Files
test/source/blender/io/collada/GeometryExporter.cpp
Hans Goudey 19001c9e6c Cleanup: Move attribute domain enum to C++ header, use enum class
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
2023-12-20 13:25:28 -05:00

707 lines
22 KiB
C++

/* SPDX-FileCopyrightText: 2010-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#include <sstream>
#include "COLLADABUUtils.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWSource.h"
#include "COLLADASWVertices.h"
#include "GeometryExporter.h"
#include "DNA_meshdata_types.h"
#include "BLI_math_vector_types.hh"
#include "BLI_utildefines.h"
#include "BKE_attribute.hh"
#include "BKE_customdata.hh"
#include "BKE_global.h"
#include "BKE_lib_id.h"
#include "BKE_material.h"
#include "BKE_mesh.hh"
#include "collada_internal.h"
#include "collada_utils.h"
using blender::float3;
using blender::Span;
void GeometryExporter::exportGeom()
{
Scene *sce = blender_context.get_scene();
openLibrary();
GeometryFunctor gf;
gf.forEachMeshObjectInExportSet<GeometryExporter>(
sce, *this, this->export_settings.get_export_set());
closeLibrary();
}
void GeometryExporter::operator()(Object *ob)
{
bool use_instantiation = this->export_settings.get_use_object_instantiation();
Mesh *mesh = bc_get_mesh_copy(blender_context,
ob,
this->export_settings.get_export_mesh_type(),
this->export_settings.get_apply_modifiers(),
this->export_settings.get_triangulate());
std::string geom_id = get_geometry_id(ob, use_instantiation);
std::vector<Normal> nor;
std::vector<BCPolygonNormalsIndices> norind;
/* Skip if linked geometry was already exported from another reference */
if (use_instantiation && exportedGeometry.find(geom_id) != exportedGeometry.end()) {
return;
}
std::string geom_name = (use_instantiation) ? id_name(ob->data) : id_name(ob);
geom_name = encode_xml(geom_name);
exportedGeometry.insert(geom_id);
bool has_color = bool(CustomData_has_layer(&mesh->fdata_legacy, CD_MCOL));
create_normals(nor, norind, mesh);
/* openMesh(geoId, geoName, meshId) */
openMesh(geom_id, geom_name);
/* writes <source> for vertex coords */
createVertsSource(geom_id, mesh);
/* writes <source> for normal coords */
createNormalsSource(geom_id, mesh, nor);
bool has_uvs = bool(CustomData_has_layer(&mesh->corner_data, CD_PROP_FLOAT2));
/* writes <source> for uv coords if mesh has uv coords */
if (has_uvs) {
createTexcoordsSource(geom_id, mesh);
}
if (has_color) {
createVertexColorSource(geom_id, mesh);
}
/* <vertices> */
COLLADASW::Vertices verts(mSW);
verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
COLLADASW::InputList &input_list = verts.getInputList();
COLLADASW::Input input(COLLADASW::InputSemantic::POSITION,
getUrlBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
input_list.push_back(input);
verts.add();
createLooseEdgeList(ob, mesh, geom_id);
/* Only create poly-lists if number of faces > 0. */
if (mesh->totface_legacy > 0) {
/* XXX slow */
if (ob->totcol) {
for (int a = 0; a < ob->totcol; a++) {
create_mesh_primitive_list(a, has_uvs, has_color, ob, mesh, geom_id, norind);
}
}
else {
create_mesh_primitive_list(0, has_uvs, has_color, ob, mesh, geom_id, norind);
}
}
closeMesh();
closeGeometry();
if (this->export_settings.get_include_shapekeys()) {
Key *key = BKE_key_from_object(ob);
if (key) {
blender::MutableSpan<float3> positions = mesh->vert_positions_for_write();
KeyBlock *kb = (KeyBlock *)key->block.first;
/* skip the basis */
kb = kb->next;
for (; kb; kb = kb->next) {
BKE_keyblock_convert_to_mesh(
kb, reinterpret_cast<float(*)[3]>(positions.data()), mesh->verts_num);
export_key_mesh(ob, mesh, kb);
}
}
}
BKE_id_free(nullptr, mesh);
}
void GeometryExporter::export_key_mesh(Object *ob, Mesh *mesh, KeyBlock *kb)
{
std::string geom_id = get_geometry_id(ob, false) + "_morph_" + translate_id(kb->name);
std::vector<Normal> nor;
std::vector<BCPolygonNormalsIndices> norind;
if (exportedGeometry.find(geom_id) != exportedGeometry.end()) {
