Files
test/source/blender/io/collada/collada_utils.h
Campbell Barton 3933f45f52 Cleanup: move doc-strings to declarations
Move into headers or to the top of the function body for internal
implementation details, in some cases remove duplicate doc-strings.
2025-04-18 22:58:36 +10:00

457 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "COLLADAFWFloatOrDoubleArray.h"
#include "COLLADAFWTypes.h"
#include "COLLADASWColorOrTexture.h"
#include <algorithm>
#include <map>
#include <set>
#include <vector>
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_light_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_customdata_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "RNA_access.hh"
#include "BLI_linklist.h"
#include "BKE_context.hh"
#include "BKE_main.hh"
#include "BKE_node.hh"
#include "BKE_object.hh"
#include "BKE_scene.hh"
#include "BCSampleData.h"
#include "BlenderContext.h"
#include "ExportSettings.h"
#include "collada_internal.h"
constexpr int LIMITTED_PRECISION = 6;
using UidImageMap = std::map<COLLADAFW::UniqueId, Image *>;
using KeyImageMap = std::map<std::string, Image *>;
using TexIndexTextureArrayMap = std::map<COLLADAFW::TextureMapId, std::vector<MTex *>>;
using BCObjectSet = std::set<Object *>;
namespace COLLADAFW {
class Node;
}
class ExtraTags;
extern void bc_update_scene(BlenderContext &blender_context, float ctime);
/* Action helpers */
std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions);
/* Action and Animdata helpers */
/* Return Object's Action or nullptr. */
inline bAction *bc_getSceneObjectAction(Object *ob)
{
return (ob->adt && ob->adt->action) ? ob->adt->action : nullptr;
}
/* Return Light's AnimData or nullptr. */
inline AnimData *bc_getSceneLightAnimData(Object *ob)
{
if (ob->type != OB_LAMP) {
return nullptr;
}
Light *lamp = (Light *)ob->data;
return lamp->adt;
}
/* Return Camera's AnimData or nullptr. */
inline AnimData *bc_getSceneCameraAnimData(Object *ob)
{
if (ob->type != OB_CAMERA) {
return nullptr;
}
const Camera *camera = (const Camera *)ob->data;
return camera->adt;
}
/* Return Material's AnimData or nullptr. */
inline AnimData *bc_getSceneMaterialAnimData(Material *ma)
{
if (ma == nullptr) {
return nullptr;
}
return ma->adt;
}
std::string bc_get_action_id(const std::string &action_name,
const std::string &ob_name,
const std::string &channel_type,
const std::string &axis_name,
const std::string &axis_separator = "_");
extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, unsigned int index);
extern int bc_test_parent_loop(Object *par, Object *ob);
extern bool bc_validateConstraints(bConstraint *con);
bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
extern Object *bc_add_object(
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name);
extern Object *bc_add_armature(COLLADAFW::Node *node,
ExtraTags *node_extra_tags,
Main *bmain,
Scene *scene,
ViewLayer *view_layer,
int type,
const char *name);
extern Mesh *bc_get_mesh_copy(BlenderContext &blender_context,
Object *ob,
BC_export_mesh_type export_mesh_type,
bool apply_modifiers,
bool triangulate);
extern Object *bc_get_assigned_armature(Object *ob);
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
extern const char *bc_CustomData_get_layer_name(const CustomData *data,
eCustomDataType type,
int n);
extern const char *bc_CustomData_get_active_layer_name(const CustomData *data,
eCustomDataType type);
extern void bc_bubble_sort_by_Object_name(LinkNode *export_set);
/**
* Check if a bone is the top most exportable bone in the bone hierarchy.
* When deform_bones_only == false, then only bones with NO parent
* can be root bones. Otherwise the top most deform bones in the hierarchy
* are root bones.
*/
extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only);
extern int bc_get_active_UVLayer(Object *ob);
inline std::string bc_string_after(const std::string &s, const std::string &probe)
{
size_t i = s.rfind(probe);
if (i != std::string::npos) {
return (s.substr(i + probe.length(), s.length() - i));
}
return s;
}
inline std::string bc_string_before(const std::string &s, const std::string &probe)
{
size_t i = s.find(probe);
if (i != std::string::npos) {
return s.substr(0, i);
}
return s;
}
inline bool bc_startswith(std::string const &value, std::string const &starting)
{
if (starting.size() > value.size()) {
return false;
}
return (value.substr(0, starting.size()) == starting);
}
inline bool bc_endswith(const std::string &value, const std::string &ending)
{
if (ending.size() > value.size()) {
return false;
}
return value.compare(value.size() - ending.size(), ending.size(), ending) == 0;
}
#if 0 /* UNUSED */
inline bool bc_endswith(std::string const &value, std::string const &ending)
{
if (ending.size() > value.size()) {
return false;
}
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
}
#endif
extern std::string bc_replace_string(std::string data,
const std::string &pattern,
const std::string &replacement);
extern std::string bc_url_encode(const std::string &data);
/**
* Calculate a re-scale factor such that the imported scene's scale
* is preserved. I.e. 1 meter in the import will also be
* 1 meter in the current scene.
*/
extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene);
extern void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene);
/**
* Convenience function to get only the needed components of a matrix.
*/
extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size);
/**
* Create rotation_quaternion from a delta rotation and a reference quat
*
* Input:
* mat_from: The rotation matrix before rotation
* mat_to : The rotation matrix after rotation
* qref : the quat corresponding to mat_from
*
* Output:
* rot : the calculated result (quaternion).
*/
extern void bc_rotate_from_reference_quat(float quat_to[4],
float quat_from[4],
float mat_to[4][4]);
extern void bc_triangulate_mesh(Mesh *mesh);
/**
* A bone is a leaf when it has no children or all children are not connected.
