Files
test/source/blender/collada/DocumentImporter.cpp
Nathan Letwory 3e8c838a99 Fix [#26012] Import Collada: instance_node incorrectly handled
Reported by David Roy

When <instance_node>s where read, their transformation matrix got overwritten with the transform matrix
of their own node, not taking into account the parent node transformation. Instead of doing
that we now get the parent node transformation matrix and apply it to its own, and prevent
caller from overwriting this new transformation matrix.
2011-03-09 14:16:21 +00:00

1029 lines
31 KiB
C++

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/DocumentImporter.cpp
* \ingroup collada
*/
// TODO:
// * name imported objects
// * import object rotation as euler
#include <string>
#include <map>
#include <algorithm> // sort()
#include "COLLADAFWRoot.h"
#include "COLLADAFWStableHeaders.h"
#include "COLLADAFWColorOrTexture.h"
#include "COLLADAFWIndexList.h"
#include "COLLADAFWMeshPrimitiveWithFaceVertexCount.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWSampler.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWVisualScene.h"
#include "COLLADAFWArrayPrimitiveType.h"
#include "COLLADAFWLibraryNodes.h"
#include "COLLADAFWCamera.h"
#include "COLLADAFWLight.h"
#include "COLLADASaxFWLLoader.h"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_main.h"
#include "BKE_library.h"
#include "BKE_texture.h"
#include "BKE_fcurve.h"
#include "BKE_depsgraph.h"
#include "BLI_path_util.h"
#include "BKE_scene.h"
#include "BKE_global.h"
#include "BKE_material.h"
#include "BKE_utildefines.h"
#include "BKE_image.h"
#include "DNA_camera_types.h"
#include "DNA_lamp_types.h"
#include "RNA_access.h"
#include "MEM_guardedalloc.h"
#include "DocumentImporter.h"
#include "TransformReader.h"
#include "collada_internal.h"
#include "collada_utils.h"
/*
COLLADA Importer limitations:
- no multiple scene import, all objects are added to active scene
*/
// #define COLLADA_DEBUG
// creates empties for each imported bone on layer 2, for debugging
// #define ARMATURE_TEST
/** Class that needs to be implemented by a writer.
IMPORTANT: The write functions are called in arbitrary order.*/
/*
private:
std::string mFilename;
bContext *mContext;
UnitConverter unit_converter;
ArmatureImporter armature_importer;
MeshImporter mesh_importer;
AnimationImporter anim_importer;
std::map<COLLADAFW::UniqueId, Image*> 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, Lamp*> uid_lamp_map;
std::map<Material*, TexIndexTextureArrayMap> material_texture_mapping_map;
std::map<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
// animation
// std::map<COLLADAFW::UniqueId, std::vector<FCurve*> > uid_fcurve_map;
// Nodes don't share AnimationLists (Arystan)
// std::map<COLLADAFW::UniqueId, Animation> uid_animated_map; // AnimationList->uniqueId to AnimatedObject map
//public:
/** Constructor. */
DocumentImporter::DocumentImporter(bContext *C, const char *filename) :
mImportStage(General),
mFilename(filename),
mContext(C),
armature_importer(&unit_converter, &mesh_importer, &anim_importer, CTX_data_scene(C)),
mesh_importer(&unit_converter, &armature_importer, CTX_data_scene(C)),
anim_importer(&unit_converter, &armature_importer, CTX_data_scene(C))
{}
/** Destructor. */
DocumentImporter::~DocumentImporter() {}
bool DocumentImporter::import()
{
/** TODO Add error handler (implement COLLADASaxFWL::IErrorHandler */
COLLADASaxFWL::Loader loader;
COLLADAFW::Root root(&loader, this);
if (!root.loadDocument(mFilename))
return false;
/** TODO set up scene graph and such here */
mImportStage = Controller;
COLLADASaxFWL::Loader loader2;
COLLADAFW::Root root2(&loader2, this);
if (!root2.loadDocument(mFilename))
return false;
return true;
}
void DocumentImporter::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.