return;
}
std::string geom_name = kb->name;
exportedGeometry.insert(geom_id);
bool has_color = bool(CustomData_has_layer(&mesh->fdata_legacy, CD_MCOL));
create_normals(nor, norind, mesh);
// openMesh(geoId, geoName, meshId)
openMesh(geom_id, geom_name);
/* writes <source> for vertex coords */
createVertsSource(geom_id, mesh);
/* writes <source> for normal coords */
createNormalsSource(geom_id, mesh, nor);
bool has_uvs = bool(CustomData_has_layer(&mesh->corner_data, CD_PROP_FLOAT2));
/* writes <source> for uv coords if mesh has uv coords */
if (has_uvs) {
createTexcoordsSource(geom_id, mesh);
}
if (has_color) {
createVertexColorSource(geom_id, mesh);
}
/* <vertices> */
COLLADASW::Vertices verts(mSW);
verts.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX));
COLLADASW::InputList &input_list = verts.getInputList();
COLLADASW::Input input(COLLADASW::InputSemantic::POSITION,
getUrlBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
input_list.push_back(input);
verts.add();
// createLooseEdgeList(ob, mesh, geom_id, norind);
/* XXX slow */
if (ob->totcol) {
for (int a = 0; a < ob->totcol; a++) {
create_mesh_primitive_list(a, has_uvs, has_color, ob, mesh, geom_id, norind);
}
}
else {
create_mesh_primitive_list(0, has_uvs, has_color, ob, mesh, geom_id, norind);
}
closeMesh();
closeGeometry();
}
void GeometryExporter::createLooseEdgeList(Object *ob, Mesh *mesh, std::string &geom_id)
{
using namespace blender;
const Span<int2> edges = mesh->edges();
int edges_in_linelist = 0;
std::vector<uint> edge_list;
int index;
/* Find all loose edges in Mesh
* and save vertex indices in edge_list */
const bke::LooseEdgeCache &loose_edges = mesh->loose_edges();
if (loose_edges.count > 0) {
for (const int64_t i : edges.index_range()) {
if (loose_edges.is_loose_bits[i]) {
const int2 &edge = edges[i];
edges_in_linelist += 1;
edge_list.push_back(edge[0]);
edge_list.push_back(edge[1]);
}
}
}
if (edges_in_linelist > 0) {
/* Create the list of loose edges */
COLLADASW::Lines lines(mSW);
lines.setCount(edges_in_linelist);
COLLADASW::InputList &til = lines.getInputList();
/* creates <input> in <lines> for vertices */
COLLADASW::Input input1(COLLADASW::InputSemantic::VERTEX,
getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX),
0);
til.push_back(input1);
lines.prepareToAppendValues();
for (index = 0; index < edges_in_linelist; index++) {
lines.appendValues(edge_list[2 * index + 1]);
lines.appendValues(edge_list[2 * index]);
}
lines.finish();
}
}
static void prepareToAppendValues(bool is_triangulated,
COLLADASW::PrimitivesBase &primitive_list,
std::vector<ulong> &vcount_list)
{
/* performs the actual writing */
if (is_triangulated) {
((COLLADASW::Triangles &)primitive_list).prepareToAppendValues();
}
else {
/* sets <vcount> */
primitive_list.setVCountList(vcount_list);
((COLLADASW::Polylist &)primitive_list).prepareToAppendValues();
}
}
static void finish_and_delete_primitive_List(bool is_triangulated,
COLLADASW::PrimitivesBase *primitive_list)
{
if (is_triangulated) {
((COLLADASW::Triangles *)primitive_list)->finish();
}
else {
((COLLADASW::Polylist *)primitive_list)->finish();
}
delete primitive_list;
}
static COLLADASW::PrimitivesBase *create_primitive_list(bool is_triangulated,
COLLADASW::StreamWriter *mSW)
{
COLLADASW::PrimitivesBase *primitive_list;
if (is_triangulated) {
primitive_list = new COLLADASW::Triangles(mSW);
}
else {
primitive_list = new COLLADASW::Polylist(mSW);
}
return primitive_list;
}
static bool collect_vertex_counts_per_poly(Mesh *mesh,
int material_index,
std::vector<ulong> &vcount_list)
{
using namespace blender;
const blender::OffsetIndices faces = mesh->faces();
const blender::bke::AttributeAccessor attributes = mesh->attributes();
const blender::VArray<int> material_indices = *attributes.lookup_or_default<int>(
"material_index", bke::AttrDomain::Face, 0);
bool is_triangulated = true;
