Files
test2/source/blender/io/collada/collada_utils.cpp
Jacques Lucke e8d1491e62 Refactor: Depsgraph: simplify query API further
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138317
2025-05-02 15:08:29 +02:00

1318 lines
34 KiB
C++

/* SPDX-FileCopyrightText: 2010-2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include <set>
#include <string>
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_customdata_types.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_string.h"
#include "BKE_action.hh"
#include "BKE_armature.hh"
#include "BKE_constraint.h"
#include "BKE_context.hh"
#include "BKE_customdata.hh"
#include "BKE_global.hh"
#include "BKE_idprop.hh"
#include "BKE_key.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_material.hh"
#include "BKE_mesh.hh"
#include "BKE_mesh_legacy_convert.hh"
#include "BKE_mesh_runtime.hh"
#include "BKE_mesh_wrapper.hh"
#include "BKE_node.hh"
#include "BKE_node_legacy_types.hh"
#include "BKE_node_runtime.hh"
#include "BKE_object.hh"
#include "BKE_scene.hh"
#include "ANIM_action.hh"
#include "ANIM_action_legacy.hh"
#include "ANIM_bone_collections.hh"
#include "ED_node.hh"
#include "ED_object.hh"
#include "ED_screen.hh"
#include "WM_api.hh" /* XXX hrm, see if we can do without this */
#include "WM_types.hh"
#include "bmesh.hh"
#include "bmesh_tools.hh"
#include "DEG_depsgraph.hh"
#include "DEG_depsgraph_query.hh"
#include "BlenderContext.h"
#include "ExportSettings.h"
#include "ExtraTags.h"
#include "collada_utils.h"
float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, uint index)
{
if (index >= array.getValuesCount()) {
return 0.0f;
}
if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT) {
return array.getFloatValues()->getData()[index];
}
return array.getDoubleValues()->getData()[index];
}
int bc_test_parent_loop(Object *par, Object *ob)
{
/* Copied from `editors/object/object_relations.cc`. */
/* test if 'ob' is a parent somewhere in par's parents */
if (par == nullptr) {
return 0;
}
if (ob == par) {
return 1;
}
return bc_test_parent_loop(par->parent, ob);
}
bool bc_validateConstraints(bConstraint *con)
{
const bConstraintTypeInfo *cti = BKE_constraint_typeinfo_get(con);
/* these we can skip completely (invalid constraints...) */
if (cti == nullptr) {
return false;
}
if (con->flag & (CONSTRAINT_DISABLE | CONSTRAINT_OFF)) {
return false;
}
/* these constraints can't be evaluated anyway */
if (cti->evaluate_constraint == nullptr) {
return false;
}
/* influence == 0 should be ignored */
if (con->enforce == 0.0f) {
return false;
}
/* validation passed */
return true;
}
bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
Scene *scene = CTX_data_scene(C);
int partype = blender::ed::object::PAR_OBJECT;
const bool xmirror = false;
const bool keep_transform = false;
if (par && is_parent_space) {
mul_m4_m4m4(ob->runtime->object_to_world.ptr(),
par->object_to_world().ptr(),
ob->object_to_world().ptr());
}
bool ok = blender::ed::object::parent_set(
nullptr, C, scene, ob, par, partype, xmirror, keep_transform, nullptr);
return ok;
}
std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions)
{
std::vector<bAction *> actions;
if (all_actions) {
Main *bmain = CTX_data_main(C);
ID *id;
for (id = (ID *)bmain->actions.first; id; id = (ID *)(id->next)) {
bAction *act = (bAction *)id;
/* XXX This currently creates too many actions.
