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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 *****
*/
#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_camera_types.h"
//#include "DNA_lamp_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 NAN_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 "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
//#include "COLLADASWLibraryGeometries.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 "COLLADASWLibraryCameras.h"
//#include "COLLADASWLibraryLights.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
//#include "COLLADASWCameraOptic.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWBaseInputElement.h"
#include "collada_internal.h"
#include "DocumentExporter.h"
#include "CameraExporter.h"
#include "LightExporter.h"
#include "GeometryExporter.h"
#include <vector>
#include <algorithm> // std::find
char *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 *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;
}
}
// used in forEachMaterialInScene
template <class MaterialFunctor>
class ForEachMaterialFunctor
{
std::vector<std::string> mMat; // contains list of material names, to avoid duplicate calling of f
MaterialFunctor *f;
public:
ForEachMaterialFunctor(MaterialFunctor *f) : f(f) { }
void operator ()(Object *ob)
{
int a;
for(a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
if (!ma) continue;
std::string translated_id = translate_id(id_name(ma));
if (find(mMat.begin(), mMat.end(), translated_id) == mMat.end()) {
(*this->f)(ma, ob);
mMat.push_back(translated_id);
}
}
}
};
// calls f for each unique material linked to each object in sce
// f should have
// void operator()(Material* ma)
template<class Functor>
void forEachMaterialInScene(Scene *sce, Functor &f)
{
ForEachMaterialFunctor<Functor> matfunc(&f);
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ForEachMaterialFunctor<Functor>>(sce, matfunc);
}
// OB_MESH is assumed
std::string getActiveUVLayerName(Object *ob)
{
Mesh *me = (Mesh*)ob->data;
int num_layers = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
if (num_layers)
return std::string(CustomData_get_active_layer_name(&me->fdata, CD_MTFACE));
return "";
}
class TransformWriter : protected TransformBase
{
protected:
void add_node_transform(COLLADASW::Node& node, float mat[][4], float parent_mat[][4])
{
float loc[3], rot[3], scale[3];
float local[4][4];
if (parent_mat) {
float invpar[4][4];
invert_m4_m4(invpar, parent_mat);
mul_m4_m4m4(local, mat, invpar);
}
else {
copy_m4_m4(local, mat);
}
TransformBase::decompose(local, loc, rot, NULL, scale);
add_transform(node, loc, rot, scale);
}
void add_node_transform_ob(COLLADASW::Node& node, Object *ob)
{
float rot[3], loc[3], scale[3];
if (ob->parent) {
float C[4][4], tmat[4][4], imat[4][4], mat[4][4];
// factor out scale from obmat
copy_v3_v3(scale, ob->size);
ob->size[0] = ob->size[1] = ob->size[2] = 1.0f;
object_to_mat4(ob, C);
copy_v3_v3(ob->size, scale);
mul_serie_m4(tmat, ob->parent->obmat, ob->parentinv, C, NULL, NULL, NULL, NULL, NULL);
// calculate local mat
invert_m4_m4(imat, ob->parent->obmat);
mul_m4_m4m4(mat, tmat, imat);
// done
mat4_to_eul(rot, mat);
copy_v3_v3(loc, mat[3]);
}
else {
copy_v3_v3(loc, ob->loc);
copy_v3_v3(rot, ob->rot);
copy_v3_v3(scale, ob->size);
}
add_transform(node, loc, rot, scale);
}
void add_node_transform_identity(COLLADASW::Node& node)
{
float loc[] = {0.0f, 0.0f, 0.0f}, scale[] = {1.0f, 1.0f, 1.0f}, rot[] = {0.0f, 0.0f, 0.0f};
add_transform(node, loc, rot, scale);
}
private:
void add_transform(COLLADASW::Node& node, float loc[3], float rot[3], float scale[3])
{
node.addTranslate("location", loc[0], loc[1], loc[2]);
node.addRotateZ("rotationZ", COLLADABU::Math::Utils::radToDegF(rot[2]));
node.addRotateY("rotationY", COLLADABU::Math::Utils::radToDegF(rot[1]));
node.addRotateX("rotationX", COLLADABU::Math::Utils::radToDegF(rot[0]));
node.addScale("scale", scale[0], scale[1], scale[2]);
}
};
class InstanceWriter
{
protected:
void add_material_bindings(COLLADASW::BindMaterial& bind_material, Object *ob)
{
for(int a = 0; a < ob->totcol; a++) {
Material *ma = give_current_material(ob, a+1);
COLLADASW::InstanceMaterialList& iml = bind_material.getInstanceMaterialList();
if (ma) {
std::string matid(id_name(ma));
matid = translate_id(matid);
COLLADASW::InstanceMaterial im(matid, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, matid));
// create <bind_vertex_input> for each uv layer
Mesh *me = (Mesh*)ob->data;
int totlayer = CustomData_number_of_layers(&me->fdata, CD_MTFACE);
for (int b = 0; b < totlayer; b++) {
char *name = CustomData_get_layer_name(&me->fdata, CD_MTFACE, b);
im.push_back(COLLADASW::BindVertexInput(name, "TEXCOORD", b));
}
iml.push_back(im);
}
}
}
};
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
// we make controller ids then?