}
void DocumentImporter::start(){}
/** This method is called after the last write* method. No other methods will be called after this.*/
void DocumentImporter::finish()
{
if(mImportStage!=General)
return;
/** TODO Break up and put into 2-pass parsing of DAE */
std::vector<const COLLADAFW::VisualScene*>::iterator it;
for (it = vscenes.begin(); it != vscenes.end(); it++) {
PointerRNA sceneptr, unit_settings;
PropertyRNA *system, *scale;
// TODO: create a new scene except the selected <visual_scene> - use current blender scene for it
Scene *sce = CTX_data_scene(mContext);
// for scene unit settings: system, scale_length
RNA_id_pointer_create(&sce->id, &sceneptr);
unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
system = RNA_struct_find_property(&unit_settings, "system");
scale = RNA_struct_find_property(&unit_settings, "scale_length");
switch(unit_converter.isMetricSystem()) {
case UnitConverter::Metric:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_METRIC);
break;
case UnitConverter::Imperial:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_IMPERIAL);
break;
default:
RNA_property_enum_set(&unit_settings, system, USER_UNIT_NONE);
break;
}
RNA_property_float_set(&unit_settings, scale, unit_converter.getLinearMeter());
const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();
for (unsigned int i = 0; i < roots.getCount(); i++) {
write_node(roots[i], NULL, sce, NULL, false);
}
}
armature_importer.make_armatures(mContext);
#if 0
armature_importer.fix_animation();
#endif
for (std::vector<const COLLADAFW::VisualScene*>::iterator it = vscenes.begin(); it != vscenes.end(); it++) {
const COLLADAFW::NodePointerArray& roots = (*it)->getRootNodes();
for (unsigned int i = 0; i < roots.getCount(); i++)
translate_anim_recursive(roots[i],NULL,NULL);
}
if (libnode_ob.size()) {
Scene *sce = CTX_data_scene(mContext);
fprintf(stderr, "got %d library nodes to free\n", (int)libnode_ob.size());
// free all library_nodes
std::vector<Object*>::iterator it;
for (it = libnode_ob.begin(); it != libnode_ob.end(); it++) {
Object *ob = *it;
Base *base = object_in_scene(ob, sce);
if (base) {
BLI_remlink(&sce->base, base);
free_libblock_us(&G.main->object, base->object);
if (sce->basact==base)
sce->basact= NULL;
MEM_freeN(base);
}
}
libnode_ob.clear();
DAG_scene_sort(CTX_data_main(mContext), sce);
DAG_ids_flush_update(CTX_data_main(mContext), 0);
}
}
void DocumentImporter::translate_anim_recursive(COLLADAFW::Node *node, COLLADAFW::Node *par = NULL, Object *parob = NULL)
{
if (par && par->getType() == COLLADAFW::Node::JOINT) {
// par is root if there's no corresp. key in root_map
if (root_map.find(par->getUniqueId()) == root_map.end())
root_map[node->getUniqueId()] = par;
else
root_map[node->getUniqueId()] = root_map[par->getUniqueId()];
}
COLLADAFW::Transformation::TransformationType types[] = {
COLLADAFW::Transformation::ROTATE,
COLLADAFW::Transformation::SCALE,
COLLADAFW::Transformation::TRANSLATE,
COLLADAFW::Transformation::MATRIX
};
unsigned int i;
Object *ob;
for (i = 0; i < 4; i++)
ob = anim_importer.translate_animation(node, object_map, root_map, types[i]);
COLLADAFW::NodePointerArray &children = node->getChildNodes();
for (i = 0; i < children.getCount(); i++) {
translate_anim_recursive(children[i], node, ob);
}
}
/** 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 DocumentImporter::writeGlobalAsset ( const COLLADAFW::FileInfo* asset )
{
unit_converter.read_asset(asset);
return true;
}
/** When this method is called, the writer must write the scene.