* TODO: Need to check if the action is compatible to the given object. */
actions.push_back(act);
}
}
else {
bAction *action = bc_getSceneObjectAction(ob);
actions.push_back(action);
}
return actions;
}
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)
{
std::string result = action_name + "_" + channel_type;
if (ob_name.length() > 0) {
result = ob_name + "_" + result;
}
if (axis_name.length() > 0) {
result += axis_separator + axis_name;
}
return translate_id(result);
}
void bc_update_scene(BlenderContext &blender_context, float ctime)
{
Main *bmain = blender_context.get_main();
Scene *scene = blender_context.get_scene();
Depsgraph *depsgraph = blender_context.get_depsgraph();
/* See remark in `physics_fluid.cc` lines 395...) */
// BKE_scene_update_for_newframe(ev_context, bmain, scene, scene->lay);
BKE_scene_frame_set(scene, ctime);
ED_update_for_newframe(bmain, depsgraph);
}
Object *bc_add_object(Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(bmain, type, name);
ob->data = BKE_object_obdata_add_from_type(bmain, type, name);
DEG_id_tag_update(&ob->id, ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY | ID_RECALC_ANIMATION);
LayerCollection *layer_collection = BKE_layer_collection_get_active(view_layer);
BKE_collection_object_add(bmain, layer_collection->collection, ob);
BKE_view_layer_synced_ensure(scene, view_layer);
Base *base = BKE_view_layer_base_find(view_layer, ob);
/* TODO: is setting active needed? */
BKE_view_layer_base_select_and_set_active(view_layer, base);
return ob;
}
static void bc_add_armature_collections(COLLADAFW::Node *node,
ExtraTags *node_extra_tags,
bArmature *arm)
{
if (!node_extra_tags) {
/* No 'extra' tags means that there are no bone collections. */
return;
}
std::vector<std::string> collection_names = node_extra_tags->dataSplitString("collections");
std::vector<std::string> visible_names = node_extra_tags->dataSplitString("visible_collections");
std::set<std::string> visible_names_set(visible_names.begin(), visible_names.end());
for (const std::string &name : collection_names) {
BoneCollection *bcoll = ANIM_armature_bonecoll_new(arm, name.c_str());
if (visible_names_set.find(name) == visible_names_set.end()) {
ANIM_bonecoll_hide(arm, bcoll);
}
else {
ANIM_bonecoll_show(arm, bcoll);
}
}
std::string active_name;
active_name = node_extra_tags->setData("active_collection", active_name);
ANIM_armature_bonecoll_active_name_set(arm, active_name.c_str());
}
Object *bc_add_armature(COLLADAFW::Node *node,
ExtraTags *node_extra_tags,
Main *bmain,
Scene *scene,
ViewLayer *view_layer,
int type,
const char *name)
{
Object *ob = bc_add_object(bmain, scene, view_layer, type, name);
bc_add_armature_collections(node, node_extra_tags, reinterpret_cast<bArmature *>(ob->data));
return ob;
}
Mesh *bc_get_mesh_copy(BlenderContext &blender_context,
Object *ob,
BC_export_mesh_type export_mesh_type,
bool apply_modifiers,
bool triangulate)
{
const Mesh *tmpmesh = nullptr;
if (apply_modifiers) {
#if 0 /* Not supported by new system currently... */
switch (export_mesh_type) {
case BC_MESH_TYPE_VIEW: {
dm = mesh_create_derived_view(depsgraph, scene, ob, &mask);
break;
}
case BC_MESH_TYPE_RENDER: {
dm = mesh_create_derived_render(depsgraph, scene, ob, &mask);
break;
}
}
#else
Depsgraph *depsgraph = blender_context.get_depsgraph();
const Object *ob_eval = DEG_get_evaluated(depsgraph, ob);