class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
private:
Scene *scene;
public:
ArmatureExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryControllers(sw) {}
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce)
{
// write bone nodes
bArmature *arm = (bArmature*)ob_arm->data;
for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
// start from root bones
if (!bone->parent)
add_bone_node(bone, ob_arm);
}
}
bool is_skinned_mesh(Object *ob)
{
return get_assigned_armature(ob) != NULL;
}
void add_instance_controller(Object *ob)
{
Object *ob_arm = get_assigned_armature(ob);
bArmature *arm = (bArmature*)ob_arm->data;
const std::string& controller_id = get_controller_id(ob_arm, ob);
COLLADASW::InstanceController ins(mSW);
ins.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, controller_id));
// write root bone URLs
Bone *bone;
for (bone = (Bone*)arm->bonebase.first; bone; bone = bone->next) {
if (!bone->parent)
ins.addSkeleton(COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_joint_id(bone, ob_arm)));
}
InstanceWriter::add_material_bindings(ins.getBindMaterial(), ob);
ins.add();
}
void export_controllers(Scene *sce)
{
scene = sce;
openLibrary();
GeometryFunctor gf;
gf.forEachMeshObjectInScene<ArmatureExporter>(sce, *this);
closeLibrary();
}
void operator()(Object *ob)
{
Object *ob_arm = get_assigned_armature(ob);
if (ob_arm /*&& !already_written(ob_arm)*/)
export_controller(ob, ob_arm);
}
private:
UnitConverter converter;
#if 0
std::vector<Object*> written_armatures;
bool already_written(Object *ob_arm)
{
return std::find(written_armatures.begin(), written_armatures.end(), ob_arm) != written_armatures.end();
}
void wrote(Object *ob_arm)
{
written_armatures.push_back(ob_arm);
}
void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce)
{
objects.clear();
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (ob->type == OB_MESH && get_assigned_armature(ob) == ob_arm) {
objects.push_back(ob);
}
base= base->next;
}
}
#endif
Object *get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod = (ModifierData*)ob->modifiers.first;
while (mod) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData*)mod)->object;
}
mod = mod->next;
}
}
return ob_arm;
}
std::string get_joint_sid(Bone *bone, Object *ob_arm)
{
return get_joint_id(bone, ob_arm);
}
// parent_mat is armature-space
void add_bone_node(Bone *bone, Object *ob_arm)
{
std::string node_id = get_joint_id(bone, ob_arm);
std::string node_name = std::string(bone->name);
std::string node_sid = get_joint_sid(bone, ob_arm);
COLLADASW::Node node(mSW);
node.setType(COLLADASW::Node::JOINT);
node.setNodeId(node_id);
node.setNodeName(node_name);
node.setNodeSid(node_sid);
node.start();
add_bone_transform(ob_arm, bone, node);
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next) {
add_bone_node(child, ob_arm);
}
node.end();
}
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
float mat[4][4];
if (bone->parent) {
// get bone-space matrix from armature-space
bPoseChannel *parchan = get_pose_channel(ob_arm->pose, bone->parent->name);
float invpar[4][4];
invert_m4_m4(invpar, parchan->pose_mat);
mul_m4_m4m4(mat, pchan->pose_mat, invpar);
}
else {
// get world-space from armature-space
mul_m4_m4m4(mat, pchan->pose_mat, ob_arm->obmat);
}
TransformWriter::add_node_transform(node, mat, NULL);
}
std::string get_controller_id(Object *ob_arm, Object *ob)
{
return translate_id(id_name(ob_arm)) + "_" + translate_id(id_name(ob)) + SKIN_CONTROLLER_ID_SUFFIX;
}
// ob should be of type OB_MESH
// both args are required
void export_controller(Object* ob, Object *ob_arm)
{
// joint names
// joint inverse bind matrices
// vertex weights
// input:
// joint names: ob -> vertex group names
// vertex group weights: me->dvert -> groups -> index, weight
/*
me->dvert:
typedef struct MDeformVert {
struct MDeformWeight *dw;
int totweight;
int flag; // flag only in use for weightpaint now
} MDeformVert;
typedef struct MDeformWeight {
int def_nr;
float weight;
} MDeformWeight;
*/
Mesh *me = (Mesh*)ob->data;
if (!me->dvert) return;
std::string controller_name = id_name(ob_arm);
std::string controller_id = get_controller_id(ob_arm, ob);
openSkin(controller_id, controller_name,
COLLADABU::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
add_bind_shape_mat(ob);
std::string joints_source_id = add_joints_source(ob_arm, &ob->defbase, controller_id);
std::string inv_bind_mat_source_id = add_inv_bind_mats_source(ob_arm, &ob->defbase, controller_id);
std::string weights_source_id = add_weights_source(me, controller_id);
add_joints_element(&ob->defbase, joints_source_id, inv_bind_mat_source_id);
add_vertex_weights_element(weights_source_id, joints_source_id, me, ob_arm, &ob->defbase);
