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GeometryExporter.h « collada « io « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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
 */

#pragma once

#include <set>
#include <string>
#include <vector>

#include "COLLADASWInputList.h"
#include "COLLADASWLibraryGeometries.h"
#include "COLLADASWStreamWriter.h"

#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"

#include "BKE_key.h"
#include "BlenderContext.h"
#include "ExportSettings.h"
#include "collada_utils.h"

class Normal {
 public:
  float x;
  float y;
  float z;

  friend bool operator<(const Normal &, const Normal &);
};

bool operator<(const Normal &, const Normal &);

/* TODO: optimize UV sets by making indexed list with duplicates removed */
class GeometryExporter : COLLADASW::LibraryGeometries {
  struct Face {
    unsigned int v1, v2, v3, v4;
  };

 public:
  /* TODO: optimize UV sets by making indexed list with duplicates removed */
  GeometryExporter(BlenderContext &blender_context,
                   COLLADASW::StreamWriter *sw,
                   BCExportSettings &export_settings)
      : COLLADASW::LibraryGeometries(sw),
        blender_context(blender_context),
        export_settings(export_settings)
  {
  }

  void exportGeom();

  void operator()(Object *ob);

  void createLooseEdgeList(Object *ob, Mesh *me, std::string &geom_id);

  /** Powerful because it handles both cases when there is material and when there's not. */
  void create_mesh_primitive_list(short material_index,
                                  bool has_uvs,
                                  bool has_color,
                                  Object *ob,
                                  Mesh *me,
                                  std::string &geom_id,
                                  std::vector<BCPolygonNormalsIndices> &norind);

  /** Creates <source> for positions. */
  void createVertsSource(std::string geom_id, Mesh *me);

  void createVertexColorSource(std::string geom_id, Mesh *me);

  std::string makeTexcoordSourceId(std::string &geom_id, int layer_index, bool is_single_layer);

  /** Creates <source> for texcoords. */
  void createTexcoordsSource(std::string geom_id, Mesh *me);

  /** Creates <source> for normals. */
  void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal> &nor);

  void create_normals(std::vector<Normal> &nor,
                      std::vector<BCPolygonNormalsIndices> &polygons_normals,
                      Mesh *me);

  std::string getIdBySemantics(std::string geom_id,
                               COLLADASW::InputSemantic::Semantics type,
                               std::string other_suffix = "");
  std::string makeVertexColorSourceId(std::string &geom_id, char *layer_name);

  COLLADASW::URI getUrlBySemantics(std::string geom_id,
                                   COLLADASW::InputSemantic::Semantics type,
                                   std::string other_suffix = "");

  COLLADASW::URI makeUrl(std::string id);

  void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);

 private:
  std::set<std::string> exportedGeometry;
  BlenderContext &blender_context;
  BCExportSettings &export_settings;

  Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers);
};

struct GeometryFunctor {
  /* f should have
   * void operator()(Object *ob) */
  template<class Functor>
  void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
  {
    LinkNode *node;
    for (node = export_set; node; node = node->next) {
      Object *ob = (Object *)node->link;
      if (ob->type == OB_MESH) {
        f(ob);
      }
    }
  }
};