#include "COLLADAFWStableHeaders.h" #include "COLLADAFWIWriter.h" #include "COLLADAFWRoot.h" #include "COLLADAFWNode.h" #include "COLLADAFWVisualScene.h" #include "COLLADAFWInstanceGeometry.h" #include "COLLADAFWFileInfo.h" #include "COLLADAFWRoot.h" #include "COLLADAFWLight.h" #include "COLLADAFWImage.h" #include "COLLADAFWMaterial.h" #include "COLLADAFWEffect.h" #include "COLLADAFWGeometry.h" #include "COLLADAFWMesh.h" #include "COLLADAFWMeshPrimitive.h" #include "COLLADAFWMeshVertexData.h" #include "COLLADAFWFloatOrDoubleArray.h" #include "COLLADAFWArrayPrimitiveType.h" #include "COLLADAFWIndexList.h" #include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h" #include "COLLADAFWPolygons.h" #include "COLLADAFWTransformation.h" #include "COLLADAFWTranslate.h" #include "COLLADAFWScale.h" #include "COLLADAFWRotate.h" #include "COLLADAFWAnimationCurve.h" #include "COLLADAFWAnimationList.h" #include "COLLADAFWSkinController.h" #include "COLLADAFWColorOrTexture.h" #include "COLLADAFWSampler.h" #include "COLLADAFWTypes.h" #include "COLLADAFWCamera.h" #include "COLLADAFWLight.h" #include "COLLADASaxFWLLoader.h" // TODO move "extern C" into header files extern "C" { #include "BKE_main.h" #include "BKE_customdata.h" #include "BKE_library.h" #include "BKE_texture.h" } #include "DNA_lamp_types.h" #include "BKE_mesh.h" #include "BKE_global.h" #include "BKE_context.h" #include "BKE_object.h" #include "BKE_image.h" #include "BKE_material.h" #include "BLI_arithb.h" #include "DNA_texture_types.h" #include "DNA_camera_types.h" #include "DNA_object_types.h" #include "DNA_meshdata_types.h" #include "DNA_mesh_types.h" #include "DNA_material_types.h" //#include "DNA_texture_types.h" #include "DocumentImporter.h" #include #include // #define COLLADA_DEBUG char *CustomData_get_layer_name(const struct CustomData *data, int type, int n); const char *primTypeToStr(COLLADAFW::MeshPrimitive::PrimitiveType type) { using namespace COLLADAFW; switch (type) { case MeshPrimitive::LINES: return "LINES"; case MeshPrimitive::LINE_STRIPS: return "LINESTRIPS"; case MeshPrimitive::POLYGONS: return "POLYGONS"; case MeshPrimitive::POLYLIST: return "POLYLIST"; case MeshPrimitive::TRIANGLES: return "TRIANGLES"; case MeshPrimitive::TRIANGLE_FANS: return "TRIANGLE_FANS"; case MeshPrimitive::TRIANGLE_STRIPS: return "TRIANGLE_FANS"; case MeshPrimitive::POINTS: return "POINTS"; case MeshPrimitive::UNDEFINED_PRIMITIVE_TYPE: return "UNDEFINED_PRIMITIVE_TYPE"; } return "UNKNOWN"; } const char *geomTypeToStr(COLLADAFW::Geometry::GeometryType type) { switch (type) { case COLLADAFW::Geometry::GEO_TYPE_MESH: return "MESH"; case COLLADAFW::Geometry::GEO_TYPE_SPLINE: return "SPLINE"; case COLLADAFW::Geometry::GEO_TYPE_CONVEX_MESH: return "CONVEX_MESH"; } return "UNKNOWN"; } /* COLLADA Importer limitations: - no multiple scene import, all objects are added to active scene */ /** Class that needs to be implemented by a writer. IMPORTANT: The write functions are called in arbitrary order.*/ class Writer: public COLLADAFW::IWriter { private: std::string mFilename; std::vector mVisualScenes; bContext *mContext; std::map uid_mesh_map; // geometry unique id-to-mesh map std::map uid_image_map; std::map uid_material_map; std::map uid_effect_map; std::map uid_camera_map; std::map uid_lamp_map; // maps for assigning textures to uv layers std::map set_layername_map; std::map > index_mtex_map; // this structure is used to assign material indices to faces // when materials are assigned to an object struct Primitive { MFace *mface; int totface; }; typedef std::map > MaterialIdPrimitiveArrayMap; // amazing name! std::map geom_uid_mat_mapping_map; struct AnimatedTransform { Object *ob; // COLLADAFW::Node *node; COLLADAFW::Transformation *tm; // which transform is animated by an AnimationList->id }; // Nodes don't share AnimationLists (Arystan) std::map uid_animated_map; // AnimationList->uniqueId to AnimatedObject map class UnitConverter { private: COLLADAFW::FileInfo::Unit mUnit; COLLADAFW::FileInfo::UpAxisType mUpAxis; public: UnitConverter(COLLADAFW::FileInfo::UpAxisType upAxis, COLLADAFW::FileInfo::Unit& unit) : mUpAxis(upAxis), mUnit(unit) { } // TODO // convert vector vec