closeSkin();
closeController();
}
void add_joints_element(ListBase *defbase,
const std::string& joints_source_id, const std::string& inv_bind_mat_source_id)
{
COLLADASW::JointsElement joints(mSW);
COLLADASW::InputList &input = joints.getInputList();
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id)));
input.push_back(COLLADASW::Input(COLLADASW::BINDMATRIX,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, inv_bind_mat_source_id)));
joints.add();
}
void add_bind_shape_mat(Object *ob)
{
double bind_mat[4][4];
converter.mat4_to_dae_double(bind_mat, ob->obmat);
addBindShapeTransform(bind_mat);
}
std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + JOINTS_SOURCE_ID_SUFFIX;
int totjoint = 0;
bDeformGroup *def;
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def))
totjoint++;
}
COLLADASW::NameSource source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totjoint);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
param.push_back("JOINT");
source.prepareToAppendValues();
for (def = (bDeformGroup*)defbase->first; def; def = def->next) {
Bone *bone = get_bone_from_defgroup(ob_arm, def);
if (bone)
source.appendValues(get_joint_sid(bone, ob_arm));
}
source.finish();
return source_id;
}
std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id)
{
std::string source_id = controller_id + BIND_POSES_SOURCE_ID_SUFFIX;
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(BLI_countlist(defbase));
source.setAccessorStride(16);
source.setParameterTypeName(&COLLADASW::CSWC::CSW_VALUE_TYPE_FLOAT4x4);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
param.push_back("TRANSFORM");
source.prepareToAppendValues();
bPose *pose = ob_arm->pose;
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
// put armature in rest position
if (!(arm->flag & ARM_RESTPOS)) {
arm->flag |= ARM_RESTPOS;
where_is_pose(scene, ob_arm);
}
for (bDeformGroup *def = (bDeformGroup*)defbase->first; def; def = def->next) {
if (is_bone_defgroup(ob_arm, def)) {
bPoseChannel *pchan = get_pose_channel(pose, def->name);
float mat[4][4];
float world[4][4];
float inv_bind_mat[4][4];
// make world-space matrix, pose_mat is armature-space
mul_m4_m4m4(world, pchan->pose_mat, ob_arm->obmat);
invert_m4_m4(mat, world);
converter.mat4_to_dae(inv_bind_mat, mat);
source.appendValues(inv_bind_mat);
}
}
// back from rest positon
if (!(flag & ARM_RESTPOS)) {
arm->flag = flag;
where_is_pose(scene, ob_arm);
}
source.finish();
return source_id;
}
Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def)
{
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, def->name);
return pchan ? pchan->bone : NULL;
}
bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def)
{
return get_bone_from_defgroup(ob_arm, def) != NULL;
}
std::string add_weights_source(Mesh *me, const std::string& controller_id)
{
std::string source_id = controller_id + WEIGHTS_SOURCE_ID_SUFFIX;
int i;
int totweight = 0;
for (i = 0; i < me->totvert; i++) {
totweight += me->dvert[i].totweight;
}
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totweight);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
param.push_back("WEIGHT");
source.prepareToAppendValues();
// NOTE: COLLADA spec says weights should be normalized
for (i = 0; i < me->totvert; i++) {
MDeformVert *vert = &me->dvert[i];
for (int j = 0; j < vert->totweight; j++) {
source.appendValues(vert->dw[j].weight);
}
}
source.finish();
return source_id;
}
void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase)
{
COLLADASW::VertexWeightsElement weights(mSW);
COLLADASW::InputList &input = weights.getInputList();
int offset = 0;
input.push_back(COLLADASW::Input(COLLADASW::JOINT, // constant declared in COLLADASWInputList.h
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, joints_source_id), offset++));
input.push_back(COLLADASW::Input(COLLADASW::WEIGHT,
COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, weights_source_id), offset++));
weights.setCount(me->totvert);
// write number of deformers per vertex
COLLADASW::PrimitivesBase::VCountList vcount;
int i;
for (i = 0; i < me->totvert; i++) {
vcount.push_back(me->dvert[i].totweight);
}
weights.prepareToAppendVCountValues();
weights.appendVertexCount(vcount);
// def group index -> joint index
std::map<int, int> joint_index_by_def_index;
bDeformGroup *def;
int j;
for (def = (bDeformGroup*)defbase->first, i = 0, j = 0; def; def = def->next, i++) {
if (is_bone_defgroup(ob_arm, def))
joint_index_by_def_index[i] = j++;
else
joint_index_by_def_index[i] = -1;
}
weights.CloseVCountAndOpenVElement();
// write deformer index - weight index pairs
int weight_index = 0;
for (i = 0; i < me->totvert; i++) {
