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.
320 lines
9.0 KiB
C++
320 lines
9.0 KiB
C++
/* SPDX-FileCopyrightText: 2009-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#include <algorithm> /* std::find */
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#include <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <vector>
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#include "COLLADASWAsset.h"
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#include "COLLADASWBaseInputElement.h"
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#include "COLLADASWBindMaterial.h"
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#include "COLLADASWCamera.h"
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#include "COLLADASWColorOrTexture.h"
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#include "COLLADASWConstants.h"
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#include "COLLADASWEffectProfile.h"
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#include "COLLADASWImage.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWInstanceCamera.h"
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#include "COLLADASWInstanceController.h"
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#include "COLLADASWInstanceGeometry.h"
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#include "COLLADASWInstanceLight.h"
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#include "COLLADASWInstanceNode.h"
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#include "COLLADASWLibraryAnimations.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWLibraryEffects.h"
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#include "COLLADASWLibraryImages.h"
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#include "COLLADASWLibraryMaterials.h"
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#include "COLLADASWLibraryVisualScenes.h"
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#include "COLLADASWNode.h"
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#include "COLLADASWParamBase.h"
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#include "COLLADASWParamTemplate.h"
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#include "COLLADASWPrimitves.h"
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#include "COLLADASWSampler.h"
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#include "COLLADASWScene.h"
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#include "COLLADASWSource.h"
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#include "COLLADASWSurfaceInitOption.h"
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#include "COLLADASWTechnique.h"
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#include "COLLADASWTexture.h"
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#include "COLLADASWVertices.h"
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#include "MEM_guardedalloc.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_collection_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_image_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_userdef_types.h"
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#include "BLI_fileops.h"
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#include "BLI_listbase.h"
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#include "BLI_path_util.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h" /* pose functions */
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#include "BKE_animsys.h"
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#include "BKE_appdir.h"
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#include "BKE_armature.h"
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#include "BKE_blender_version.h"
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#include "BKE_customdata.h"
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#include "BKE_fcurve.h"
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#include "BKE_global.h"
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#include "BKE_image.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_object.h"
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#include "BKE_scene.h"
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#include "ED_keyframing.hh"
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#ifdef WITH_BUILDINFO
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extern "C" char build_commit_date[];
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extern "C" char build_commit_time[];
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extern "C" char build_hash[];
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#endif
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#include "RNA_access.hh"
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#include "DocumentExporter.h"
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#include "collada_internal.h"
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#include "collada_utils.h"
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/* can probably go after refactor is complete */
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#include "InstanceWriter.h"
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#include "TransformWriter.h"
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#include "AnimationExporter.h"
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#include "ArmatureExporter.h"
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#include "CameraExporter.h"
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#include "ControllerExporter.h"
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#include "EffectExporter.h"
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#include "GeometryExporter.h"
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#include "ImageExporter.h"
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#include "LightExporter.h"
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#include "MaterialExporter.h"
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#include "SceneExporter.h"
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#include <cerrno>
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const char *bc_CustomData_get_layer_name(const CustomData *data, const eCustomDataType type, int n)
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{
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int layer_index = CustomData_get_layer_index(data, type);
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if (layer_index < 0) {
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return nullptr;
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}
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return data->layers[layer_index + n].name;
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}
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const char *bc_CustomData_get_active_layer_name(const CustomData *data, const eCustomDataType type)
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{
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/* get the layer index of the active layer of type */
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int layer_index = CustomData_get_active_layer_index(data, type);
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if (layer_index < 0) {
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return nullptr;
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}
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return data->layers[layer_index].name;
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}
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DocumentExporter::DocumentExporter(BlenderContext &blender_context,
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ExportSettings *export_settings)
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: blender_context(blender_context),
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export_settings(BCExportSettings(export_settings, blender_context))
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{
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}
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static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
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{
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char tempfile[FILE_MAX];
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if (name == nullptr) {
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name = "untitled";
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}
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BLI_path_join(tempfile, sizeof(tempfile), BKE_tempdir_session(), name);
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if (extension) {
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BLI_path_extension_ensure(tempfile, FILE_MAX, extension);
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}
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COLLADABU::NativeString native_filename = COLLADABU::NativeString(
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tempfile, COLLADABU::NativeString::ENCODING_UTF8);
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return native_filename;
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}
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/* TODO: it would be better to instantiate animations rather than create a new one per object
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* COLLADA allows this through multiple <channel>s in <animation>.