from COLLADA format to Blender void convertVec3(float *vec) { } // TODO need also for angle conversion, time conversion... }; class UVDataWrapper { COLLADAFW::MeshVertexData *mVData; public: UVDataWrapper(COLLADAFW::MeshVertexData& vdata) : mVData(&vdata) {} #ifdef COLLADA_DEBUG void print() { fprintf(stderr, "UVs:\n"); COLLADAFW::ArrayPrimitiveType* values = mVData->getFloatValues(); for (int i = 0; i < values->getCount(); i += 2) { fprintf(stderr, "%.1f, %.1f\n", (*values)[i], (*values)[i+1]); } fprintf(stderr, "\n"); } #endif void getUV(int uv_set_index, int uv_index[2], float *uv) { //int uv_coords_index = mVData->getInputInfosArray()[uv_set_index]->getCount() * uv_set_index + uv_index * 2; // int uv_coords_index = uv_index * 2; //int uv_coords_index = mVData->getLength(uv_set_index) * uv_set_index + uv_index * 2; switch(mVData->getType()) { case COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT: { COLLADAFW::ArrayPrimitiveType* values = mVData->getFloatValues(); uv[0] = (*values)[uv_index[0]]; uv[1] = (*values)[uv_index[1]]; break; } case COLLADAFW::MeshVertexData::DATA_TYPE_DOUBLE: { COLLADAFW::ArrayPrimitiveType* values = mVData->getDoubleValues(); uv[0] = (float)(*values)[uv_index[0]]; uv[1] = (float)(*values)[uv_index[1]]; break; } } } }; public: /** Constructor. */ Writer(bContext *C, const char *filename) : mContext(C), mFilename(filename) {}; /** Destructor. */ ~Writer() {}; bool write() { COLLADASaxFWL::Loader loader; COLLADAFW::Root root(&loader, this); // XXX report error if (!root.loadDocument(mFilename)) return false; return true; } /** This method will be called if an error in the loading process occurred and the loader cannot continue to to load. The writer should undo all operations that have been performed. @param errorMessage A message containing informations about the error that occurred. */ virtual void cancel(const COLLADAFW::String& errorMessage) { // TODO: if possible show error info // // Should we get rid of invisible Meshes that were created so far // or maybe create objects at coordinate space origin? // // The latter sounds better. } /** This is the method called. The writer hast to prepare to receive data.*/ virtual void start() { } /** This method is called after the last write* method. No other methods will be called after this.*/ virtual void finish() { // using mVisualScenes, do: // - write data to Objects: materials, transforms, etc. // TODO: import materials ( inside ) and textures std::vector::iterator it = mVisualScenes.begin(); for (; it != mVisualScenes.end(); it++) { COLLADAFW::VisualScene &visscene = *it; // create new blender scene // create Objects from s inside this // link each Object with a Mesh // for each Object's there should already exist a Mesh } } /** When this method is called, the writer must write the global document asset. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeGlobalAsset ( const COLLADAFW::FileInfo* asset ) { // XXX take up_axis, unit into account // COLLADAFW::FileInfo::Unit unit = asset->getUnit(); // COLLADAFW::FileInfo::UpAxisType upAxis = asset->getUpAxisType(); return true; } /** When this method is called, the writer must write the scene. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeScene ( const COLLADAFW::Scene* scene ) { // XXX could store the scene id, but do nothing for now return true; } // bind early created mesh to object, assign materials and textures Object *create_mesh_object(Object *ob, Scene *sce, COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom) { ob = add_object(sce, OB_MESH); const std::string& id = node->getOriginalId(); if (id.length()) rename_id(&ob->id, (char*)id.c_str()); const COLLADAFW::UniqueId& geom_uid = geom->getInstanciatedObjectId(); if (uid_mesh_map.find(geom_uid) == uid_mesh_map.end()) { // XXX report to user // this could happen if a mesh was not created // (e.g. if it contains unsupported geometry) fprintf(stderr, "Couldn't find a mesh by UID.