MDeformVert *dvert = &me->dvert[i];
for (int j = 0; j < dvert->totweight; j++) {
weights.appendValues(joint_index_by_def_index[dvert->dw[j].def_nr]);
weights.appendValues(weight_index++);
}
}
weights.finish();
}
};
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) {
// <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);
// </visual_scene> </library_visual_scenes>
closeVisualScene();
closeLibrary();
}
void exportHierarchy(Scene *sce)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (!ob->parent) {
switch(ob->type) {
case OB_MESH:
case OB_CAMERA:
case OB_LAMP:
case OB_EMPTY:
case OB_ARMATURE:
// 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();
}
};
class ImagesExporter: COLLADASW::LibraryImages
{
const char *mfilename;
std::vector<std::string> mImages; // contains list of written images, to avoid duplicates
public:
ImagesExporter(COLLADASW::StreamWriter *sw, const char* filename) : COLLADASW::LibraryImages(sw), mfilename(filename)
{}
void exportImages(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma, Object *ob)
{
int a;
for (a = 0; a < MAX_MTEX; a++) {
MTex *mtex = ma->mtex[a];
if (mtex && mtex->tex && mtex->tex->ima) {
Image *image = mtex->tex->ima;
std::string name(id_name(image));
name = translate_id(name);
char rel[FILE_MAX];
char abs[FILE_MAX];
char src[FILE_MAX];
char dir[FILE_MAX];
BLI_split_dirfile(mfilename, dir, NULL);
BKE_rebase_path(abs, sizeof(abs), rel, sizeof(rel), G.sce, image->name, dir);
if (abs[0] != '\0') {
// make absolute source path
BLI_strncpy(src, image->name, sizeof(src));
BLI_path_abs(src, G.sce);
// make dest directory if it doesn't exist
BLI_make_existing_file(abs);
if (BLI_copy_fileops(src, abs) != 0) {
fprintf(stderr, "Cannot copy image to file's directory. \n");
}
}
if (find(mImages.begin(), mImages.end(), name) == mImages.end()) {
COLLADASW::Image img(COLLADABU::URI(COLLADABU::URI::nativePathToUri(rel)), name);
img.add(mSW);
mImages.push_back(name);
}
}
}
}
};
class EffectsExporter: COLLADASW::LibraryEffects
{
public:
EffectsExporter(COLLADASW::StreamWriter *sw) : COLLADASW::LibraryEffects(sw){}
void exportEffects(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma, Object *ob)
{
// create a list of indices to textures of type TEX_IMAGE
std::vector<int> tex_indices;
createTextureIndices(ma, tex_indices);
openEffect(translate_id(id_name(ma)) + "-effect");
COLLADASW::EffectProfile ep(mSW);
ep.setProfileType(COLLADASW::EffectProfile::COMMON);
ep.openProfile();
// set shader type - one of three blinn, phong or lambert
if (ma->spec_shader == MA_SPEC_BLINN) {
ep.setShaderType(COLLADASW::EffectProfile::BLINN);
// shininess
ep.setShininess(ma->har);
}
else if (ma->spec_shader == MA_SPEC_PHONG) {
ep.setShaderType(COLLADASW::EffectProfile::PHONG);
// shininess
ep.setShininess(ma->har);
}
else {
// XXX write warning "Current shader type is not supported"
ep.setShaderType(COLLADASW::EffectProfile::LAMBERT);
}
// index of refraction
if (ma->mode & MA_RAYTRANSP) {
ep.setIndexOfRefraction(ma->ang);
}
else {
ep.setIndexOfRefraction(1.0f);
}
COLLADASW::ColorOrTexture cot;
// transparency
if (ma->mode & MA_TRANSP) {
// Tod: because we are in A_ONE mode transparency is calculated like this:
ep.setTransparency(ma->alpha);
// cot = getcol(1.0f, 1.0f, 1.0f, 1.0f);
// ep.setTransparent(cot);
}
// emission
cot=getcol(ma->emit, ma->emit, ma->emit, 1.0f);
ep.setEmission(cot);
// diffuse multiplied by diffuse intensity
cot = getcol(ma->r * ma->ref, ma->g * ma->ref, ma->b * ma->ref, 1.0f);
ep.setDiffuse(cot);
// ambient
cot = getcol(ma->ambr, ma->ambg, ma->ambb, 1.0f);
ep.setAmbient(cot);
// reflective, reflectivity
if (ma->mode & MA_RAYMIRROR) {
cot = getcol(ma->mirr, ma->mirg, ma->mirb, 1.0f);
ep.setReflective(cot);
ep.setReflectivity(ma->ray_mirror);
}
// else {
// cot = getcol(ma->specr, ma->specg, ma->specb, 1.0f);
// ep.setReflective(cot);
// ep.setReflectivity(ma->spec);
// }
// specular
if (ep.getShaderType() != COLLADASW::EffectProfile::LAMBERT) {
cot = getcol(ma->specr * ma->spec, ma->specg * ma->spec, ma->specb * ma->spec, 1.0f);
ep.setSpecular(cot);
}
// XXX make this more readable if possible
// create <sampler> and <surface> for each image
COLLADASW::Sampler samplers[MAX_MTEX];
//COLLADASW::Surface surfaces[MAX_MTEX];
//void *samp_surf[MAX_MTEX][2];
void *samp_surf[MAX_MTEX][1];
// image to index to samp_surf map
// samp_surf[index] stores 2 pointers, sampler and surface
std::map<std::string, int> im_samp_map;
unsigned int a, b;
for (a = 0, b = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
// Image not set for texture
if(!ima) continue;
std::string key(id_name(ima));
key = translate_id(key);