@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeScene ( const COLLADAFW::Scene* scene )
{
// XXX could store the scene id, but do nothing for now
return true;
}
Object* DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, Scene *sce)
{
const COLLADAFW::UniqueId& cam_uid = camera->getInstanciatedObjectId();
if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) {
fprintf(stderr, "Couldn't find camera by UID.\n");
return NULL;
}
Object *ob = add_object(sce, OB_CAMERA);
Camera *cam = uid_camera_map[cam_uid];
Camera *old_cam = (Camera*)ob->data;
ob->data = cam;
old_cam->id.us--;
if (old_cam->id.us == 0)
free_libblock(&G.main->camera, old_cam);
return ob;
}
Object* DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
{
const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {
fprintf(stderr, "Couldn't find lamp by UID. \n");
return NULL;
}
Object *ob = add_object(sce, OB_LAMP);
Lamp *la = uid_lamp_map[lamp_uid];
Lamp *old_lamp = (Lamp*)ob->data;
ob->data = la;
old_lamp->id.us--;
if (old_lamp->id.us == 0)
free_libblock(&G.main->lamp, old_lamp);
return ob;
}
Object* DocumentImporter::create_instance_node(Object *source_ob, COLLADAFW::Node *source_node, COLLADAFW::Node *instance_node, Scene *sce, bool is_library_node)
{
Object *obn = copy_object(source_ob);
obn->recalc |= OB_RECALC_OB|OB_RECALC_DATA|OB_RECALC_TIME;
scene_add_base(sce, obn);
if (instance_node) {
anim_importer.read_node_transform(instance_node, obn);
// if we also have a source_node (always ;), take its
// transformation matrix and apply it to the newly instantiated
// object to account for node hierarchy transforms in
// .dae
if(source_node) {
COLLADABU::Math::Matrix4 mat4 = source_node->getTransformationMatrix();
COLLADABU::Math::Matrix4 bmat4 = mat4.transpose(); // transpose to get blender row-major order
float mat[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
mat[i][j] = bmat4[i][j];
}
}
// calc new matrix and apply
mul_m4_m4m4(obn->obmat, mat, obn->obmat);
object_apply_mat4(obn, obn->obmat, 0, 0);
}
}
else {
anim_importer.read_node_transform(source_node, obn);
}
DAG_scene_sort(CTX_data_main(mContext), sce);
DAG_ids_flush_update(CTX_data_main(mContext), 0);
COLLADAFW::NodePointerArray &children = source_node->getChildNodes();
if (children.getCount()) {
for (unsigned int i = 0; i < children.getCount(); i++) {
COLLADAFW::Node *child_node = children[i];
const COLLADAFW::UniqueId& child_id = child_node->getUniqueId();
if (object_map.find(child_id) == object_map.end())
continue;
COLLADAFW::InstanceNodePointerArray &inodes = child_node->getInstanceNodes();
Object *new_child = NULL;
if (inodes.getCount()) { // \todo loop through instance nodes
const COLLADAFW::UniqueId& id = inodes[0]->getInstanciatedObjectId();
new_child = create_instance_node(object_map[id], node_map[id], child_node, sce, is_library_node);
}
else {
new_child = create_instance_node(object_map[child_id], child_node, NULL, sce, is_library_node);
}
bc_set_parent(new_child, obn, mContext, true);
if (is_library_node)
libnode_ob.push_back(new_child);
}
}
// when we have an instance_node, don't return the object, because otherwise
// its correct location gets overwritten in write_node(). Fixes bug #26012.
if(instance_node) return NULL;
else return obn;
}
void DocumentImporter::write_node (COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node)
{
Object *ob = NULL;
bool is_joint = node->getType() == COLLADAFW::Node::JOINT;
if (is_joint) {
armature_importer.add_joint(node, parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT, par);
}
else {
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();
int geom_done = 0;
int camera_done = 0;
int lamp_done = 0;
int controller_done = 0;
int inst_done = 0;
// XXX linking object with the first <instance_geometry>, though a node may have more of them...
// maybe join multiple <instance_...> meshes into 1, and link object with it? not sure...