\n"); return NULL; } // replace ob->data freeing the old one Mesh *old_mesh = (Mesh*)ob->data; set_mesh(ob, uid_mesh_map[geom_uid]); if (old_mesh->id.us == 0) free_libblock(&G.main->mesh, old_mesh); // assign materials to object // assign material indices to mesh faces for (int k = 0; k < geom->getMaterialBindings().getCount(); k++) { const COLLADAFW::UniqueId& mat_uid = geom->getMaterialBindings()[k].getReferencedMaterial(); // check if material was properly written to map if (uid_material_map.find(mat_uid) == uid_material_map.end()) { fprintf(stderr, "Cannot find material by UID.\n"); continue; } // assign textures to uv layers // bvi_array "bind_vertex_input array" COLLADAFW::InstanceGeometry::TextureCoordinateBindingArray& bvi_array = geom->getMaterialBindings()[k].getTextureCoordinateBindingArray(); for (int l = 0; l < bvi_array.getCount(); l++) { COLLADAFW::TextureMapId tex_index = bvi_array[l].textureMapId; size_t set_index = bvi_array[l].setIndex; char *layername = set_layername_map[set_index]; // check if mtexes were properly added to vector if (index_mtex_map.find(tex_index) == index_mtex_map.end()) { fprintf(stderr, "Cannot find mtexes by texmap id.\n"); continue; } std::vector mtexes = index_mtex_map[tex_index]; std::vector::iterator it; for (it = mtexes.begin(); it != mtexes.end(); it++) { MTex *mtex = *it; strcpy(mtex->uvname, layername); } } assign_material(ob, uid_material_map[mat_uid], ob->totcol + 1); MaterialIdPrimitiveArrayMap& mat_prim_map = geom_uid_mat_mapping_map[geom_uid]; COLLADAFW::MaterialId mat_id = geom->getMaterialBindings()[k].getMaterialId(); // if there's geometry that uses this material, // set mface->mat_nr=k for each face in that geometry if (mat_prim_map.find(mat_id) != mat_prim_map.end()) { std::vector& prims = mat_prim_map[mat_id]; std::vector::iterator it; for (it = prims.begin(); it != prims.end(); it++) { Primitive& prim = *it; int l = 0; while (l++ < prim.totface) { prim.mface->mat_nr = k; prim.mface++; } } } } return ob; } void write_node (COLLADAFW::Node *node, Scene *sce, Object *parent_ob = NULL) { // XXX linking object with the first , though a node may have more of them... // TODO: join multiple meshes into 1, and link object with it if (node->getType() != COLLADAFW::Node::NODE) return; COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries(); COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras(); COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights(); COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers(); COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes(); Object *ob = NULL; int k; // if node has - connect mesh with object // XXX currently only one in a node is supported if (geom.getCount() != 0) { ob = create_mesh_object(ob, sce, node, geom[0]); } // checking all other possible instances // else if (camera.getCount() != 0) { const COLLADAFW::UniqueId& cam_uid = camera[0]->getInstanciatedObjectId(); if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) { fprintf(stderr, "Couldn't find camera by UID. \n"); return; } ob = add_object(sce, OB_CAMERA); Camera *cam = uid_camera_map[cam_uid]; Camera *old_cam = (Camera*)ob->data; old_cam->id.us--; ob->data = cam; if (old_cam->id.us == 0) free_libblock(&G.main->camera, old_cam); } // else if (lamp.getCount() != 0) { const COLLADAFW::UniqueId& lamp_uid = lamp[0]->getInstanciatedObjectId(); if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) { fprintf(stderr, "Couldn't find lamp by UID. \n"); return; } ob = add_object(sce, OB_LAMP); Lamp *la = uid_lamp_map[lamp_uid]; Lamp *old_lamp = (Lamp*)ob->data; old_lamp->id.us--; ob->data = la; if (old_lamp->id.us == 0) free_libblock(&G.main->lamp, old_lamp); } else if (controller.getCount() != 0) { //ob = create_mesh_object(ob, sce, node, controller[0]); return; } else if (inst_node.getCount() != 0) { return; } // if node has no instances - create empty object else { ob = add_object(sce, OB_EMPTY); } // just checking if object wasn't created if (ob == NULL) return; // if parent_ob was given make this object child of the previous if (parent_ob != NULL) ob->parent = parent_ob; // transform Object float rot[3][3]; Mat3One(rot); // transform Object and store animation linking info for (k = 0; k < node->getTransformations().getCount(); k ++) { COLLADAFW::Transformation *tm = node->getTransformations()[k]; COLLADAFW::Transformation::TransformationType type = tm->getTransformationType(); switch(type) { case COLLADAFW::Transformation::TRANSLATE: { COLLADAFW::Translate *tra = (COLLADAFW::Translate*)tm; COLLADABU::Math::Vector3& t = tra->getTranslation(); ob->loc[0] = (float)t[0]; ob->loc[1] = (float)t[1]; ob->loc[2] = (float)t[2]; } break; case COLLADAFW::Transformation::ROTATE: { COLLADAFW::Rotate *ro = (COLLADAFW::Rotate*)tm; COLLADABU::Math::Vector3& raxis = ro->getRotationAxis(); float angle = (float)(ro->getRotationAngle() * M_PI / 180.0f); float axis[] = {raxis[0], raxis[1], raxis[2]}; float quat[4]; float rot_copy[3][3]; float mat[3][3]; AxisAngleToQuat(quat, axis, angle); QuatToMat3(quat, mat); Mat3CpyMat3(rot_copy, rot); Mat3MulMat3(rot, rot_copy, mat); } break; case COLLADAFW::Transformation::SCALE: { COLLADABU::Math::Vector3& s = ((COLLADAFW::Scale*)tm)->getScale(); ob->size[0] = (float)s[0]; ob->size[1] = (float)s[1]; ob->size[2] = (float)s[2]; } break; case COLLADAFW::Transformation::MATRIX: case COLLADAFW::Transformation::LOOKAT: case COLLADAFW::Transformation::SKEW: fprintf(stderr, "MATRIX, LOOKAT and SKEW transformations are not supported yet.\n"); break; } //if (ob->type == OB_CAMERA) continue; // AnimationList that drives this Transformation const COLLADAFW::UniqueId& anim_list_id = tm->getAnimationList(); // store this so later we can link animation data with ob AnimatedTransform anim = {ob, tm}; this->uid_animated_map[anim_list_id] = anim; } Mat3ToEul(rot, ob->rot); // if node has child nodes write them COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes(); for (k = 0; k < child_nodes.getCount(); k++) { COLLADAFW::Node *child_node = child_nodes[k]; write_node(child_node, sce, ob); } } /** When this method is called, the writer must write the entire visual scene. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeVisualScene ( const COLLADAFW::VisualScene* visualScene ) { // This method is guaranteed to be called _after_ writeGeometry, writeMaterial, etc. // for each in : // create an Object // if Mesh (previously created in writeGeometry) to which corresponds exists, link Object with that mesh // update: since we cannot link a Mesh with Object in // writeGeometry because does not reference , // we link Objects with Meshes here // TODO: create a new scene except the selected - use current blender // scene for it Scene *sce = CTX_data_scene(mContext); for (int i = 0; i < visualScene->getRootNodes().getCount(); i++) { COLLADAFW::Node *node = visualScene->getRootNodes()[i]; if (node->getType() != COLLADAFW::Node::NODE) { continue; } write_node(node, sce); } mVisualScenes.push_back(*visualScene); return true; } /** When this method is called, the writer must handle all nodes contained in the library nodes. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeLibraryNodes ( const COLLADAFW::LibraryNodes* libraryNodes ) { return true; } // utility functions void set_face_indices(MFace *mface, unsigned int *indices, bool quad) { mface->v1 = indices[0]; mface->v2 = indices[1]; mface->v3 = indices[2]; if (quad) mface->v4 = indices[3]; } // change face indices order so that v4 is not 0 void rotate_face_indices(MFace *mface) { mface->v4 = mface->v1; mface->v1 = mface->v2; mface->v2 = mface->v3; mface->v3 = 0; } void set_face_uv(MTFace *mtface, UVDataWrapper &uvs, int uv_set_index, COLLADAFW::IndexList& index_list, int index, bool quad) { int uv_indices[4][2]; // per face vertex indices, this means for quad we have 4 indices, not 8 COLLADAFW::UIntValuesArray& indices = index_list.getIndices(); // make indices into FloatOrDoubleArray for (int i = 0; i < (quad ? 