// create only one <sampler>/<surface> pair for each unique image
if (im_samp_map.find(key) == im_samp_map.end()) {
// //<newparam> <surface> <init_from>
// COLLADASW::Surface surface(COLLADASW::Surface::SURFACE_TYPE_2D,
// key + COLLADASW::Surface::SURFACE_SID_SUFFIX);
// COLLADASW::SurfaceInitOption sio(COLLADASW::SurfaceInitOption::INIT_FROM);
// sio.setImageReference(key);
// surface.setInitOption(sio);
// COLLADASW::NewParamSurface surface(mSW);
// surface->setParamType(COLLADASW::CSW_SURFACE_TYPE_2D);
//<newparam> <sampler> <source>
COLLADASW::Sampler sampler(COLLADASW::Sampler::SAMPLER_TYPE_2D,
key + COLLADASW::Sampler::SAMPLER_SID_SUFFIX,
key + COLLADASW::Sampler::SURFACE_SID_SUFFIX);
sampler.setImageId(key);
// copy values to arrays since they will live longer
samplers[a] = sampler;
//surfaces[a] = surface;
// store pointers so they can be used later when we create <texture>s
samp_surf[b][0] = &samplers[a];
//samp_surf[b][1] = &surfaces[a];
im_samp_map[key] = b;
b++;
}
}
// used as fallback when MTex->uvname is "" (this is pretty common)
// it is indeed the correct value to use in that case
std::string active_uv(getActiveUVLayerName(ob));
// write textures
// XXX very slow
for (a = 0; a < tex_indices.size(); a++) {
MTex *t = ma->mtex[tex_indices[a]];
Image *ima = t->tex->ima;
// Image not set for texture
if(!ima) continue;
// we assume map input is always TEXCO_UV
std::string key(id_name(ima));
key = translate_id(key);
int i = im_samp_map[key];
COLLADASW::Sampler *sampler = (COLLADASW::Sampler*)samp_surf[i][0];
//COLLADASW::Surface *surface = (COLLADASW::Surface*)samp_surf[i][1];
std::string uvname = strlen(t->uvname) ? t->uvname : active_uv;
// color
if (t->mapto & MAP_COL) {
ep.setDiffuse(createTexture(ima, uvname, sampler));
}
// ambient
if (t->mapto & MAP_AMB) {
ep.setAmbient(createTexture(ima, uvname, sampler));
}
// specular
if (t->mapto & MAP_SPEC) {
ep.setSpecular(createTexture(ima, uvname, sampler));
}
// emission
if (t->mapto & MAP_EMIT) {
ep.setEmission(createTexture(ima, uvname, sampler));
}
// reflective
if (t->mapto & MAP_REF) {
ep.setReflective(createTexture(ima, uvname, sampler));
}
// alpha
if (t->mapto & MAP_ALPHA) {
ep.setTransparent(createTexture(ima, uvname, sampler));
}
// extension:
// Normal map --> Must be stored with <extra> tag as different technique,
// since COLLADA doesn't support normal maps, even in current COLLADA 1.5.
if (t->mapto & MAP_NORM) {
COLLADASW::Texture texture(key);
texture.setTexcoord(uvname);
texture.setSampler(*sampler);
// technique FCOLLADA, with the <bump> tag, is most likely the best understood,
// most widespread de-facto standard.
texture.setProfileName("FCOLLADA");
texture.setChildElementName("bump");
ep.addExtraTechniqueColorOrTexture(COLLADASW::ColorOrTexture(texture));
}
}
// performs the actual writing
ep.addProfileElements();
bool twoSided = false;
if (ob->type == OB_MESH && ob->data) {
Mesh *me = (Mesh*)ob->data;
if (me->flag & ME_TWOSIDED)
twoSided = true;
}
if (twoSided)
ep.addExtraTechniqueParameter("GOOGLEEARTH", "show_double_sided", 1);
ep.addExtraTechniques(mSW);
ep.closeProfile();
if (twoSided)
mSW->appendTextBlock("<extra><technique profile=\"MAX3D\"><double_sided>1</double_sided></technique></extra>");
closeEffect();
}
COLLADASW::ColorOrTexture createTexture(Image *ima,
std::string& uv_layer_name,
COLLADASW::Sampler *sampler
/*COLLADASW::Surface *surface*/)
{
COLLADASW::Texture texture(translate_id(id_name(ima)));
texture.setTexcoord(uv_layer_name);
//texture.setSurface(*surface);
texture.setSampler(*sampler);
COLLADASW::ColorOrTexture cot(texture);
return cot;
}
COLLADASW::ColorOrTexture getcol(float r, float g, float b, float a)
{
COLLADASW::Color color(r,g,b,a);
COLLADASW::ColorOrTexture cot(color);
return cot;
}
//returns the array of mtex indices which have image
//need this for exporting textures
void createTextureIndices(Material *ma, std::vector<int> &indices)
{
indices.clear();
for (int a = 0; a < MAX_MTEX; a++) {
if (ma->mtex[a] &&
ma->mtex[a]->tex &&
ma->mtex[a]->tex->type == TEX_IMAGE &&
ma->mtex[a]->texco == TEXCO_UV){
indices.push_back(a);
}
}
}
};
class MaterialsExporter: COLLADASW::LibraryMaterials
{
public:
MaterialsExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryMaterials(sw){}
void exportMaterials(Scene *sce)
{
openLibrary();
forEachMaterialInScene(sce, *this);
closeLibrary();
}
void operator()(Material *ma, Object *ob)
{
std::string name(id_name(ma));
openMaterial(translate_id(name), name);
std::string efid = translate_id(name) + "-effect";
addInstanceEffect(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, efid));
closeMaterial();
}
};
// 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.
