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.
224 lines
7.4 KiB
C++
224 lines
7.4 KiB
C++
/* SPDX-FileCopyrightText: 2011-2023 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 "BKE_collection.h"
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#include "BKE_lib_id.h"
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#include "BKE_object.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BCSampleData.h"
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#include "SceneExporter.h"
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#include "collada_utils.h"
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void SceneExporter::exportScene()
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{
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Scene *scene = blender_context.get_scene();
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/* <library_visual_scenes> <visual_scene> */
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std::string name = id_name(scene);
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openVisualScene(translate_id(name), encode_xml(name));
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exportHierarchy();
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closeVisualScene();
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closeLibrary();
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}
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void SceneExporter::exportHierarchy()
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{
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LinkNode *node;
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ColladaBaseNodes base_objects;
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/* Ensure all objects in the export_set are marked */
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for (node = this->export_settings.get_export_set(); node; node = node->next) {
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Object *ob = (Object *)node->link;
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ob->id.tag |= LIB_TAG_DOIT;
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}
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/* Now find all exportable base objects (highest in export hierarchy) */
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for (node = this->export_settings.get_export_set(); node; node = node->next) {
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Object *ob = (Object *)node->link;
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if (this->export_settings.is_export_root(ob)) {
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switch (ob->type) {
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case OB_MESH:
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case OB_CAMERA:
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case OB_LAMP:
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case OB_EMPTY:
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case OB_GPENCIL_LEGACY:
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case OB_ARMATURE:
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base_objects.add(ob);
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break;
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}
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}
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}
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/* And now export the base objects: */
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for (int index = 0; index < base_objects.size(); index++) {
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Object *ob = base_objects.get(index);
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writeNode(ob);
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if (bc_is_marked(ob)) {
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bc_remove_mark(ob);
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}
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}
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}
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void SceneExporter::writeNodeList(std::vector<Object *> &child_objects, Object *parent)
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{
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/* TODO: Handle the case where a parent is not exported
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* Actually i am not even sure if this can be done at all
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* in a good way.
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* I really prefer to enforce the export of hidden
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* elements in an object hierarchy. When the children of
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* the hidden elements are exported as well. */
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for (auto *child : child_objects) {
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writeNode(child);
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if (bc_is_marked(child)) {
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bc_remove_mark(child);
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}
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}
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}
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void SceneExporter::writeNode(Object *ob)
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{
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const Scene *scene = blender_context.get_scene();
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ViewLayer *view_layer = blender_context.get_view_layer();
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std::vector<Object *> child_objects;
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bc_get_children(child_objects, ob, scene, view_layer);
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bool can_export = bc_is_in_Export_set(
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this->export_settings.get_export_set(), ob, scene, view_layer);
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/* Add associated armature first if available */
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bool armature_exported = false;
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Object *ob_arm = bc_get_assigned_armature(ob);
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if (ob_arm != nullptr) {
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armature_exported = bc_is_in_Export_set(
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this->export_settings.get_export_set(), ob_arm, scene, view_layer);
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if (armature_exported && bc_is_marked(ob_arm)) {
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writeNode(ob_arm);
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bc_remove_mark(ob_arm);
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armature_exported = true;
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}
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}
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if (can_export) {
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COLLADASW::Node colladaNode(mSW);
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colladaNode.setNodeId(translate_id(id_name(ob)));
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colladaNode.setNodeName(encode_xml(id_name(ob)));
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colladaNode.setType(COLLADASW::Node::NODE);
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colladaNode.start();
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if (ob->type == OB_MESH && armature_exported) {
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/* for skinned mesh we write obmat in <bind_shape_matrix> */
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TransformWriter::add_node_transform_identity(colladaNode, this->export_settings);
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}
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else {
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TransformWriter::add_node_transform_ob(colladaNode, ob, this->export_settings);
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}
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/* <instance_geometry> */
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if (ob->type == OB_MESH) {
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bool instance_controller_created = false;
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if (armature_exported) {
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instance_controller_created = arm_exporter->add_instance_controller(ob);
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}
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if (!instance_controller_created) {
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COLLADASW::InstanceGeometry instGeom(mSW);
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instGeom.setUrl(COLLADASW::URI(
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COLLADABU::Utils::EMPTY_STRING,
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get_geometry_id(ob, this->export_settings.get_use_object_instantiation())));
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instGeom.setName(encode_xml(id_name(ob)));
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InstanceWriter::add_material_bindings(
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instGeom.getBindMaterial(), ob, this->export_settings.get_active_uv_only());
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instGeom.add();
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}
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}
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/* <instance_controller> */
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else if (ob->type == OB_ARMATURE) {
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arm_exporter->add_armature_bones(ob, view_layer, this, child_objects);
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}
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/* <instance_camera> */
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else if (ob->type == OB_CAMERA) {
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COLLADASW::InstanceCamera instCam(
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mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
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instCam.add();
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}
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/* <instance_light> */
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else if (ob->type == OB_LAMP) {
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COLLADASW::InstanceLight instLa(
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mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
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instLa.add();
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}
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/* empty object */
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else if (ob->type == OB_EMPTY) { /* TODO: handle groups (OB_DUPLICOLLECTION */
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if ((ob->transflag & OB_DUPLICOLLECTION) == OB_DUPLICOLLECTION && ob->instance_collection) {
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Collection *collection = ob->instance_collection;
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// printf("group detected '%s'\n", group->id.name + 2);
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FOREACH_COLLECTION_OBJECT_RECURSIVE_BEGIN (collection, object) {
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printf("\t%s\n", object->id.name);
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}
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FOREACH_COLLECTION_OBJECT_RECURSIVE_END;
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}
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if (BLI_listbase_is_empty(&ob->constraints) == false) {
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bConstraint *con = (bConstraint *)ob->constraints.first;
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while (con) {
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std::string con_name(encode_xml(con->name));
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std::string con_tag = con_name + "_constraint";
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printf("%s\n", con_name.c_str());
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printf("%s\n\n", con_tag.c_str());
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "type", con->type);
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "enforce", con->enforce);
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "flag", con->flag);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "headtail", con->headtail);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "lin_error", con->lin_error);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "own_space", con->ownspace);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "rot_error", con->rot_error);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "tar_space", con->tarspace);
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colladaNode.addExtraTechniqueChildParameter(
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"blender", con_tag, "lin_error", con->lin_error);
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/* not ideal: add the target object name as another parameter.
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* No real mapping in the `.dae`.
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* Need support for multiple target objects also. */
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ListBase targets = {nullptr, nullptr};
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if (BKE_constraint_targets_get(con, &targets)) {
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Object *obtar;
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LISTBASE_FOREACH (bConstraintTarget *, ct, &targets) {
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obtar = ct->tar;
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std::string tar_id((obtar) ? id_name(obtar) : "");
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colladaNode.addExtraTechniqueChildParameter("blender", con_tag, "target_id", tar_id);
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}
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BKE_constraint_targets_flush(con, &targets, true);
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}
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con = con->next;
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}
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}
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}
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bc_remove_mark(ob);
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writeNodeList(child_objects, ob);
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colladaNode.end();
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}
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else {
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writeNodeList(child_objects, ob);
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}
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}
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