4 : 3); i++) { int uv_index = indices[index + i]; uv_indices[i][0] = uv_index * 2; uv_indices[i][1] = uv_index * 2 + 1; } uvs.getUV(uv_set_index, uv_indices[0], mtface->uv[0]); uvs.getUV(uv_set_index, uv_indices[1], mtface->uv[1]); uvs.getUV(uv_set_index, uv_indices[2], mtface->uv[2]); if (quad) uvs.getUV(uv_set_index, uv_indices[3], mtface->uv[3]); #ifdef COLLADA_DEBUG if (quad) { fprintf(stderr, "face uv:\n" "((%d, %d), (%d, %d), (%d, %d), (%d, %d))\n" "((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n", uv_indices[0][0], uv_indices[0][1], uv_indices[1][0], uv_indices[1][1], uv_indices[2][0], uv_indices[2][1], uv_indices[3][0], uv_indices[3][1], mtface->uv[0][0], mtface->uv[0][1], mtface->uv[1][0], mtface->uv[1][1], mtface->uv[2][0], mtface->uv[2][1], mtface->uv[3][0], mtface->uv[3][1]); } else { fprintf(stderr, "face uv:\n" "((%d, %d), (%d, %d), (%d, %d))\n" "((%.1f, %.1f), (%.1f, %.1f), (%.1f, %.1f))\n", uv_indices[0][0], uv_indices[0][1], uv_indices[1][0], uv_indices[1][1], uv_indices[2][0], uv_indices[2][1], mtface->uv[0][0], mtface->uv[0][1], mtface->uv[1][0], mtface->uv[1][1], mtface->uv[2][0], mtface->uv[2][1]); } #endif } #ifdef COLLADA_DEBUG void print_index_list(COLLADAFW::IndexList& index_list) { fprintf(stderr, "Index list for \"%s\":\n", index_list.getName().c_str()); for (int i = 0; i < index_list.getIndicesCount(); i += 2) { fprintf(stderr, "%u, %u\n", index_list.getIndex(i), index_list.getIndex(i + 1)); } fprintf(stderr, "\n"); } #endif /** When this method is called, the writer must write the geometry. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeGeometry ( const COLLADAFW::Geometry* cgeom ) { // - create a mesh object // - write geometry // - ignore usupported primitive types // TODO: import also uvs, normals // XXX what to do with normal indices? // XXX num_normals may be != num verts, then what to do? // check geometry->getType() first if (cgeom->getType() != COLLADAFW::Geometry::GEO_TYPE_MESH) { // TODO: report warning fprintf(stderr, "Mesh type %s is not supported\n", geomTypeToStr(cgeom->getType())); return true; } COLLADAFW::Mesh *cmesh = (COLLADAFW::Mesh*)cgeom; // first check if we can import this mesh COLLADAFW::MeshPrimitiveArray& prim_arr = cmesh->getMeshPrimitives(); int i; for (i = 0; i < prim_arr.getCount(); i++) { COLLADAFW::MeshPrimitive *mp = prim_arr[i]; COLLADAFW::MeshPrimitive::PrimitiveType type = mp->getPrimitiveType(); const char *type_str = primTypeToStr(type); // OpenCollada passes POLYGONS type for if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) { COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp; COLLADAFW::Polygons::VertexCountArray& vca = mpvc->getGroupedVerticesVertexCountArray(); for(int j = 0; j < vca.getCount(); j++){ int count = vca[j]; if (count != 3 && count != 4) { fprintf(stderr, "%s has at least one face with vertex count > 4 or < 3\n", type_str); return true; } } } else if(type != COLLADAFW::MeshPrimitive::TRIANGLES) { fprintf(stderr, "Primitive type %s is not supported.\n", type_str); return true; } } size_t totvert = cmesh->getPositions().getFloatValues()->getCount() / 3; const std::string& str_geom_id = cgeom->getOriginalId(); Mesh *me = add_mesh((char*)str_geom_id.c_str()); // store mesh ptr // to link it later with Object this->uid_mesh_map[cgeom->getUniqueId()] = me; // vertices me->mvert = (MVert*)CustomData_add_layer(&me->vdata, CD_MVERT, CD_CALLOC, NULL, totvert); me->totvert = totvert; float *pos_float_array = cmesh->getPositions().getFloatValues()->getData(); MVert *mvert = me->mvert; i = 0; while (i < totvert) { // fill mvert mvert->co[0] = pos_float_array[0]; mvert->co[1] = pos_float_array[1]; mvert->co[2] = pos_float_array[2]; pos_float_array += 3; mvert++; i++; } // count totface int totface = cmesh->getFacesCount(); // allocate faces me->mface = (MFace*)CustomData_add_layer(&me->fdata, CD_MFACE, CD_CALLOC, NULL, totface); me->totface = totface; // UVs int totuvset = cmesh->getUVCoords().getInputInfosArray().getCount(); for (i = 0; i < totuvset; i++) { // add new CustomData layer CustomData_add_layer(&me->fdata, CD_MTFACE, CD_CALLOC, NULL, totface); this->set_layername_map[i] = CustomData_get_layer_name(&me->fdata, CD_MTFACE, i); } // activate the first uv layer if any if (totuvset) me->mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, 0); UVDataWrapper uvs(cmesh->getUVCoords()); #ifdef COLLADA_DEBUG uvs.print(); #endif // read faces MFace *mface = me->mface; MaterialIdPrimitiveArrayMap mat_prim_map; // TODO: import uv set names int face_index = 0; for (i = 0; i < prim_arr.getCount(); i++) { COLLADAFW::MeshPrimitive *mp = prim_arr[i]; // faces size_t prim_totface = mp->getFaceCount(); unsigned int *indices = mp->getPositionIndices().getData(); int j, k; int type = mp->getPrimitiveType(); int index = 0; // since we cannot