/* Expecting that the material index is always 0 if the mesh has no materials assigned */
for (const int i : faces.index_range()) {
if (material_indices[i] == material_index) {
const int vertex_count = faces[i].size();
vcount_list.push_back(vertex_count);
if (vertex_count != 3) {
is_triangulated = false;
}
}
}
return is_triangulated;
}
std::string GeometryExporter::makeVertexColorSourceId(std::string &geom_id, const char *layer_name)
{
std::string result = getIdBySemantics(geom_id, COLLADASW::InputSemantic::COLOR) + "-" +
layer_name;
return result;
}
void GeometryExporter::create_mesh_primitive_list(short material_index,
bool has_uvs,
bool has_color,
Object *ob,
Mesh *mesh,
std::string &geom_id,
std::vector<BCPolygonNormalsIndices> &norind)
{
using namespace blender;
const blender::OffsetIndices faces = mesh->faces();
const Span<int> corner_verts = mesh->corner_verts();
std::vector<ulong> vcount_list;
bool is_triangulated = collect_vertex_counts_per_poly(mesh, material_index, vcount_list);
int polygon_count = vcount_list.size();
/* no faces using this material */
if (polygon_count == 0) {
fprintf(
stderr, "%s: material with index %d is not used.\n", id_name(ob).c_str(), material_index);
return;
}
Material *ma = ob->totcol ? BKE_object_material_get(ob, material_index + 1) : nullptr;
COLLADASW::PrimitivesBase *primitive_list = create_primitive_list(is_triangulated, mSW);
/* sets count attribute in `<polylist>`. */
primitive_list->setCount(polygon_count);
/* sets material name */
if (ma) {
std::string material_id = get_material_id(ma);
std::ostringstream ostr;
ostr << translate_id(material_id);
primitive_list->setMaterial(ostr.str());
}
COLLADASW::Input vertex_input(COLLADASW::InputSemantic::VERTEX,
getUrlBySemantics(geom_id, COLLADASW::InputSemantic::VERTEX),
0);
COLLADASW::Input normals_input(COLLADASW::InputSemantic::NORMAL,
getUrlBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL),
1);
COLLADASW::InputList &til = primitive_list->getInputList();
til.push_back(vertex_input);
til.push_back(normals_input);
/* if mesh has uv coords writes <input> for TEXCOORD */
int num_layers = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_FLOAT2);
int active_uv = CustomData_get_active_layer(&mesh->corner_data, CD_PROP_FLOAT2);
for (int i = 0; i < num_layers; i++) {
if (!this->export_settings.get_active_uv_only() || i == active_uv) {
// char *name = CustomData_get_layer_name(&mesh->ldata, CD_PROP_FLOAT2, i);
COLLADASW::Input texcoord_input(
COLLADASW::InputSemantic::TEXCOORD,
makeUrl(makeTexcoordSourceId(geom_id, i, this->export_settings.get_active_uv_only())),
2, /* this is only until we have optimized UV sets */
this->export_settings.get_active_uv_only() ? 0 : i /* set (0,1,2,...) */
);
til.push_back(texcoord_input);
}
}
int totlayer_mcol = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_BYTE_COLOR);
if (totlayer_mcol > 0) {
int map_index = 0;
for (int a = 0; a < totlayer_mcol; a++) {
const char *layer_name = bc_CustomData_get_layer_name(
&mesh->corner_data, CD_PROP_BYTE_COLOR, a);
COLLADASW::Input input4(COLLADASW::InputSemantic::COLOR,
makeUrl(makeVertexColorSourceId(geom_id, layer_name)),
(has_uvs) ? 3 : 2, /* all color layers have same index order */
map_index /* set number equals color map index */
);
til.push_back(input4);
map_index++;
}
}
/* performs the actual writing */
prepareToAppendValues(is_triangulated, *primitive_list, vcount_list);
const blender::bke::AttributeAccessor attributes = mesh->attributes();
const blender::VArray<int> material_indices = *attributes.lookup_or_default<int>(
"material_index", bke::AttrDomain::Face, 0);
/* <p> */
int texindex = 0;
for (const int i : faces.index_range()) {
const blender::IndexRange poly = faces[i];
int loop_count = poly.size();
if (material_indices[i] == material_index) {
BCPolygonNormalsIndices normal_indices = norind[i];
for (int j = 0; j < loop_count; j++) {
const int vert = corner_verts[poly[j]];