// <instance_geometry>
while (geom_done < geom.getCount()) {
ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map,
material_texture_mapping_map);
++geom_done;
}
while (camera_done < camera.getCount()) {
ob = create_camera_object(camera[camera_done], sce);
++camera_done;
}
while (lamp_done < lamp.getCount()) {
ob = create_lamp_object(lamp[lamp_done], sce);
++lamp_done;
}
while (controller_done < controller.getCount()) {
COLLADAFW::InstanceGeometry *geom = (COLLADAFW::InstanceGeometry*)controller[controller_done];
ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map);
++controller_done;
}
// XXX instance_node is not supported yet
while (inst_done < inst_node.getCount()) {
const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId();
if (object_map.find(node_id) == object_map.end()) {
fprintf(stderr, "Cannot find node to instanciate.\n");
ob = NULL;
}
else {
Object *source_ob = object_map[node_id];
COLLADAFW::Node *source_node = node_map[node_id];
ob = create_instance_node(source_ob, source_node, node, sce, is_library_node);
}
++inst_done;
}
// if node is empty - create empty object
// XXX empty node may not mean it is empty object, not sure about this
if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) {
ob = add_object(sce, OB_EMPTY);
}
// check if object is not NULL
if (!ob) return;
rename_id(&ob->id, (char*)node->getOriginalId().c_str());
object_map[node->getUniqueId()] = ob;
node_map[node->getUniqueId()] = node;
if (is_library_node)
libnode_ob.push_back(ob);
}
anim_importer.read_node_transform(node, ob); // overwrites location set earlier
if (!is_joint) {
// if par was given make this object child of the previous
if (par && ob)
bc_set_parent(ob, par, mContext);
}
// if node has child nodes write them
COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes();
for (unsigned int i = 0; i < child_nodes.getCount(); i++) {
write_node(child_nodes[i], node, sce, ob, is_library_node);
}
}
/** 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 DocumentImporter::writeVisualScene ( const COLLADAFW::VisualScene* visualScene )
{
if(mImportStage!=General)
return true;
// this method called on post process after writeGeometry, writeMaterial, etc.
// for each <node> in <visual_scene>:
// create an Object
// if Mesh (previously created in writeGeometry) to which <node> corresponds exists, link Object with that mesh
// update: since we cannot link a Mesh with Object in
// writeGeometry because <geometry> does not reference <node>,
// we link Objects with Meshes here
vscenes.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.*/
bool DocumentImporter::writeLibraryNodes ( const COLLADAFW::LibraryNodes* libraryNodes )
{
if(mImportStage!=General)
return true;
Scene *sce = CTX_data_scene(mContext);
const COLLADAFW::NodePointerArray& nodes = libraryNodes->getNodes();
for (unsigned int i = 0; i < nodes.getCount(); i++) {
write_node(nodes[i], NULL, sce, NULL, true);
}
return true;
}
/** When this method is called, the writer must write the geometry.
@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeGeometry ( const COLLADAFW::Geometry* geom )
{
if(mImportStage!=General)
return true;
return mesh_importer.write_geometry(geom);
}
/** When this method is called, the writer must write the material.
@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeMaterial( const COLLADAFW::Material* cmat )
{
if(mImportStage!=General)
return true;
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* DocumentImporter::create_texture(COLLADAFW::EffectCommon *ef, COLLADAFW::Texture &ctex, Material *ma,
int i, TexIndexTextureArrayMap &texindex_texarray_map)
{
COLLADAFW::SamplerPointerArray& samp_array = ef->getSamplerPointerArray();
COLLADAFW::Sampler *sampler = samp_array[ctex.getSamplerId()];
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->imaflag &= ~TEX_USEALPHA;
ma->mtex[i]->tex->ima = uid_image_map[ima_uid];
texindex_texarray_map[ctex.getTextureMapId()].push_back(ma->mtex[i]);
return ma->mtex[i];
}
void DocumentImporter::write_profile_COMMON(COLLADAFW::EffectCommon *ef, Material *ma)
{
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->har = 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;
MTex *mtex = NULL;
TexIndexTextureArrayMap texindex_texarray_map;
// 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()) {
COLLADAFW::Texture ctex = ef->getDiffuse().getTexture();
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
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()) {
COLLADAFW::Texture ctex = ef->getAmbient().getTexture();
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
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()) {
COLLADAFW::Texture ctex = ef->getSpecular().getTexture();
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
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()) {
COLLADAFW::Texture ctex = ef->getReflective().getTexture();
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
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()) {
COLLADAFW::Texture ctex = ef->getEmission().getTexture();
mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
if (mtex != NULL) {
mtex->mapto = MAP_EMIT;
i++;
}
}
// TRANSPARENT
// color
// if (ef->getOpacity().isColor()) {
// // XXX don't know what to do here
// }
// // texture
// else if (ef->getOpacity().isTexture()) {
// ctex = ef->getOpacity().getTexture();
// if (mtex != NULL) mtex->mapto &= MAP_ALPHA;
// else {
// mtex = create_texture(ef, ctex, ma, i, texindex_texarray_map);
// if (mtex != NULL) mtex->mapto = MAP_ALPHA;
// }
// }
material_texture_mapping_map[ma] = texindex_texarray_map;
}
/** When this method is called, the writer must write the effect.