set mface->mat_nr here, we store a portion of me->mface in Primitive Primitive prim = {mface, 0}; COLLADAFW::IndexListArray& index_list_array = mp->getUVCoordIndicesArray(); #ifdef COLLADA_DEBUG fprintf(stderr, "Primitive %d:\n", i); for (int j = 0; j < totuvset; j++) { print_index_list(*index_list_array[j]); } #endif if (type == COLLADAFW::MeshPrimitive::TRIANGLES) { for (j = 0; j < prim_totface; j++){ set_face_indices(mface, indices, false); indices += 3; for (k = 0; k < totuvset; k++) { // get mtface by face index and uv set index MTFace *mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k); set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, false); } index += 3; mface++; face_index++; prim.totface++; } } else if (type == COLLADAFW::MeshPrimitive::POLYLIST || type == COLLADAFW::MeshPrimitive::POLYGONS) { COLLADAFW::Polygons *mpvc = (COLLADAFW::Polygons*)mp; COLLADAFW::Polygons::VertexCountArray& vcounta = mpvc->getGroupedVerticesVertexCountArray(); for (j = 0; j < prim_totface; j++) { // face int vcount = vcounta[j]; set_face_indices(mface, indices, vcount == 4); indices += vcount; // do the trick if needed if (vcount == 4 && mface->v4 == 0) rotate_face_indices(mface); // set mtface for each uv set // it is assumed that all primitives have equal number of UV sets for (k = 0; k < totuvset; k++) { // get mtface by face index and uv set index MTFace *mtface = (MTFace*)CustomData_get_layer_n(&me->fdata, CD_MTFACE, k); set_face_uv(&mtface[face_index], uvs, k, *index_list_array[k], index, mface->v4 != 0); } index += mface->v4 ? 4 : 3; mface++; face_index++; prim.totface++; } } mat_prim_map[mp->getMaterialId()].push_back(prim); } geom_uid_mat_mapping_map[cgeom->getUniqueId()] = mat_prim_map; mesh_calc_normals(me->mvert, me->totvert, me->mface, me->totface, NULL); make_edges(me, 0); return true; } /** When this method is called, the writer must write the material. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeMaterial( const COLLADAFW::Material* cmat ) { const std::string& str_mat_id = cmat->getOriginalId(); Material *ma = add_material((char*)str_mat_id.c_str()); this->uid_effect_map[cmat->getInstantiatedEffect()] = ma; this->uid_material_map[cmat->getUniqueId()] = ma; return true; } // create mtex, create texture, set texture image MTex *create_texture(COLLADAFW::EffectCommon *ef, COLLADAFW::Texture ctex, Material *ma, int i) { COLLADAFW::SamplerPointerArray& samp_array = ef->getSamplerPointerArray(); COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()]; if (sampler->getSamplerType() == COLLADAFW::Sampler::SAMPLER_TYPE_2D) { const COLLADAFW::UniqueId& ima_uid = sampler->getSourceImage(); if (uid_image_map.find(ima_uid) == uid_image_map.end()) { fprintf(stderr, "Couldn't find an image by UID.\n"); return NULL; } ma->mtex[i] = add_mtex(); ma->mtex[i]->texco = TEXCO_UV; ma->mtex[i]->tex = add_texture("texture"); ma->mtex[i]->tex->type = TEX_IMAGE; ma->mtex[i]->tex->ima = uid_image_map[ima_uid]; index_mtex_map[ctex.getTextureMapId()].push_back(ma->mtex[i]); return ma->mtex[i]; } } /** When this method is called, the writer must write the effect. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeEffect( const COLLADAFW::Effect* effect ) { const COLLADAFW::UniqueId& uid = effect->getUniqueId(); if (uid_effect_map.find(uid) == uid_effect_map.end()) { fprintf(stderr, "Couldn't find a material by UID.\n"); return true; } Material *ma = uid_effect_map[uid]; COLLADAFW::CommonEffectPointerArray common_efs = effect->getCommonEffects(); if (common_efs.getCount() < 1) { fprintf(stderr, " hasn't got s.\n Currently we support only them. \n"); return true; } // XXX TODO: Take all s // Currently only first is supported COLLADAFW::EffectCommon *ef = common_efs[0]; COLLADAFW::EffectCommon::ShaderType shader = ef->getShaderType(); // blinn if (shader == COLLADAFW::EffectCommon::SHADER_BLINN) { ma->spec_shader = MA_SPEC_BLINN; ma->spec = ef->getShininess().getFloatValue(); } // phong else if (shader == COLLADAFW::EffectCommon::SHADER_PHONG) { ma->spec_shader = MA_SPEC_PHONG; ma->spec = ef->getShininess().getFloatValue(); } // lambert else if (shader == COLLADAFW::EffectCommon::SHADER_LAMBERT) { ma->diff_shader = MA_DIFF_LAMBERT; } // default - lambert else { ma->diff_shader = MA_DIFF_LAMBERT; fprintf(stderr, "Current shader type is not supported.