*/
extern bool bc_is_leaf_bone(Bone *bone);
extern EditBone *bc_get_edit_bone(bArmature *armature, const char *name);
extern int bc_set_layer(int bitfield, int layer, bool enable);
extern int bc_set_layer(int bitfield, int layer);
inline bool bc_in_range(float a, float b, float range)
{
return fabsf(a - b) < range;
}
void bc_copy_m4_farray(float r[4][4], float *a);
void bc_copy_farray_m4(float *r, float a[4][4]);
void bc_copy_darray_m4d(double *r, double a[4][4]);
void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a);
void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double (&a)[4][4]);
void bc_sanitize_v3(double v[3], int precision);
void bc_sanitize_v3(float v[3], int precision);
/**
* Get a custom property when it exists.
* This function is also used to check if a property exists.
*/
extern IDProperty *bc_get_IDProperty(Bone *bone, const std::string &key);
extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value);
/**
* Stores a 4*4 matrix as a custom bone property array of size 16.
*/
extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]);
/**
* Read a custom bone property and convert to float
* Return def if the property does not exist.
*/
extern float bc_get_property(Bone *bone, const std::string &key, float def);
/**
* Get a vector that is stored in 3 custom properties (used in Blender <= 2.78).
*/
extern void bc_get_property_vector(Bone *bone,
const std::string &key,
float val[3],
const float def[3]);
/**
* Read a custom bone property and convert to matrix
* Return true if conversion was successful
*
* Return false if:
* - the property does not exist
* - is not an array of size 16
*/
extern bool bc_get_property_matrix(Bone *bone, const std::string &key, float mat[4][4]);
extern void bc_enable_fcurves(bAction *act, const char *bone_name);
extern bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim);
extern bool bc_is_animated(BCMatrixSampleMap &values);
extern bool bc_has_animations(Scene *sce, LinkNode *export_set);
extern bool bc_has_animations(Object *ob);
extern void bc_add_global_transform(Matrix &to_mat,
const Matrix &from_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Vector &to_vec,
const Vector &from_vec,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Vector &to_vec,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Matrix &to_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_apply_global_transform(Matrix &to_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_apply_global_transform(Vector &to_vec,
const BCMatrix &global_transform,
bool invert = false);
/**
* Check if custom information about bind matrix exists and modify the from_mat
* accordingly.
*
* \note This is old style for Blender <= 2.78 only kept for compatibility.
*/
extern void bc_create_restpose_mat(BCExportSettings &export_settings,
Bone *bone,
float to_mat[4][4],
float from_mat[4][4],
bool use_local_space);
class ColladaBaseNodes {
private:
std::vector<Object *> base_objects;
public:
void add(Object *ob)
{
base_objects.push_back(ob);
}
bool contains(Object *ob)
{
std::vector<Object *>::iterator it = std::find(base_objects.begin(), base_objects.end(), ob);
return (it != base_objects.end());
}
int size()
{
return base_objects.size();
}
Object *get(int index)
{
return base_objects[index];
}
};
class BCPolygonNormalsIndices {
std::vector<unsigned int> normal_indices;
public:
void add_index(unsigned int index)
{
normal_indices.push_back(index);
}
unsigned int operator[](unsigned int i)
{
return normal_indices[i];
}
};
class BoneExtended {
private:
char name[MAXBONENAME];
int chain_length;
bool is_leaf;
float tail[3];
float roll;
std::vector<std::string> bone_collections;
int use_connect;
bool has_custom_tail;
bool has_custom_roll;
public:
/**
* BoneExtended is a helper class needed for the Bone chain finder
* See ArmatureImporter::fix_leaf_bones()
* and ArmatureImporter::connect_bone_chains()
*/
BoneExtended(EditBone *aBone);
void set_name(const char *aName);
char *get_name();
void set_chain_length(int aLength);
int get_chain_length();
void set_leaf_bone(bool state);
bool is_leaf_bone();
void set_bone_collections(std::vector<std::string> bone_collections);
const std::vector<std::string> &get_bone_collections();
void set_roll(float roll);
bool has_roll();
float get_roll();
void set_tail(const float vec[]);
float *get_tail();
bool has_tail();
void set_use_connect(int use_connect);
int get_use_connect();
};
/* a map to store bone extension maps
* std:string : an armature name
* BoneExtended * : a map that contains extra data for bones
*/
using BoneExtensionMap = std::map<std::string, BoneExtended *>;
/*
* A class to organize bone extension data for multiple Armatures.
* this is needed for the case where a Collada file contains 2 or more
* separate armatures.
*/
class BoneExtensionManager {
private:
std::map<std::string, BoneExtensionMap *> extended_bone_maps;
public:
/**
* This method creates a new extension map when needed.
* \note The ~BoneExtensionManager destructor takes care
* to delete the created maps when the manager is removed.
*/
BoneExtensionMap &getExtensionMap(bArmature *armature);
~BoneExtensionManager();
};
void bc_add_default_shader(bContext *C, Material *ma);
bNode *bc_get_master_shader(Material *ma);
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma);
COLLADASW::ColorOrTexture bc_get_emission(Material *ma);
COLLADASW::ColorOrTexture bc_get_ambient(Material *ma);
COLLADASW::ColorOrTexture bc_get_specular(Material *ma);
COLLADASW::ColorOrTexture bc_get_reflective(Material *ma);
double bc_get_reflectivity(Material *ma);
double bc_get_alpha(Material *ma);
double bc_get_ior(Material *ma);
double bc_get_shininess(Material *ma);
bool bc_get_float_from_shader(bNode *shader, double &val, std::string nodeid);
COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader,
std::string nodeid,
const Color &default_color,
bool with_alpha = true);
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a);
COLLADASW::ColorOrTexture bc_get_cot(const Color col, bool with_alpha = true);