/* * 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 #include #include "MEM_guardedalloc.h" #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_customdata_types.h" #include "DNA_key_types.h" #include "DNA_mesh_types.h" #include "DNA_modifier_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "BLI_linklist.h" #include "BLI_listbase.h" #include "BLI_math.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_constraint.h" #include "BKE_context.h" #include "BKE_customdata.h" #include "BKE_global.h" #include "BKE_key.h" #include "BKE_layer.h" #include "BKE_lib_id.h" #include "BKE_material.h" #include "BKE_mesh.h" #include "BKE_mesh_runtime.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_scene.h" #include "ED_node.h" #include "ED_object.h" #include "ED_screen.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 "BlenderContext.h" #include "ExportSettings.h" #include "collada_utils.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]; } return array.getDoubleValues()->getData()[index]; } int bc_test_parent_loop(Object *par, Object *ob) { /* Copied from /editors/object/object_relations.c */ /* test if 'ob' is a parent somewhere in par's parents */ if (par == nullptr) { 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 == nullptr) { return false; } if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) { return false; } /* these constraints can't be evaluated anyway */ if (cti->evaluate_constraint == nullptr) { 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( nullptr, C, scene, ob, par, partype, xmirror, keep_transform, nullptr); return ok; } std::vector bc_getSceneActions(const bContext *C, Object *ob, bool all_actions) { std::vector 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 = nullptr; 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; } tmpmesh = (Mesh *)BKE_id_copy_ex(nullptr, &tmpmesh->id, nullptr, 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 = nullptr; 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; } void bc_bubble_sort_by_Object_name(LinkNode *export_set) { /* Use bubble sort algorithm for sorting the 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; } } } } bool bc_is_root_bone(Bone *aBone, bool deform_bones_only) { if (deform_bones_only) { Bone *root = nullptr; Bone *bone = aBone; while (bone) { if (!(bone->flag & BONE_NO_DEFORM)) { root = bone; } bone = bone->parent; } return (aBone == root); } 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; } 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, false, false); } void bc_match_scale(std::vector *objects_done, UnitConverter &bc_unit, bool scale_to_scene) { for (Object *ob : *objects_done) { if (ob->parent == nullptr) { bc_match_scale(ob, bc_unit, scale_to_scene); } } } 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]); } } 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 BMeshCreateParams bm_create_params{}; BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default, &bm_create_params); BMeshFromMeshParams bm_from_me_params{}; 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, nullptr, nullptr, nullptr); BMeshToMeshParams bm_to_me_params{}; bm_to_me_params.calc_object_remap = false; BM_mesh_bm_to_me(nullptr, bm, me, &bm_to_me_params); BM_mesh_free(bm); } 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 nullptr; } 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; } BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature) { std::string key = armature->id.name; BoneExtensionMap *result = extended_bone_maps[key]; if (result == nullptr) { result = new BoneExtensionMap(); extended_bone_maps[key] = result; } return *result; } BoneExtensionManager::~BoneExtensionManager() { std::map::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 (auto &extended_bone : *extended_bones) { delete extended_bone.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(const 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 &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 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; } void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]) { IDProperty *idgroup = (IDProperty *)ebone->prop; if (idgroup == nullptr) { 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 IDProperty *bc_get_IDProperty(Bone *bone, std::string key) { return (bone->prop == nullptr) ? nullptr : IDP_GetPropertyFromGroup(bone->prop, key.c_str()); } 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; } 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; } 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) { char bone_name_esc[sizeof(((Bone *)nullptr)->name) * 2]; BLI_str_escape(bone_name_esc, bone_name, sizeof(bone_name_esc)); BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name_esc); } 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, nullptr); 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 = nullptr; for (it = values.begin(); it != values.end(); ++it) { const BCMatrix *matrix = it->second; if (refmat == nullptr) { 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); } 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, nullptr, 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> &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> &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 ""; } static bNodeTree *prepare_material_nodetree(Material *ma) { if (ma->nodetree == nullptr) { ma->nodetree = ntreeAddTree(nullptr, "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); # if 0 bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket); return socket; # endif 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); # if 0 bNodeSocket *socket = ntreeAddSocketInterfaceFromSocket(ntree, to_node, to_socket); return socket; # endif 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 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 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); } return bc_get_cot(default_color); } COLLADASW::ColorOrTexture bc_get_emission(Material *ma) { Color default_color = {0, 0, 0, 1}; /* default black */ bNode *shader = bc_get_master_shader(ma); if (!(ma->use_nodes && shader)) { return bc_get_cot(default_color); } double emission_strength = 0.0; bc_get_float_from_shader(shader, emission_strength, "Emission Strength"); if (emission_strength == 0.0) { return bc_get_cot(default_color); } COLLADASW::ColorOrTexture cot = bc_get_cot_from_shader(shader, "Emission", default_color); /* If using texture, emission strength is not supported. */ COLLADASW::Color col = cot.getColor(); double final_color[3] = {col.getRed(), col.getGreen(), col.getBlue()}; mul_v3db_db(final_color, emission_strength); /* Collada does not support HDR colors, so clamp to 1 keeping channels proportional. */ double max_color = fmax(fmax(final_color[0], final_color[1]), final_color[2]); if (max_color > 1.0) { mul_v3db_db(final_color, 1.0 / max_color); } cot.getColor().set(final_color[0], final_color[1], final_color[2], col.getAlpha()); return cot; } 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; } bool 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); } 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 nullptr; } 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; }