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/*
* ***** 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file DocumentImporter.h
* \ingroup collada
*/
#ifndef __DOCUMENTIMPORTER_H__
#define __DOCUMENTIMPORTER_H__
#include "COLLADAFWIWriter.h"
#include "COLLADAFWMaterial.h"
#include "COLLADAFWEffect.h"
#include "COLLADAFWColor.h"
#include "COLLADAFWImage.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWController.h"
#include "COLLADAFWMorphController.h"
#include "COLLADAFWSkinController.h"
#include "COLLADAFWEffectCommon.h"
#include "BKE_object.h"
#include "BKE_constraint.h"
#include "TransformReader.h"
#include "AnimationImporter.h"
#include "ArmatureImporter.h"
#include "ControllerExporter.h"
#include "MeshImporter.h"
#include "ImportSettings.h"
struct bContext;
/** Importer class. */
class DocumentImporter : COLLADAFW::IWriter
{
public:
//! Enumeration to denote the stage of import
enum ImportStage {
Fetching_Scene_data, /* First pass to collect all data except controller */
Fetching_Controller_data, /* Second pass to collect controller data */
};
/** Constructor */
DocumentImporter(bContext *C, const ImportSettings *import_settings);
/** Destructor */
~DocumentImporter();
/** Function called by blender UI */
bool import();
/** these should not be here */
Object* create_camera_object(COLLADAFW::InstanceCamera*, Scene*);
Object* create_lamp_object(COLLADAFW::InstanceLight*, Scene*);
Object* create_instance_node(Object*, COLLADAFW::Node*, COLLADAFW::Node*, Scene*, bool);
void create_constraints(ExtraTags *et, Object *ob);
std::vector<Object *> *write_node(COLLADAFW::Node*, COLLADAFW::Node*, Scene*, Object*, bool);
void write_profile_COMMON(COLLADAFW::EffectCommon*, Material*);
void translate_anim_recursive(COLLADAFW::Node*, COLLADAFW::Node*, Object*);
/**
* This method will be called if an error in the loading process occurred and the loader cannot
* continue to load. The writer should undo all operations that have been performed.
* \param errorMessage A message containing information about the error that occurred.
*/
void cancel(const COLLADAFW::String& errorMessage);
/** This is the method called. The writer hast to prepare to receive data.*/
void start();
/** This method is called after the last write* method. No other methods will be called after this.*/
void finish();
bool writeGlobalAsset(const COLLADAFW::FileInfo*);
std::string get_import_version(const COLLADAFW::FileInfo *asset);
bool writeScene(const COLLADAFW::Scene*);
bool writeVisualScene(const COLLADAFW::VisualScene*);
bool writeLibraryNodes(const COLLADAFW::LibraryNodes*);
bool writeAnimation(const COLLADAFW::Animation*);
bool writeAnimationList(const COLLADAFW::AnimationList*);
#if WITH_OPENCOLLADA_ANIMATION_CLIP
// Please enable this when building with Collada 1.6.65 or newer (also in DocumentImporter.cpp)
bool writeAnimationClip(const COLLADAFW::AnimationClip *animationClip);
#endif
bool writeGeometry(const COLLADAFW::Geometry*);
bool writeMaterial(const COLLADAFW::Material*);
bool writeEffect(const COLLADAFW::Effect*);
bool writeCamera(const COLLADAFW::Camera*);
bool writeImage(const COLLADAFW::Image*);
bool writeLight(const COLLADAFW::Light*);
bool writeSkinControllerData(const COLLADAFW::SkinControllerData*);
bool writeController(const COLLADAFW::Controller*);
bool writeFormulas(const COLLADAFW::Formulas*);
bool writeKinematicsScene(const COLLADAFW::KinematicsScene*);
/** Add element and data for UniqueId */
bool addExtraTags(const COLLADAFW::UniqueId &uid, ExtraTags *extra_tags);
/** Get an extisting ExtraTags for uid */
ExtraTags* getExtraTags(const COLLADAFW::UniqueId &uid);
bool is_armature(COLLADAFW::Node * node);
private:
const ImportSettings *import_settings;
/** Current import stage we're in. */
ImportStage mImportStage;
bContext *mContext;
ViewLayer *view_layer;
UnitConverter unit_converter;
ArmatureImporter armature_importer;
MeshImporter mesh_importer;
AnimationImporter anim_importer;
/** TagsMap typedef for uid_tags_map. */
typedef std::map<std::string, ExtraTags*> TagsMap;
/** Tags map of unique id as a string and ExtraTags instance. */
TagsMap uid_tags_map;
UidImageMap uid_image_map;
std::map<COLLADAFW::UniqueId, Material*> uid_material_map;
std::map<COLLADAFW::UniqueId, Material*> uid_effect_map;
std::map<COLLADAFW::UniqueId, Camera*> uid_camera_map;
std::map<COLLADAFW::UniqueId, Lamp*> uid_lamp_map;
std::map<Material*, TexIndexTextureArrayMap> material_texture_mapping_map;
std::multimap<COLLADAFW::UniqueId, Object*> object_map;
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> node_map;
std::vector<const COLLADAFW::VisualScene*> vscenes;
std::vector<Object*> libnode_ob;
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*> root_map; // find root joint by child joint uid, for bone tree evaluation during resampling
std::map<COLLADAFW::UniqueId, const COLLADAFW::Object*> FW_object_map;
std::string import_from_version;
void report_unknown_reference(const COLLADAFW::Node &node, const std::string object_type);
};
#endif
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