@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeEffect( const COLLADAFW::Effect* effect )
{
if(mImportStage!=General)
return true;
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, "Couldn't find <profile_COMMON>.\n");
return true;
}
// XXX TODO: Take all <profile_common>s
// Currently only first <profile_common> is supported
COLLADAFW::EffectCommon *ef = common_efs[0];
write_profile_COMMON(ef, ma);
return true;
}
/** When this method is called, the writer must write the camera.
@return The writer should return true, if writing succeeded, false otherwise.*/
bool DocumentImporter::writeCamera( const COLLADAFW::Camera* camera )
{
if(mImportStage!=General)
return true;
Camera *cam = NULL;
std::string cam_id, cam_name;
cam_id = camera->getOriginalId();
cam_name = camera->getName();
if (cam_name.size()) cam = (Camera*)add_camera((char*)cam_name.c_str());
else cam = (Camera*)add_camera((char*)cam_id.c_str());
if (!cam) {
fprintf(stderr, "Cannot create camera. \n");
return true;
}
cam->clipsta = camera->getNearClippingPlane().getValue();
cam->clipend = camera->getFarClippingPlane().getValue();
COLLADAFW::Camera::CameraType type = camera->getCameraType();
switch(type) {
case COLLADAFW::Camera::ORTHOGRAPHIC:
{
cam->type = CAM_ORTHO;
}
break;
case COLLADAFW::Camera::PERSPECTIVE:
{
cam->type = CAM_PERSP;
}
break;
case COLLADAFW::Camera::UNDEFINED_CAMERATYPE:
{
fprintf(stderr, "Current camera type is not supported. \n");
cam->type = CAM_PERSP;
}
break;
}
switch(camera->getDescriptionType()) {
case COLLADAFW::Camera::ASPECTRATIO_AND_Y:
{
switch(cam->type) {
case CAM_ORTHO:
{
double ymag = camera->getYMag().getValue();
double aspect = camera->getAspectRatio().getValue();
double xmag = aspect*ymag;
cam->ortho_scale = (float)xmag;
}
break;
case CAM_PERSP:
default:
{
double yfov = camera->getYFov().getValue();
double aspect = camera->getAspectRatio().getValue();
double xfov = aspect*yfov;
// xfov is in degrees, cam->lens is in millimiters
cam->lens = angle_to_lens((float)xfov*(M_PI/180.0f));
}
break;
}
}
break;
/* XXX correct way to do following four is probably to get also render
size and determine proper settings from that somehow */
case COLLADAFW::Camera::ASPECTRATIO_AND_X:
case COLLADAFW::Camera::SINGLE_X:
case COLLADAFW::Camera::X_AND_Y:
{
switch(cam->type) {
case CAM_ORTHO:
cam->ortho_scale = (float)camera->getXMag().getValue();
break;
case CAM_PERSP:
default:
{
double x = camera->getXFov().getValue();
// x is in degrees, cam->lens is in millimiters
cam->lens = angle_to_lens((float)x*(M_PI/180.0f));
}
break;
}
}
break;
case COLLADAFW::Camera::SINGLE_Y:
{
switch(cam->type) {
case CAM_ORTHO:
cam->ortho_scale = (float)camera->getYMag().getValue();
break;
case CAM_PERSP:
default:
{
double yfov = camera->getYFov().getValue();
// yfov is in degrees, cam->lens is in millimiters
cam->lens = angle_to_lens((float)yfov*(M_PI/180.0f));
}
break;
}
}
break;
case COLLADAFW::Camera::UNDEFINED:
// read nothing, use blender defaults.
