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test/source/blender/io/collada/DocumentImporter.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

222 lines
7.4 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "COLLADAFWColor.h"
#include "COLLADAFWController.h"
#include "COLLADAFWEffect.h"
#include "COLLADAFWEffectCommon.h"
#include "COLLADAFWIWriter.h"
#include "COLLADAFWImage.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterial.h"
#include "COLLADAFWMorphController.h"
#include "COLLADAFWSkinController.h"
#include "BKE_constraint.h"
#include "BKE_object.h"
#include "AnimationImporter.h"
#include "ArmatureImporter.h"
#include "ControllerExporter.h"
#include "ImportSettings.h"
#include "MeshImporter.h"
#include "TransformReader.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_light_object(COLLADAFW::InstanceLight *, Scene *);
Object *create_instance_node(Object *, COLLADAFW::Node *, COLLADAFW::Node *, Scene *, bool);
/**
* To create constraints off node <extra> tags. Assumes only constraint data in
* current <extra> with blender profile.
*/
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();
/**
* When this method is called, the writer must write the global document asset.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeGlobalAsset(const COLLADAFW::FileInfo *);
/**
* If the imported file was made with Blender, return the Blender version used,
* otherwise return an empty std::string
*/
std::string get_import_version(const COLLADAFW::FileInfo *asset);
/**
* When this method is called, the writer must write the scene.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeScene(const COLLADAFW::Scene *);
/**
* When this method is called, the writer must write the entire visual scene.
* Return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeVisualScene(const COLLADAFW::VisualScene *);
/**
* 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.
*/
bool writeLibraryNodes(const COLLADAFW::LibraryNodes *);
/**
* This function is called only for animations that pass COLLADAFW::validate.
*/
bool writeAnimation(const COLLADAFW::Animation *);
/**
* Called on post-process stage after writeVisualScenes.
*/
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
/**
* When this method is called, the writer must write the geometry.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeGeometry(const COLLADAFW::Geometry *);
/**
* When this method is called, the writer must write the material.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeMaterial(const COLLADAFW::Material *);
/**
* When this method is called, the writer must write the effect.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeEffect(const COLLADAFW::Effect *);
/**
* When this method is called, the writer must write the camera.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeCamera(const COLLADAFW::Camera *);
/**
* When this method is called, the writer must write the image.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeImage(const COLLADAFW::Image *);
/**
* When this method is called, the writer must write the light.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeLight(const COLLADAFW::Light *);
/**
* When this method is called, the writer must write the skin controller data.
* \return The writer should return true, if writing succeeded, false otherwise.
*/
bool writeSkinControllerData(const COLLADAFW::SkinControllerData *);
/** This is called on post-process, before writeVisualScenes. */
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 existing #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, Light *> uid_light_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);
};