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* For this to work, we need to know objects that use a certain action. */
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int DocumentExporter::exportCurrentScene()
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{
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Scene *sce = blender_context.get_scene();
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bContext *C = blender_context.get_context();
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PointerRNA sceneptr, unit_settings;
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PropertyRNA *system; /* unused, *scale; */
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clear_global_id_map();
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COLLADABU::NativeString native_filename = make_temp_filepath(nullptr, ".dae");
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COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);
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/* open <collada> */
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writer->startDocument();
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/* <asset> */
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COLLADASW::Asset asset(writer);
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RNA_id_pointer_create(&(sce->id), &sceneptr);
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unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
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system = RNA_struct_find_property(&unit_settings, "system");
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// scale = RNA_struct_find_property(&unit_settings, "scale_length");
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std::string unitname = "meter";
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float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
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switch (RNA_property_enum_get(&unit_settings, system)) {
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case USER_UNIT_NONE:
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case USER_UNIT_METRIC:
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if (linearmeasure == 0.001f) {
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unitname = "millimeter";
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}
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else if (linearmeasure == 0.01f) {
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unitname = "centimeter";
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}
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else if (linearmeasure == 0.1f) {
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unitname = "decimeter";
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}
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else if (linearmeasure == 1.0f) {
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unitname = "meter";
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}
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else if (linearmeasure == 1000.0f) {
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unitname = "kilometer";
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}
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break;
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case USER_UNIT_IMPERIAL:
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if (linearmeasure == 0.0254f) {
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unitname = "inch";
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}
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else if (linearmeasure == 0.3048f) {
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unitname = "foot";
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}
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else if (linearmeasure == 0.9144f) {
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unitname = "yard";
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}
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break;
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default:
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break;
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}
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asset.setUnit(unitname, linearmeasure);
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asset.setUpAxisType(COLLADASW::Asset::Z_UP);
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asset.getContributor().mAuthor = "Blender User";
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char version_buf[128];
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#ifdef WITH_BUILDINFO
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SNPRINTF(version_buf,
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"Blender %s commit date:%s, commit time:%s, hash:%s",
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BKE_blender_version_string(),
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build_commit_date,
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build_commit_time,
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build_hash);
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#else
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SNPRINTF(version_buf, "Blender %s", BKE_blender_version_string());
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#endif
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asset.getContributor().mAuthoringTool = version_buf;
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asset.add();
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LinkNode *export_set = this->export_settings.get_export_set();
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/* <library_cameras> */
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if (bc_has_object_type(export_set, OB_CAMERA)) {
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CamerasExporter ce(writer, this->export_settings);
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ce.exportCameras(sce);
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}
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/* <library_lights> */
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if (bc_has_object_type(export_set, OB_LAMP)) {
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LightsExporter le(writer, this->export_settings);
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le.exportLights(sce);
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}
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/* <library_effects> */
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EffectsExporter ee(writer, this->export_settings, key_image_map);
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ee.exportEffects(C, sce);
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/* <library_images> */
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ImagesExporter ie(writer, this->export_settings, key_image_map);
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ie.exportImages(sce);
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/* <library_materials> */
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MaterialsExporter me(writer, this->export_settings);
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me.exportMaterials(sce);
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/* <library_geometries> */
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if (bc_has_object_type(export_set, OB_MESH)) {
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GeometryExporter ge(blender_context, writer, this->export_settings);
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ge.exportGeom();
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}
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/* <library_controllers> */
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ArmatureExporter arm_exporter(blender_context, writer, this->export_settings);
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ControllerExporter controller_exporter(blender_context, writer, this->export_settings);
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if (bc_has_object_type(export_set, OB_ARMATURE) || this->export_settings.get_include_shapekeys())
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{
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controller_exporter.export_controllers();
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}
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/* <library_visual_scenes> */
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SceneExporter se(blender_context, writer, &arm_exporter, this->export_settings);
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if (this->export_settings.get_include_animations()) {
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/* <library_animations> */
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AnimationExporter ae(writer, this->export_settings);
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ae.exportAnimations();
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}
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se.exportScene();
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/* <scene> */
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std::string scene_name(translate_id(id_name(sce)));
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COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, scene_name));
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scene.add();
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/* close <Collada> */
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writer->endDocument();
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delete writer;
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/* Finally move the created document into place */
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fprintf(stdout, "Collada export to: %s\n", this->export_settings.get_filepath());
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int status = BLI_rename_overwrite(native_filename.c_str(), this->export_settings.get_filepath());
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if (status != 0) {
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status = BLI_copy(native_filename.c_str(), this->export_settings.get_filepath());
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BLI_delete(native_filename.c_str(), false, false);
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}
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return status;
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}
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void DocumentExporter::exportScenes(const char *filename) {}
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/*
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* NOTES:
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*
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* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a
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* user
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*/
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