class AnimationExporter: COLLADASW::LibraryAnimations
{
Scene *scene;
public:
AnimationExporter(COLLADASW::StreamWriter *sw): COLLADASW::LibraryAnimations(sw) {}
void exportAnimations(Scene *sce)
{
this->scene = sce;
openLibrary();
forEachObjectInScene(sce, *this);
closeLibrary();
}
// called for each exported object
void operator() (Object *ob)
{
if (!ob->adt || !ob->adt->action) return;
FCurve *fcu = (FCurve*)ob->adt->action->curves.first;
if (ob->type == OB_ARMATURE) {
if (!ob->data) return;
bArmature *arm = (bArmature*)ob->data;
for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next)
write_bone_animation(ob, bone);
}
else {
while (fcu) {
// TODO "rotation_quaternion" is also possible for objects (although euler is default)
if ((!strcmp(fcu->rna_path, "location") || !strcmp(fcu->rna_path, "scale")) ||
(!strcmp(fcu->rna_path, "rotation_euler") && ob->rotmode == ROT_MODE_EUL))
dae_animation(fcu, id_name(ob));
fcu = fcu->next;
}
}
}
protected:
void dae_animation(FCurve *fcu, std::string ob_name)
{
const char *axis_names[] = {"X", "Y", "Z"};
const char *axis_name = NULL;
char anim_id[200];
if (fcu->array_index < 3)
axis_name = axis_names[fcu->array_index];
BLI_snprintf(anim_id, sizeof(anim_id), "%s_%s_%s", (char*)translate_id(ob_name).c_str(),
fcu->rna_path, axis_names[fcu->array_index]);
// check rna_path is one of: rotation, scale, location
openAnimation(anim_id, COLLADABU::Utils::EMPTY_STRING);
// create input source
std::string input_id = create_source_from_fcurve(Sampler::INPUT, fcu, anim_id, axis_name);
// create output source
std::string output_id = create_source_from_fcurve(Sampler::OUTPUT, fcu, anim_id, axis_name);
// create interpolations source
std::string interpolation_id = create_interpolation_source(fcu->totvert, anim_id, axis_name);
std::string sampler_id = std::string(anim_id) + SAMPLER_ID_SUFFIX;
COLLADASW::LibraryAnimations::Sampler sampler(sampler_id);
std::string empty;
sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id));
sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id));
// this input is required
sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
addSampler(sampler);
std::string target = translate_id(ob_name)
+ "/" + get_transform_sid(fcu->rna_path, -1, axis_name, true);
addChannel(COLLADABU::URI(empty, sampler_id), target);
closeAnimation();
}
void write_bone_animation(Object *ob_arm, Bone *bone)
{
if (!ob_arm->adt)
return;
for (int i = 0; i < 3; i++)
sample_and_write_bone_animation(ob_arm, bone, i);
for (Bone *child = (Bone*)bone->childbase.first; child; child = child->next)
write_bone_animation(ob_arm, child);
}
void sample_and_write_bone_animation(Object *ob_arm, Bone *bone, int transform_type)
{
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
std::vector<float> fra;
char prefix[256];
BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone->name);
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
if (!pchan)
return;
switch (transform_type) {
case 0:
find_rotation_frames(ob_arm, fra, prefix, pchan->rotmode);
break;
case 1:
find_frames(ob_arm, fra, prefix, "scale");
break;
case 2:
find_frames(ob_arm, fra, prefix, "location");
break;
default:
return;
}
// exit rest position
if (flag & ARM_RESTPOS) {
arm->flag &= ~ARM_RESTPOS;
where_is_pose(scene, ob_arm);
}
if (fra.size()) {
float *v = (float*)MEM_callocN(sizeof(float) * 3 * fra.size(), "temp. anim frames");
sample_animation(v, fra, transform_type, bone, ob_arm);
if (transform_type == 0) {
// write x, y, z curves separately if it is rotation
float *c = (float*)MEM_callocN(sizeof(float) * fra.size(), "temp. anim frames");
for (int i = 0; i < 3; i++) {
for (unsigned int j = 0; j < fra.size(); j++)
c[j] = v[j * 3 + i];
dae_bone_animation(fra, c, transform_type, i, id_name(ob_arm), bone->name);
}
MEM_freeN(c);
}
else {
// write xyz at once if it is location or scale
dae_bone_animation(fra, v, transform_type, -1, id_name(ob_arm), bone->name);
}
MEM_freeN(v);
}
// restore restpos
if (flag & ARM_RESTPOS)
arm->flag = flag;
where_is_pose(scene, ob_arm);
}
void sample_animation(float *v, std::vector<float> &frames, int type, Bone *bone, Object *ob_arm)
{
bPoseChannel *pchan, *parchan = NULL;
bPose *pose = ob_arm->pose;
pchan = get_pose_channel(pose, bone->name);
if (!pchan)
return;
parchan = pchan->parent;
enable_fcurves(ob_arm->adt->action, bone->name);
std::vector<float>::iterator it;
for (it = frames.begin(); it != frames.end(); it++) {
float mat[4][4], ipar[4][4];
float ctime = bsystem_time(scene, ob_arm, *it, 0.0f);
BKE_animsys_evaluate_animdata(&ob_arm->id, ob_arm->adt, *it, ADT_RECALC_ANIM);