tmpmesh = BKE_object_get_evaluated_mesh(ob_eval);
#endif
}
else {
tmpmesh = (Mesh *)ob->data;
}
Mesh *mesh = BKE_mesh_copy_for_eval(*tmpmesh);
/* Ensure data exists if currently in edit mode. */
BKE_mesh_wrapper_ensure_mdata(mesh);
if (triangulate) {
bc_triangulate_mesh(mesh);
}
BKE_mesh_tessface_ensure(mesh);
return mesh;
}
Object *bc_get_assigned_armature(Object *ob)
{
Object *ob_arm = nullptr;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
LISTBASE_FOREACH (ModifierData *, mod, &ob->modifiers) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
bool bc_has_object_type(LinkNode *export_set, short obtype)
{
LinkNode *node;
for (node = export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
/* XXX: why is this checking for ob->data? - we could be looking for empties. */
if (ob->type == obtype && ob->data) {
return true;
}
}
return false;
}
void bc_bubble_sort_by_Object_name(LinkNode *export_set)
{
/* Use bubble sort algorithm for sorting the export set. */
bool sorted = false;
LinkNode *node;
for (node = export_set; node->next && !sorted; node = node->next) {
sorted = true;
LinkNode *current;
for (current = export_set; current->next; current = current->next) {
Object *a = (Object *)current->link;
Object *b = (Object *)current->next->link;
if (strcmp(a->id.name, b->id.name) > 0) {
current->link = b;
current->next->link = a;
sorted = false;
}
}
}
}
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
{
if (deform_bones_only) {
Bone *root = nullptr;
Bone *bone = aBone;
while (bone) {
if (!(bone->flag & BONE_NO_DEFORM)) {
root = bone;
}
bone = bone->parent;
}
return (aBone == root);
}
return !(aBone->parent);
}
int bc_get_active_UVLayer(Object *ob)
{
Mesh *mesh = (Mesh *)ob->data;
return CustomData_get_active_layer_index(&mesh->corner_data, CD_PROP_FLOAT2);
}
std::string bc_url_encode(const std::string &data)
{
/* XXX We probably do not need to do a full encoding.
* But in case that is necessary,then it can be added here.
*/
return bc_replace_string(data, "#", "%23");
}
std::string bc_replace_string(std::string data,
const std::string &pattern,
const std::string &replacement)
{
size_t pos = 0;
while ((pos = data.find(pattern, pos)) != std::string::npos) {
data.replace(pos, pattern.length(), replacement);
pos += replacement.length();
}
return data;
}
void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
{
if (scale_to_scene) {
mul_m4_m4m4(
ob->runtime->object_to_world.ptr(), bc_unit.get_scale(), ob->object_to_world().ptr());
}
mul_m4_m4m4(
ob->runtime->object_to_world.ptr(), bc_unit.get_rotation(), ob->object_to_world().ptr());
BKE_object_apply_mat4(ob, ob->object_to_world().ptr(), false, false);
}
void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene)
{
for (Object *ob : *objects_done) {
if (ob->parent == nullptr) {
bc_match_scale(ob, bc_unit, scale_to_scene);
}
}
}
void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size)
{
if (size) {
mat4_to_size(size, mat);
}
if (eul) {
mat4_to_eul(eul, mat);
}
if (quat) {
mat4_to_quat(quat, mat);
}
if (loc) {
copy_v3_v3(loc, mat[3]);
}
}
void bc_rotate_from_reference_quat(float quat_to[4], float quat_from[4], float mat_to[4][4])
{
float qd[4];
float matd[4][4];
float mati[4][4];
float mat_from[4][4];
quat_to_mat4(mat_from, quat_from);
/* Calculate the difference matrix matd between mat_from and mat_to */
invert_m4_m4(mati, mat_from);
