/* * 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 "COLLADAFWColorOrTexture.h" #include "COLLADAFWFloatOrDoubleArray.h" #include "COLLADAFWGeometry.h" #include "COLLADAFWMeshPrimitive.h" #include "COLLADAFWTypes.h" #include "COLLADASWEffectProfile.h" #include #include #include #include #include "DNA_anim_types.h" #include "DNA_camera_types.h" #include "DNA_constraint_types.h" #include "DNA_light_types.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_customdata_types.h" #include "DNA_scene_types.h" #include "DNA_texture_types.h" #include "RNA_access.h" #include "BLI_linklist.h" #include "BLI_string.h" #include "BLI_utildefines.h" #include "BKE_context.h" #include "BKE_idprop.h" #include "BKE_main.h" #include "BKE_node.h" #include "BKE_object.h" #include "BKE_scene.h" #include "DEG_depsgraph_query.h" #include "BCSampleData.h" #include "BlenderContext.h" #include "ExportSettings.h" #include "ImportSettings.h" #include "collada_internal.h" constexpr int LIMITTED_PRECISION = 6; typedef std::map UidImageMap; typedef std::map KeyImageMap; typedef std::map> TexIndexTextureArrayMap; typedef std::set BCObjectSet; extern void bc_update_scene(BlenderContext &blender_context, float ctime); /* Action helpers */ std::vector 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 *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> &a); void bc_copy_v44_m4d(std::vector> &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 base_objects; public: void add(Object *ob) { base_objects.push_back(ob); } bool contains(Object *ob) { std::vector::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 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 &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 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 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