where_is_pose_bone(scene, ob_arm, pchan, ctime, 1);
// compute bone local mat
if (bone->parent) {
invert_m4_m4(ipar, parchan->pose_mat);
mul_m4_m4m4(mat, pchan->pose_mat, ipar);
}
else
copy_m4_m4(mat, pchan->pose_mat);
switch (type) {
case 0:
mat4_to_eul(v, mat);
break;
case 1:
mat4_to_size(v, mat);
break;
case 2:
copy_v3_v3(v, mat[3]);
break;
}
v += 3;
}
enable_fcurves(ob_arm->adt->action, NULL);
}
// dae_bone_animation -> add_bone_animation
// (blend this into dae_bone_animation)
void dae_bone_animation(std::vector<float> &fra, float *v, int tm_type, int axis, std::string ob_name, std::string bone_name)
{
const char *axis_names[] = {"X", "Y", "Z"};
const char *axis_name = NULL;
char anim_id[200];
bool is_rot = tm_type == 0;
if (!fra.size())
return;
char rna_path[200];
BLI_snprintf(rna_path, sizeof(rna_path), "pose.bones[\"%s\"].%s", bone_name.c_str(),
tm_type == 0 ? "rotation_quaternion" : (tm_type == 1 ? "scale" : "location"));
if (axis > -1)
axis_name = axis_names[axis];
std::string transform_sid = get_transform_sid(NULL, tm_type, axis_name, false);
BLI_snprintf(anim_id, sizeof(anim_id), "%s_%s_%s", (char*)translate_id(ob_name).c_str(),
(char*)translate_id(bone_name).c_str(), (char*)transform_sid.c_str());
openAnimation(anim_id, COLLADABU::Utils::EMPTY_STRING);
// create input source
std::string input_id = create_source_from_vector(Sampler::INPUT, fra, is_rot, anim_id, axis_name);
// create output source
std::string output_id;
if (axis == -1)
output_id = create_xyz_source(v, fra.size(), anim_id);
else
output_id = create_source_from_array(Sampler::OUTPUT, v, fra.size(), is_rot, anim_id, axis_name);
// create interpolations source
std::string interpolation_id = create_interpolation_source(fra.size(), anim_id, axis_name);
std::string sampler_id = std::string(anim_id) + SAMPLER_ID_SUFFIX;
COLLADASW::LibraryAnimations::Sampler sampler(sampler_id);
std::string empty;
sampler.addInput(Sampler::INPUT, COLLADABU::URI(empty, input_id));
sampler.addInput(Sampler::OUTPUT, COLLADABU::URI(empty, output_id));
// TODO create in/out tangents source
// this input is required
sampler.addInput(Sampler::INTERPOLATION, COLLADABU::URI(empty, interpolation_id));
addSampler(sampler);
std::string target = translate_id(ob_name + "_" + bone_name) + "/" + transform_sid;
addChannel(COLLADABU::URI(empty, sampler_id), target);
closeAnimation();
}
float convert_time(float frame)
{
return FRA2TIME(frame);
}
float convert_angle(float angle)
{
return COLLADABU::Math::Utils::radToDegF(angle);
}
std::string get_semantic_suffix(Sampler::Semantic semantic)
{
switch(semantic) {
case Sampler::INPUT:
return INPUT_SOURCE_ID_SUFFIX;
case Sampler::OUTPUT:
return OUTPUT_SOURCE_ID_SUFFIX;
case Sampler::INTERPOLATION:
return INTERPOLATION_SOURCE_ID_SUFFIX;
case Sampler::IN_TANGENT:
return INTANGENT_SOURCE_ID_SUFFIX;
case Sampler::OUT_TANGENT:
return OUTTANGENT_SOURCE_ID_SUFFIX;
default:
break;
}
return "";
}
void add_source_parameters(COLLADASW::SourceBase::ParameterNameList& param,
Sampler::Semantic semantic, bool is_rot, const char *axis)
{
switch(semantic) {
case Sampler::INPUT:
param.push_back("TIME");
break;
case Sampler::OUTPUT:
if (is_rot) {
param.push_back("ANGLE");
}
else {
if (axis) {
param.push_back(axis);
}
else {
param.push_back("X");
param.push_back("Y");
param.push_back("Z");
}
}
break;
case Sampler::IN_TANGENT:
case Sampler::OUT_TANGENT:
param.push_back("X");
param.push_back("Y");
break;
default:
break;
}
}
void get_source_values(BezTriple *bezt, Sampler::Semantic semantic, bool rotation, float *values, int *length)
{
switch (semantic) {
case Sampler::INPUT:
*length = 1;
values[0] = convert_time(bezt->vec[1][0]);
break;
case Sampler::OUTPUT:
*length = 1;
if (rotation) {
values[0] = convert_angle(bezt->vec[1][1]);
}
else {
values[0] = bezt->vec[1][1];
}
break;
case Sampler::IN_TANGENT:
case Sampler::OUT_TANGENT:
// XXX
*length = 2;
break;
default:
*length = 0;
break;
}
}
std::string create_source_from_fcurve(Sampler::Semantic semantic, FCurve *fcu, const std::string& anim_id, const char *axis_name)
{
std::string source_id = anim_id + get_semantic_suffix(semantic);
//bool is_rotation = !strcmp(fcu->rna_path, "rotation");
bool is_rotation = false;
if (strstr(fcu->rna_path, "rotation")) is_rotation = true;
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(fcu->totvert);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
add_source_parameters(param, semantic, is_rotation, axis_name);
source.prepareToAppendValues();
for (unsigned int i = 0; i < fcu->totvert; i++) {
float values[3]; // be careful!