break;
}
this->uid_camera_map[camera->getUniqueId()] = cam;
// 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.*/
bool DocumentImporter::writeImage( const COLLADAFW::Image* image )
{
if(mImportStage!=General)
return true;
// XXX maybe it is necessary to check if the path is absolute or relative
const std::string& filepath = image->getImageURI().toNativePath();
const char *filename = (const char*)mFilename.c_str();
char dir[FILE_MAX];
char full_path[FILE_MAX];
BLI_split_dirfile(filename, dir, NULL);
BLI_join_dirfile(full_path, sizeof(full_path), dir, filepath.c_str());
Image *ima = BKE_add_image_file(full_path);
if (!ima) {
fprintf(stderr, "Cannot create image. \n");
return true;
}
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.*/
bool DocumentImporter::writeLight( const COLLADAFW::Light* light )
{
if(mImportStage!=General)
return true;
Lamp *lamp = NULL;
std::string la_id, la_name;
la_id = light->getOriginalId();
la_name = light->getName();
if (la_name.size()) lamp = (Lamp*)add_lamp((char*)la_name.c_str());
else lamp = (Lamp*)add_lamp((char*)la_id.c_str());
if (!lamp) {
fprintf(stderr, "Cannot create lamp. \n");
return true;
}
if (light->getColor().isValid()) {
COLLADAFW::Color col = light->getColor();
lamp->r = col.getRed();
lamp->g = col.getGreen();
lamp->b = col.getBlue();
}
float constatt = light->getConstantAttenuation().getValue();
float linatt = light->getLinearAttenuation().getValue();
float quadatt = light->getQuadraticAttenuation().getValue();
float d = 25.0f;
float att1 = 0.0f;
float att2 = 0.0f;
float e = 1.0f/constatt;
/* NOTE: We assume for now that inv square is used for quadratic light
* and inv linear for linear light. Exported blender lin/quad weighted
* most likely will result in wrong import. */
/* quadratic light */
if(IS_EQ(linatt, 0.0f) && quadatt > 0.0f) {
//quadatt = att2/(d*d*(e*2));
float invquadatt = 1.0f/quadatt;
float d2 = invquadatt / (2 * e);
d = sqrtf(d2);
}
// linear light
else if(IS_EQ(quadatt, 0.0f) && linatt > 0.0f) {
//linatt = att1/(d*e);
float invlinatt = 1.0f/linatt;
d = invlinatt / e;
} else {
printf("no linear nor quad light, using defaults for attenuation, import will be incorrect: Lamp %s\n", lamp->id.name);
att2 = 1.0f;
}
lamp->dist = d;
lamp->energy = e;
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;
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
lamp->att1 = att1;
lamp->att2 = att2;
lamp->spotsize = light->getFallOffAngle().getValue();
lamp->spotblend = light->getFallOffExponent().getValue();
}
break;
case COLLADAFW::Light::DIRECTIONAL_LIGHT:
{
lamp->type = LA_SUN;
}
break;
case COLLADAFW::Light::POINT_LIGHT:
{
lamp->type = LA_LOCAL;
lamp->falloff_type = LA_FALLOFF_INVSQUARE;
lamp->att1 = att1;
lamp->att2 = att2;
}
break;
case COLLADAFW::Light::UNDEFINED:
{
fprintf(stderr, "Current lamp type is not supported. \n");
lamp->type = LA_LOCAL;
}
break;
}
this->uid_lamp_map[light->getUniqueId()] = lamp;
return true;
}
// this function is called only for animations that pass COLLADAFW::validate
bool DocumentImporter::writeAnimation( const COLLADAFW::Animation* anim )
{
if(mImportStage!=General)
return true;
// return true;
return anim_importer.write_animation(anim);
}
// called on post-process stage after writeVisualScenes
bool DocumentImporter::writeAnimationList( const COLLADAFW::AnimationList* animationList )
{
if(mImportStage!=General)
return true;
// return true;
return anim_importer.write_animation_list(animationList);
}
/** 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 DocumentImporter::writeSkinControllerData( const COLLADAFW::SkinControllerData* skin )
{
return armature_importer.write_skin_controller_data(skin);
}
// this is called on postprocess, before writeVisualScenes
bool DocumentImporter::writeController( const COLLADAFW::Controller* controller )
{
if(mImportStage!=General)
return true;
return armature_importer.write_controller(controller);
}
bool DocumentImporter::writeFormulas( const COLLADAFW::Formulas* formulas )
{
return true;
}
bool DocumentImporter::writeKinematicsScene( const COLLADAFW::KinematicsScene* kinematicsScene )
{
return true;
}