/collada_utils.h')
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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
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+/*
+ * 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