int length = 0;
get_source_values(&fcu->bezt[i], semantic, is_rotation, values, &length);
for (int j = 0; j < length; j++)
source.appendValues(values[j]);
}
source.finish();
return source_id;
}
std::string create_source_from_array(Sampler::Semantic semantic, float *v, int tot, bool is_rot, const std::string& anim_id, const char *axis_name)
{
std::string source_id = anim_id + get_semantic_suffix(semantic);
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(tot);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
add_source_parameters(param, semantic, is_rot, axis_name);
source.prepareToAppendValues();
for (int i = 0; i < tot; i++) {
float val = v[i];
if (semantic == Sampler::INPUT)
val = convert_time(val);
else if (is_rot)
val = convert_angle(val);
source.appendValues(val);
}
source.finish();
return source_id;
}
std::string create_source_from_vector(Sampler::Semantic semantic, std::vector<float> &fra, bool is_rot, const std::string& anim_id, const char *axis_name)
{
std::string source_id = anim_id + get_semantic_suffix(semantic);
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(fra.size());
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
add_source_parameters(param, semantic, is_rot, axis_name);
source.prepareToAppendValues();
std::vector<float>::iterator it;
for (it = fra.begin(); it != fra.end(); it++) {
float val = *it;
if (semantic == Sampler::INPUT)
val = convert_time(val);
else if (is_rot)
val = convert_angle(val);
source.appendValues(val);
}
source.finish();
return source_id;
}
// only used for sources with OUTPUT semantic
std::string create_xyz_source(float *v, int tot, const std::string& anim_id)
{
Sampler::Semantic semantic = Sampler::OUTPUT;
std::string source_id = anim_id + get_semantic_suffix(semantic);
COLLADASW::FloatSourceF source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(tot);
source.setAccessorStride(3);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
add_source_parameters(param, semantic, false, NULL);
source.prepareToAppendValues();
for (int i = 0; i < tot; i++) {
source.appendValues(*v, *(v + 1), *(v + 2));
v += 3;
}
source.finish();
return source_id;
}
std::string create_interpolation_source(int tot, const std::string& anim_id, const char *axis_name)
{
std::string source_id = anim_id + get_semantic_suffix(Sampler::INTERPOLATION);
COLLADASW::NameSource source(mSW);
source.setId(source_id);
source.setArrayId(source_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(tot);
source.setAccessorStride(1);
COLLADASW::SourceBase::ParameterNameList ¶m = source.getParameterNameList();
param.push_back("INTERPOLATION");
source.prepareToAppendValues();
for (int i = 0; i < tot; i++) {
source.appendValues(LINEAR_NAME);
}
source.finish();
return source_id;
}
// for rotation, axis name is always appended and the value of append_axis is ignored
std::string get_transform_sid(char *rna_path, int tm_type, const char *axis_name, bool append_axis)
{
std::string tm_name;
// when given rna_path, determine tm_type from it
if (rna_path) {
char *name = extract_transform_name(rna_path);
if (strstr(name, "rotation"))
tm_type = 0;
else if (!strcmp(name, "scale"))
tm_type = 1;
else if (!strcmp(name, "location"))
tm_type = 2;
else
tm_type = -1;
}
switch (tm_type) {
case 0:
return std::string("rotation") + std::string(axis_name) + ".ANGLE";
case 1:
tm_name = "scale";
break;
case 2:
tm_name = "location";
break;
default:
tm_name = "";
break;
}
if (tm_name.size()) {
if (append_axis)
return tm_name + std::string(".") + std::string(axis_name);
else
return tm_name;
}
return std::string("");
}
char *extract_transform_name(char *rna_path)
{
char *dot = strrchr(rna_path, '.');
return dot ? (dot + 1) : rna_path;
}
void find_frames(Object *ob, std::vector<float> &fra, const char *prefix, const char *tm_name)
{
FCurve *fcu= (FCurve*)ob->adt->action->curves.first;
for (; fcu; fcu = fcu->next) {
if (prefix && strncmp(prefix, fcu->rna_path, strlen(prefix)))
continue;
char *name = extract_transform_name(fcu->rna_path);
if (!strcmp(name, tm_name)) {
for (unsigned int i = 0; i < fcu->totvert; i++) {
float f = fcu->bezt[i].vec[1][0];
if (std::find(fra.begin(), fra.end(), f) == fra.end())
fra.push_back(f);
}
}
}
// keep the keys in ascending order
std::sort(fra.begin(), fra.end());
}
void find_rotation_frames(Object *ob, std::vector<float> &fra, const char *prefix, int rotmode)
{
if (rotmode > 0)
find_frames(ob, fra, prefix, "rotation_euler");
else if (rotmode == ROT_MODE_QUAT)
find_frames(ob, fra, prefix, "rotation_quaternion");
/*else if (rotmode == ROT_MODE_AXISANGLE)
;*/
}
// enable fcurves driving a specific bone, disable all the rest
// if bone_name = NULL enable all fcurves
void enable_fcurves(bAction *act, char *bone_name)
{
FCurve *fcu;
char prefix[200];
if (bone_name)
BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone_name);
for (fcu = (FCurve*)act->curves.first; fcu; fcu = fcu->next) {
if (bone_name) {
if (!strncmp(fcu->rna_path, prefix, strlen(prefix)))
fcu->flag &= ~FCURVE_DISABLED;
else
fcu->flag |= FCURVE_DISABLED;
}
else {
fcu->flag &= ~FCURVE_DISABLED;
}
}
}
};
void DocumentExporter::exportCurrentScene(Scene *sce, const char* filename)
{
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);
// XXX ask blender devs about this?
asset.setUnit("decimetre", 0.1);
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 NAN_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>
CamerasExporter ce(&sw);
ce.exportCameras(sce);
// <library_lights>
LightsExporter le(&sw);
le.exportLights(sce);
// <library_images>
ImagesExporter ie(&sw, filename);
ie.exportImages(sce);
// <library_effects>
EffectsExporter ee(&sw);
ee.exportEffects(sce);
// <library_materials>
MaterialsExporter me(&sw);
me.exportMaterials(sce);
// <library_geometries>
GeometryExporter ge(&sw);
ge.exportGeom(sce);
// <library_animations>
AnimationExporter ae(&sw);
ae.exportAnimations(sce);
// <library_controllers>
ArmatureExporter arm_exporter(&sw);
arm_exporter.export_controllers(sce);
// <library_visual_scenes>
SceneExporter se(&sw, &arm_exporter);
se.exportScene(sce);
// <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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