primitive_list->appendValues(vert);
primitive_list->appendValues(normal_indices[j]);
if (has_uvs) {
primitive_list->appendValues(texindex + j);
}
if (has_color) {
primitive_list->appendValues(texindex + j);
}
}
}
texindex += loop_count;
}
finish_and_delete_primitive_List(is_triangulated, primitive_list);
}
void GeometryExporter::createVertsSource(std::string geom_id, Mesh *mesh)
{
const Span<float3> positions = mesh->vert_positions();
COLLADASW::FloatSourceF source(mSW);
source.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::POSITION));
source.setArrayId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::POSITION) +
ARRAY_ID_SUFFIX);
source.setAccessorCount(positions.size());
source.setAccessorStride(3);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("X");
param.push_back("Y");
param.push_back("Z");
/* main function, it creates <source id = "">, <float_array id = ""
* count = ""> */
source.prepareToAppendValues();
/* appends data to <float_array> */
for (const int i : positions.index_range()) {
Vector co;
if (export_settings.get_apply_global_orientation()) {
float co_c[3];
copy_v3_v3(co_c, positions[i]);
bc_add_global_transform(co, co_c, export_settings.get_global_transform());
}
else {
copy_v3_v3(co, positions[i]);
}
source.appendValues(co[0], co[1], co[2]);
}
source.finish();
}
void GeometryExporter::createVertexColorSource(std::string geom_id, Mesh *mesh)
{
/* Find number of vertex color layers */
int totlayer_mcol = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_BYTE_COLOR);
if (totlayer_mcol == 0) {
return;
}
int map_index = 0;
for (int a = 0; a < totlayer_mcol; a++) {
map_index++;
const MLoopCol *mloopcol = (const MLoopCol *)CustomData_get_layer_n(
&mesh->corner_data, CD_PROP_BYTE_COLOR, a);
COLLADASW::FloatSourceF source(mSW);
const char *layer_name = bc_CustomData_get_layer_name(
&mesh->corner_data, CD_PROP_BYTE_COLOR, a);
std::string layer_id = makeVertexColorSourceId(geom_id, layer_name);
source.setId(layer_id);
source.setNodeName(layer_name);
source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(mesh->corners_num);
source.setAccessorStride(4);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("R");
param.push_back("G");
param.push_back("B");
param.push_back("A");
source.prepareToAppendValues();
const blender::OffsetIndices faces = mesh->faces();
for (const int i : faces.index_range()) {
for (const int corner : faces[i]) {
const MLoopCol *mlc = &mloopcol[corner];
source.appendValues(mlc->r / 255.0f, mlc->g / 255.0f, mlc->b / 255.0f, mlc->a / 255.0f);
}
}
source.finish();
}
}
std::string GeometryExporter::makeTexcoordSourceId(std::string &geom_id,
int layer_index,
bool is_single_layer)
{
char suffix[20];
if (is_single_layer) {
suffix[0] = '\0';
}
else {
SNPRINTF(suffix, "-%d", layer_index);
}
return getIdBySemantics(geom_id, COLLADASW::InputSemantic::TEXCOORD) + suffix;
}
void GeometryExporter::createTexcoordsSource(std::string geom_id, Mesh *mesh)
{
int totuv = mesh->corners_num;
const blender::OffsetIndices faces = mesh->faces();
int num_layers = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_FLOAT2);
/* write <source> for each layer
* each <source> will get id like meshName + "map-channel-1" */
int active_uv_index = CustomData_get_active_layer_index(&mesh->corner_data, CD_PROP_FLOAT2);
for (int a = 0; a < num_layers; a++) {
int layer_index = CustomData_get_layer_index_n(&mesh->corner_data, CD_PROP_FLOAT2, a);
if (!this->export_settings.get_active_uv_only() || layer_index == active_uv_index) {
const blender::float2 *uv_map = static_cast<const blender::float2 *>(
CustomData_get_layer_n(&mesh->corner_data, CD_PROP_FLOAT2, a));
COLLADASW::FloatSourceF source(mSW);
std::string layer_id = makeTexcoordSourceId(
geom_id, a, this->export_settings.get_active_uv_only());
source.setId(layer_id);
source.setArrayId(layer_id + ARRAY_ID_SUFFIX);
source.setAccessorCount(totuv);