mul_m4_m4m4(matd, mati, mat_to);
mat4_to_quat(qd, matd);
mul_qt_qtqt(quat_to, qd, quat_from); /* rot is the final rotation corresponding to mat_to */
}
void bc_triangulate_mesh(Mesh *mesh)
{
bool use_beauty = false;
bool tag_only = false;
/* XXX: The triangulation method selection could be offered in the UI. */
int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE;
const BMeshCreateParams bm_create_params{};
BMesh *bm = BM_mesh_create(&bm_mesh_allocsize_default, &bm_create_params);
BMeshFromMeshParams bm_from_me_params{};
bm_from_me_params.calc_face_normal = true;
bm_from_me_params.calc_vert_normal = true;
BM_mesh_bm_from_me(bm, mesh, &bm_from_me_params);
BM_mesh_triangulate(bm, quad_method, use_beauty, 4, tag_only, nullptr, nullptr, nullptr);
BMeshToMeshParams bm_to_me_params{};
bm_to_me_params.calc_object_remap = false;
BM_mesh_bm_to_me(nullptr, bm, mesh, &bm_to_me_params);
BM_mesh_free(bm);
}
bool bc_is_leaf_bone(Bone *bone)
{
LISTBASE_FOREACH (Bone *, child, &bone->childbase) {
if (child->flag & BONE_CONNECTED) {
return false;
}
}
return true;
}
EditBone *bc_get_edit_bone(bArmature *armature, const char *name)
{
LISTBASE_FOREACH (EditBone *, eBone, armature->edbo) {
if (STREQ(name, eBone->name)) {
return eBone;
}
}
return nullptr;
}
int bc_set_layer(int bitfield, int layer)
{
return bc_set_layer(bitfield, layer, true); /* enable */
}
int bc_set_layer(int bitfield, int layer, bool enable)
{
int bit = 1u << layer;
if (enable) {
bitfield |= bit;
}
else {
bitfield &= ~bit;
}
return bitfield;
}
BoneExtensionMap &BoneExtensionManager::getExtensionMap(bArmature *armature)
{
std::string key = armature->id.name;
BoneExtensionMap *result = extended_bone_maps[key];
if (result == nullptr) {
result = new BoneExtensionMap();
extended_bone_maps[key] = result;
}
return *result;
}
BoneExtensionManager::~BoneExtensionManager()
{
std::map<std::string, BoneExtensionMap *>::iterator map_it;
for (map_it = extended_bone_maps.begin(); map_it != extended_bone_maps.end(); ++map_it) {
BoneExtensionMap *extended_bones = map_it->second;
for (auto &extended_bone : *extended_bones) {
delete extended_bone.second;
}
extended_bones->clear();
delete extended_bones;
}
}
BoneExtended::BoneExtended(EditBone *aBone)
{
this->set_name(aBone->name);
this->chain_length = 0;
this->is_leaf = false;
this->tail[0] = 0.0f;
this->tail[1] = 0.5f;
this->tail[2] = 0.0f;
this->use_connect = -1;
this->roll = 0;
this->has_custom_tail = false;
this->has_custom_roll = false;
}
char *BoneExtended::get_name()
{
return name;
}
void BoneExtended::set_name(const char *aName)
{
STRNCPY(name, aName);
}
int BoneExtended::get_chain_length()
{
return chain_length;
}
void BoneExtended::set_chain_length(const int aLength)
{
chain_length = aLength;
}
void BoneExtended::set_leaf_bone(bool state)
{
is_leaf = state;
}
bool BoneExtended::is_leaf_bone()
{
return is_leaf;
}
void BoneExtended::set_roll(float roll)
{
this->roll = roll;
this->has_custom_roll = true;
}
bool BoneExtended::has_roll()
{
return this->has_custom_roll;
}
float BoneExtended::get_roll()
{
return this->roll;
}
void BoneExtended::set_tail(const float vec[])
{
this->tail[0] = vec[0];
this->tail[1] = vec[1];
this->tail[2] = vec[2];
this->has_custom_tail = true;
}
bool BoneExtended::has_tail()
{
return this->has_custom_tail;
}
float *BoneExtended::get_tail()
{
return this->tail;
}
inline bool isInteger(const std::string &s)