\n"); } // reflectivity ma->ray_mirror = ef->getReflectivity().getFloatValue(); // index of refraction ma->ang = ef->getIndexOfRefraction().getFloatValue(); int i = 0; COLLADAFW::Color col; COLLADAFW::Texture ctex; MTex *mtex = NULL; // DIFFUSE // color if (ef->getDiffuse().isColor()) { col = ef->getDiffuse().getColor(); ma->r = col.getRed(); ma->g = col.getGreen(); ma->b = col.getBlue(); } // texture else if (ef->getDiffuse().isTexture()) { ctex = ef->getDiffuse().getTexture(); mtex = create_texture(ef, ctex, ma, i); if (mtex != NULL) { mtex->mapto = MAP_COL; ma->texact = (int)i; i++; } } // AMBIENT // color if (ef->getAmbient().isColor()) { col = ef->getAmbient().getColor(); ma->ambr = col.getRed(); ma->ambg = col.getGreen(); ma->ambb = col.getBlue(); } // texture else if (ef->getAmbient().isTexture()) { ctex = ef->getAmbient().getTexture(); mtex = create_texture(ef, ctex, ma, i); if (mtex != NULL) { mtex->mapto = MAP_AMB; i++; } } // SPECULAR // color if (ef->getSpecular().isColor()) { col = ef->getSpecular().getColor(); ma->specr = col.getRed(); ma->specg = col.getGreen(); ma->specb = col.getBlue(); } // texture else if (ef->getSpecular().isTexture()) { ctex = ef->getSpecular().getTexture(); mtex = create_texture(ef, ctex, ma, i); if (mtex != NULL) { mtex->mapto = MAP_SPEC; i++; } } // REFLECTIVE // color if (ef->getReflective().isColor()) { col = ef->getReflective().getColor(); ma->mirr = col.getRed(); ma->mirg = col.getGreen(); ma->mirb = col.getBlue(); } // texture else if (ef->getReflective().isTexture()) { ctex = ef->getReflective().getTexture(); mtex = create_texture(ef, ctex, ma, i); if (mtex != NULL) { mtex->mapto = MAP_REF; i++; } } // EMISSION // color if (ef->getEmission().isColor()) { // XXX there is no emission color in blender // but I am not sure } // texture else if (ef->getEmission().isTexture()) { ctex = ef->getEmission().getTexture(); mtex = create_texture(ef, ctex, ma, i); if (mtex != NULL) { mtex->mapto = MAP_EMIT; i++; } } return true; } /** When this method is called, the writer must write the camera. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeCamera( const COLLADAFW::Camera* camera ) { //std::string name = camera->getOriginalId(); Camera *cam = (Camera*)add_camera("my_camera"); if (cam != NULL) this->uid_camera_map[camera->getUniqueId()] = cam; else fprintf(stderr, "Cannot create camera. \n"); // XXX import camera options return true; } /** When this method is called, the writer must write the image. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeImage( const COLLADAFW::Image* image ) { const std::string& filepath = image->getImageURI().toNativePath(); Image *ima = BKE_add_image_file((char*)filepath.c_str(), 0); if (ima == NULL) fprintf(stderr, "Cannot create image. \n"); else this->uid_image_map[image->getUniqueId()] = ima; return true; } /** When this method is called, the writer must write the light. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeLight( const COLLADAFW::Light* light ) { //std::string name = light->getOriginalId(); Lamp *lamp = (Lamp*)add_lamp("my_lamp"); COLLADAFW::Light::LightType type = light->getLightType(); switch(type) { case COLLADAFW::Light::AMBIENT_LIGHT: { lamp->type = LA_HEMI; } break; case COLLADAFW::Light::SPOT_LIGHT: { lamp->type = LA_SPOT; } break; case COLLADAFW::Light::DIRECTIONAL_LIGHT: { lamp->type = LA_SUN; } break; case COLLADAFW::Light::POINT_LIGHT: { lamp->type = LA_AREA; } break; case COLLADAFW::Light::UNDEFINED: { fprintf(stderr, "Current lamp type is not supported. \n"); lamp->type = LA_LOCAL; } break; } if (lamp != NULL) this->uid_lamp_map[light->getUniqueId()] = lamp; else fprintf(stderr, "Cannot create lamp. \n"); // XXX import light options*/ return true; } // this function is called only for animations that pass COLLADAFW::validate virtual bool writeAnimation( const COLLADAFW::Animation* anim ) { if (anim->getAnimationType() == COLLADAFW::Animation::ANIMATION_CURVE) { COLLADAFW::AnimationCurve *curve = (COLLADAFW::AnimationCurve*)anim; // I wonder how do we use this (Arystan) size_t