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/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/DocumentExporter.cpp
* \ingroup collada
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
extern "C"
{
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"
#include "BKE_DerivedMesh.h"
#include "BKE_fcurve.h"
#include "BKE_animsys.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern char build_rev[];
#endif
}
#include "MEM_guardedalloc.h"
#include "BKE_blender.h" // version info
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_action.h" // pose functions
#include "BKE_armature.h"
#include "BKE_image.h"
#include "BKE_utildefines.h"
#include "BKE_object.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "RNA_access.h"
#include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWVertices.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWImage.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWBaseInputElement.h"
#include "collada_internal.h"
#include "DocumentExporter.h"
// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
#include <vector>
#include <algorithm> // std::find
char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
int layer_index = CustomData_get_layer_index(data, type);
if(layer_index < 0) return NULL;
return data->layers[layer_index+n].name;
}
char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if(layer_index < 0) return NULL;
return data->layers[layer_index].name;
}
/*
Utilities to avoid code duplication.
Definition can take some time to understand, but they should be useful.
*/
template<class Functor>
void forEachObjectInScene(Scene *sce, Functor &f)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
f(ob);
base= base->next;
}
}
class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter
{
ArmatureExporter *arm_exporter;
public:
SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm) : COLLADASW::LibraryVisualScenes(sw),
arm_exporter(arm) {}
void exportScene(Scene *sce, bool export_selected) {
// <library_visual_scenes> <visual_scene>
std::string id_naming = id_name(sce);
openVisualScene(translate_id(id_naming), id_naming);
// write <node>s
//forEachMeshObjectInScene(sce, *this);
//forEachCameraObjectInScene(sce, *this);
//forEachLampObjectInScene(sce, *this);
exportHierarchy(sce, export_selected);
// </visual_scene> </library_visual_scenes>
closeVisualScene();
closeLibrary();
}
void exportHierarchy(Scene *sce, bool export_selected)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (!ob->parent) {
if(sce->lay & ob->lay) {
switch(ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_ARMATURE:
case OB_EMPTY:
if (export_selected && !(ob->flag & SELECT)) {
break;
}
// write nodes....
writeNodes(ob, sce);
break;
}
}
}
base= base->next;
}
}
// called for each object
//void operator()(Object *ob) {
void writeNodes(Object *ob, Scene *sce)
{
COLLADASW::Node node(mSW);
node.setNodeId(translate_id(id_name(ob)));
node.setType(COLLADASW::Node::NODE);
node.start();
bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
if (ob->type == OB_MESH && is_skinned_mesh)
// for skinned mesh we write obmat in <bind_shape_matrix>
TransformWriter::add_node_transform_identity(node);
else
TransformWriter::add_node_transform_ob(node, ob);
// <instance_geometry>
if (ob->type == OB_MESH) {
if (is_skinned_mesh) {
arm_exporter->add_instance_controller(ob);
}
else {
COLLADASW::InstanceGeometry instGeom(mSW);
instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob);
instGeom.add();
}
}
// <instance_controller>
else if (ob->type == OB_ARMATURE) {
arm_exporter->add_armature_bones(ob, sce);
// XXX this looks unstable...
node.end();
}
// <instance_camera>
else if (ob->type == OB_CAMERA) {
COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
instCam.add();
}
// <instance_light>
else if (ob->type == OB_LAMP) {
COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
instLa.add();
}
// empty object
else if (ob->type == OB_EMPTY) {
}
// write nodes for child objects
Base *b = (Base*) sce->base.first;
while(b) {
// cob - child object
Object *cob = b->object;
if (cob->parent == ob) {
switch(cob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
// write node...
writeNodes(cob, sce);
break;
}
}
b = b->next;
}
if (ob->type != OB_ARMATURE)
node.end();
}
};
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename, bool selected)
{
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
clear_global_id_map();
COLLADABU::NativeString native_filename =
COLLADABU::NativeString(std::string(filename));
COLLADASW::StreamWriter sw(native_filename);
// open <collada>
sw.startDocument();
// <asset>
COLLADASW::Asset asset(&sw);
RNA_id_pointer_create(&(sce->id), &sceneptr);
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
system = RNA_struct_find_property(&unit_settings, "system");
//scale = RNA_struct_find_property(&unit_settings, "scale_length");
std::string unitname = "meter";
float linearmeasure = 1.0f;
linearmeasure = RNA_float_get(&unit_settings, "scale_length");
switch(RNA_property_enum_get(&unit_settings, system)) {
case USER_UNIT_NONE:
case USER_UNIT_METRIC:
if(linearmeasure == 0.001f) {
unitname = "millimeter";
}
else if(linearmeasure == 0.01f) {
unitname = "centimeter";
}
else if(linearmeasure == 0.1f) {
unitname = "decimeter";
}
else if(linearmeasure == 1.0f) {
unitname = "meter";
}
else if(linearmeasure == 1000.0f) {
unitname = "kilometer";
}
break;
case USER_UNIT_IMPERIAL:
if(linearmeasure == 0.0254f) {
unitname = "inch";
}
else if(linearmeasure == 0.3048f) {
unitname = "foot";
}
else if(linearmeasure == 0.9144f) {
unitname = "yard";
}
break;
default:
break;
}
asset.setUnit(unitname, linearmeasure);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
// TODO: need an Author field in userpref
if(strlen(U.author) > 0) {
asset.getContributor().mAuthor = U.author;
}
else {
asset.getContributor().mAuthor = "Blender User";
}
#ifdef WITH_BUILDINFO
char version_buf[128];
sprintf(version_buf, "Blender %d.%02d.%d r%s", BLENDER_VERSION/100, BLENDER_VERSION%100, BLENDER_SUBVERSION, build_rev);
asset.getContributor().mAuthoringTool = version_buf;
#else
asset.getContributor().mAuthoringTool = "Blender 2.5x";
#endif
asset.add();
// <library_cameras>
if(has_object_type(sce, OB_CAMERA)) {
CamerasExporter ce(&sw);
ce.exportCameras(sce, selected);
}
// <library_lights>
if(has_object_type(sce, OB_LAMP)) {
LightsExporter le(&sw);
le.exportLights(sce, selected);
}
// <library_images>
ImagesExporter ie(&sw, filename);
ie.exportImages(sce, selected);
// <library_effects>
EffectsExporter ee(&sw);
ee.exportEffects(sce, selected);
// <library_materials>
MaterialsExporter me(&sw);
me.exportMaterials(sce, selected);
// <library_geometries>
if(has_object_type(sce, OB_MESH)) {
GeometryExporter ge(&sw);
ge.exportGeom(sce, selected);
}
// <library_animations>
AnimationExporter ae(&sw);
ae.exportAnimations(sce);
// <library_controllers>
ArmatureExporter arm_exporter(&sw);
if(has_object_type(sce, OB_ARMATURE)) {
arm_exporter.export_controllers(sce, selected);
}
// <library_visual_scenes>
SceneExporter se(&sw, &arm_exporter);
se.exportScene(sce, selected);
// <scene>
std::string scene_name(translate_id(id_name(sce)));
COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
scene_name));
scene.add();
// close <Collada>
sw.endDocument();
}
void DocumentExporter::exportScenes(const char* filename)
{
}
/*
NOTES:
* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a user
*/
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