{
if (s.empty() || (!isdigit(s[0]) && (s[0] != '-') && (s[0] != '+'))) {
return false;
}
char *p;
strtol(s.c_str(), &p, 10);
return (*p == 0);
}
void BoneExtended::set_bone_collections(std::vector<std::string> bone_collections)
{
this->bone_collections = bone_collections;
}
const std::vector<std::string> &BoneExtended::get_bone_collections()
{
return this->bone_collections;
}
void BoneExtended::set_use_connect(int use_connect)
{
this->use_connect = use_connect;
}
int BoneExtended::get_use_connect()
{
return this->use_connect;
}
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
{
IDProperty *idgroup = ebone->prop;
if (idgroup == nullptr) {
idgroup = blender::bke::idprop::create_group("RNA_EditBone ID properties").release();
ebone->prop = idgroup;
}
IDProperty *data = blender::bke::idprop::create(
key, blender::Span(reinterpret_cast<float *>(mat), 16))
.release();
IDP_AddToGroup(idgroup, data);
}
#if 0
/**
* Stores a Float value as a custom bone property
*
* NOTE: This function is currently not needed. Keep for future usage
*/
static void bc_set_IDProperty(EditBone *ebone, const char *key, float value)
{
if (ebone->prop == nullptr) {
IDPropertyTemplate val = {0};
ebone->prop = blender::bke::idprop::create_group( "RNA_EditBone ID properties").release();
}
IDProperty *pgroup = (IDProperty *)ebone->prop;
IDP_AddToGroup(pgroup, blender::bke::idprop::create(key, value).release());
}
#endif
IDProperty *bc_get_IDProperty(Bone *bone, const std::string &key)
{
return (bone->prop == nullptr) ? nullptr : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
}
float bc_get_property(Bone *bone, const std::string &key, float def)
{
float result = def;
IDProperty *property = bc_get_IDProperty(bone, key);
if (property) {
switch (property->type) {
case IDP_INT:
result = float(IDP_Int(property));
break;
case IDP_FLOAT:
result = IDP_Float(property);
break;
case IDP_DOUBLE:
result = float(IDP_Double(property));
break;
case IDP_BOOLEAN:
result = float(IDP_Bool(property));
break;
default:
result = def;
}
}
return result;
}
bool bc_get_property_matrix(Bone *bone, const std::string &key, float mat[4][4])
{
IDProperty *property = bc_get_IDProperty(bone, key);
if (property && property->type == IDP_ARRAY && property->len == 16) {
float *array = (float *)IDP_Array(property);
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
mat[i][j] = array[4 * i + j];
}
}
return true;
}
return false;
}
void bc_get_property_vector(Bone *bone, const std::string &key, float val[3], const float def[3])
{
val[0] = bc_get_property(bone, key + "_x", def[0]);
val[1] = bc_get_property(bone, key + "_y", def[1]);
val[2] = bc_get_property(bone, key + "_z", def[2]);
}
/**
* Check if vector exist stored in 3 custom properties (used in Blender <= 2.78)
*/
static bool has_custom_props(Bone *bone, bool enabled, const std::string &key)
{
if (!enabled) {
return false;
}
return (bc_get_IDProperty(bone, key + "_x") || bc_get_IDProperty(bone, key + "_y") ||
bc_get_IDProperty(bone, key + "_z"));
}
void bc_enable_fcurves(AnimData *adt, const char *bone_name)
{
if (adt == nullptr) {
return;
}
char prefix[200];
if (bone_name) {
char bone_name_esc[sizeof(Bone::name) * 2];
BLI_str_escape(bone_name_esc, bone_name, sizeof(bone_name_esc));
SNPRINTF(prefix, "pose.bones[\"%s\"]", bone_name_esc);
}
for (FCurve *fcu : blender::animrig::legacy::fcurves_for_assigned_action(adt)) {