dim = curve->getOutDimension(); // XXX Don't know if it's necessary // Should we check outPhysicalDimension? if (curve->getInPhysicalDimension() != COLLADAFW::PHYSICAL_DIMENSION_TIME) { fprintf(stderr, "Inputs physical dimension is not time. \n"); return true; } // a curve can have mixed interpolation type, // in this case curve->getInterpolationTypes returns a list of interpolation types per key COLLADAFW::AnimationCurve::InterpolationType interp = curve->getInterpolationType(); if (interp != COLLADAFW::AnimationCurve::INTERPOLATION_MIXED) { switch (interp) { case COLLADAFW::AnimationCurve::INTERPOLATION_LINEAR: // support this break; case COLLADAFW::AnimationCurve::INTERPOLATION_BEZIER: // and this break; case COLLADAFW::AnimationCurve::INTERPOLATION_CARDINAL: case COLLADAFW::AnimationCurve::INTERPOLATION_HERMITE: case COLLADAFW::AnimationCurve::INTERPOLATION_BSPLINE: case COLLADAFW::AnimationCurve::INTERPOLATION_STEP: fprintf(stderr, "CARDINAL, HERMITE, BSPLINE and STEP anim interpolation types not supported yet.\n"); break; } } else { // not supported yet fprintf(stderr, "MIXED anim interpolation type is not supported yet.\n"); } } else { fprintf(stderr, "FORMULA animation type is not supported yet.\n"); } return true; } // called on post-process stage after writeVisualScenes virtual bool writeAnimationList( const COLLADAFW::AnimationList* anim ) { const COLLADAFW::UniqueId& anim_id = anim->getUniqueId(); // possible in case we cannot interpret some transform if (uid_animated_map.find(anim_id) == uid_animated_map.end()) { return true; } // what does this AnimationList animate? AnimatedTransform& animated = uid_animated_map[anim_id]; const COLLADAFW::AnimationList::AnimationBindings& bindings = anim->getAnimationBindings(); switch (animated.tm->getTransformationType()) { case COLLADAFW::Transformation::TRANSLATE: { for (int i = 0; i < bindings.getCount(); i++) { const COLLADAFW::AnimationList::AnimationBinding& binding = bindings[i]; switch (binding.animationClass) { case COLLADAFW::AnimationList::POSITION_X: break; case COLLADAFW::AnimationList::POSITION_Y: break; case COLLADAFW::AnimationList::POSITION_Z: break; case COLLADAFW::AnimationList::POSITION_XYZ: break; default: fprintf(stderr, "AnimationClass %d is not supported for TRANSLATE transformation.\n", binding.animationClass); } } } break; case COLLADAFW::Transformation::ROTATE: { COLLADAFW::Rotate* rot = (COLLADAFW::Rotate*)animated.tm; COLLADABU::Math::Vector3& axis = rot->getRotationAxis(); for (int i = 0; i < bindings.getCount(); i++) { const COLLADAFW::AnimationList::AnimationBinding& binding = bindings[i]; switch (binding.animationClass) { case COLLADAFW::AnimationList::ANGLE: if (COLLADABU::Math::Vector3::UNIT_X == axis) { } else if (COLLADABU::Math::Vector3::UNIT_Y == axis) { } else if (COLLADABU::Math::Vector3::UNIT_Z == axis) { } break; case COLLADAFW::AnimationList::AXISANGLE: // convert axis-angle to quat? or XYZ? break; default: fprintf(stderr, "AnimationClass %d is not supported for ROTATE transformation.\n", binding.animationClass); } } } break; case COLLADAFW::Transformation::SCALE: // same as for TRANSLATE break; case COLLADAFW::Transformation::MATRIX: case COLLADAFW::Transformation::SKEW: case COLLADAFW::Transformation::LOOKAT: fprintf(stderr, "Animation of MATRIX, SKEW and LOOKAT transformations is not supported yet.\n"); break; } return true; } /** When this method is called, the writer must write the skin controller data. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeSkinControllerData( const COLLADAFW::SkinControllerData* skinControllerData ) { // see COLLADAFW::validate for an example of how to use SkinControllerData return true; } /** When this method is called, the writer must write the controller. @return The writer should return true, if writing succeeded, false otherwise.*/ virtual bool writeController( const COLLADAFW::Controller* controller ) { // if skin controller if (controller->getControllerType() == COLLADAFW::Controller::CONTROLLER_TYPE_SKIN) { return true; } // if morph controller else { return true; } } }; void DocumentImporter::import(bContext *C, const char *filename) { Writer w(C, filename); w.write(); }