source.setAccessorStride(2);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("S");
param.push_back("T");
source.prepareToAppendValues();
for (const int i : faces.index_range()) {
for (const int corner : faces[i]) {
source.appendValues(uv_map[corner][0], uv_map[corner][1]);
}
}
source.finish();
}
}
}
bool operator<(const Normal &a, const Normal &b)
{
/* Only needed to sort normal vectors and find() them later in a map. */
return a.x < b.x || (a.x == b.x && (a.y < b.y || (a.y == b.y && a.z < b.z)));
}
void GeometryExporter::createNormalsSource(std::string geom_id,
Mesh *mesh,
std::vector<Normal> &nor)
{
COLLADASW::FloatSourceF source(mSW);
source.setId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL));
source.setArrayId(getIdBySemantics(geom_id, COLLADASW::InputSemantic::NORMAL) + ARRAY_ID_SUFFIX);
source.setAccessorCount(ulong(nor.size()));
source.setAccessorStride(3);
COLLADASW::SourceBase::ParameterNameList &param = source.getParameterNameList();
param.push_back("X");
param.push_back("Y");
param.push_back("Z");
source.prepareToAppendValues();
std::vector<Normal>::iterator it;
for (it = nor.begin(); it != nor.end(); it++) {
Normal &n = *it;
Vector no{n.x, n.y, n.z};
if (export_settings.get_apply_global_orientation()) {
bc_add_global_transform(no, export_settings.get_global_transform());
}
source.appendValues(no[0], no[1], no[2]);
}
source.finish();
}
void GeometryExporter::create_normals(std::vector<Normal> &normals,
std::vector<BCPolygonNormalsIndices> &polygons_normals,
Mesh *mesh)
{
using namespace blender;
std::map<Normal, uint> shared_normal_indices;
int last_normal_index = -1;
const Span<float3> positions = mesh->vert_positions();
const Span<float3> vert_normals = mesh->vert_normals();
const blender::OffsetIndices faces = mesh->faces();
const Span<int> corner_verts = mesh->corner_verts();
const bke::AttributeAccessor attributes = mesh->attributes();
const VArray<bool> sharp_faces = *attributes.lookup_or_default<bool>(
"sharp_face", bke::AttrDomain::Face, false);
blender::Span<blender::float3> corner_normals;
if (mesh->normals_domain() == blender::bke::MeshNormalDomain::Corner) {
corner_normals = mesh->corner_normals();
}
for (const int face_index : faces.index_range()) {
const IndexRange face = faces[face_index];
bool use_vert_normals = !corner_normals.is_empty() || !sharp_faces[face_index];
if (!use_vert_normals) {
/* For flat faces use face normal as vertex normal: */
const float3 vector = blender::bke::mesh::face_normal_calc(positions,
corner_verts.slice(face));
Normal n = {vector[0], vector[1], vector[2]};
normals.push_back(n);
last_normal_index++;
}
BCPolygonNormalsIndices poly_indices;
for (const int corner : face) {
if (use_vert_normals) {
float normalized[3];
if (!corner_normals.is_empty()) {
normalize_v3_v3(normalized, corner_normals[corner]);
}
else {
copy_v3_v3(normalized, vert_normals[corner_verts[corner]]);
normalize_v3(normalized);
}
Normal n = {normalized[0], normalized[1], normalized[2]};
if (shared_normal_indices.find(n) != shared_normal_indices.end()) {
poly_indices.add_index(shared_normal_indices[n]);
}
else {
last_normal_index++;
poly_indices.add_index(last_normal_index);
shared_normal_indices[n] = last_normal_index;
normals.push_back(n);
}
}
else {
poly_indices.add_index(last_normal_index);
}
}
polygons_normals.push_back(poly_indices);
}
}
std::string GeometryExporter::getIdBySemantics(std::string geom_id,
COLLADASW::InputSemantic::Semantics type,
std::string other_suffix)
{
return geom_id + getSuffixBySemantic(type) + other_suffix;
}
COLLADASW::URI GeometryExporter::getUrlBySemantics(std::string geom_id,
COLLADASW::InputSemantic::Semantics type,
std::string other_suffix)
{
std::string id(getIdBySemantics(geom_id, type, other_suffix));
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
}
COLLADASW::URI GeometryExporter::makeUrl(std::string id)
{
return COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, id);
}