if (bone_name) {
if (STREQLEN(fcu->rna_path, prefix, strlen(prefix))) {
fcu->flag &= ~FCURVE_DISABLED;
}
else {
fcu->flag |= FCURVE_DISABLED;
}
}
else {
fcu->flag &= ~FCURVE_DISABLED;
}
}
}
bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim)
{
/* Ok, lets be super cautious and check if the bone exists */
bPose *pose = ob->pose;
bPoseChannel *pchan = BKE_pose_channel_find_name(pose, bone->name);
if (!pchan) {
return false;
}
bPoseChannel *parchan = pchan->parent;
bc_enable_fcurves(ob->adt, bone->name);
float ipar[4][4];
if (bone->parent) {
invert_m4_m4(ipar, parchan->pose_mat);
mul_m4_m4m4(mat, ipar, pchan->pose_mat);
}
else {
copy_m4_m4(mat, pchan->pose_mat);
}
/* OPEN_SIM_COMPATIBILITY
* AFAIK animation to second life is via BVH, but no
* reason to not have the collada-animation be correct */
if (for_opensim) {
float temp[4][4];
copy_m4_m4(temp, bone->arm_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
invert_m4(temp);
mul_m4_m4m4(mat, mat, temp);
if (bone->parent) {
copy_m4_m4(temp, bone->parent->arm_mat);
temp[3][0] = temp[3][1] = temp[3][2] = 0.0f;
mul_m4_m4m4(mat, temp, mat);
}
}
bc_enable_fcurves(ob->adt, nullptr);
return true;
}
bool bc_is_animated(BCMatrixSampleMap &values)
{
static float MIN_DISTANCE = 0.00001;
if (values.size() < 2) {
return false; /* need at least 2 entries to be not flat */
}
BCMatrixSampleMap::iterator it;
const BCMatrix *refmat = nullptr;
for (it = values.begin(); it != values.end(); ++it) {
const BCMatrix *matrix = it->second;
if (refmat == nullptr) {
refmat = matrix;
continue;
}
if (!matrix->in_range(*refmat, MIN_DISTANCE)) {
return true;
}
}
return false;
}
bool bc_has_animations(Object *ob)
{
/* Check for object, light and camera transform animations */
if (blender::animrig::legacy::assigned_action_has_keyframes(ob->adt) ||
blender::animrig::legacy::assigned_action_has_keyframes(bc_getSceneLightAnimData(ob)) ||
blender::animrig::legacy::assigned_action_has_keyframes(bc_getSceneCameraAnimData(ob)))
{
return true;
}
/* Check Material Effect parameter animations. */
for (int a = 0; a < ob->totcol; a++) {
Material *ma = BKE_object_material_get(ob, a + 1);
if (!ma) {
continue;
}
if (blender::animrig::legacy::assigned_action_has_keyframes(bc_getSceneMaterialAnimData(ma))) {
return true;
}
}
Key *key = BKE_key_from_object(ob);
if (key && blender::animrig::legacy::assigned_action_has_keyframes(key->adt)) {
return true;
}
return false;
}
bool bc_has_animations(Scene *sce, LinkNode *export_set)
{
LinkNode *node;
if (export_set) {
for (node = export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
if (bc_has_animations(ob)) {
return true;
}
}
}
return false;
}
void bc_add_global_transform(Matrix &to_mat,
const Matrix &from_mat,
const BCMatrix &global_transform,
const bool invert)
{
copy_m4_m4(to_mat, from_mat);
bc_add_global_transform(to_mat, global_transform, invert);
}
void bc_add_global_transform(Vector &to_vec,
const Vector &from_vec,
const BCMatrix &global_transform,
const bool invert)
{
copy_v3_v3(to_vec, from_vec);
bc_add_global_transform(to_vec, global_transform, invert);
}
void bc_add_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
{
BCMatrix mat(to_mat);
mat.add_transform(global_transform, invert);
mat.get_matrix(to_mat);
}
void bc_add_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
{
Matrix mat;
Vector from_vec;
copy_v3_v3(from_vec, to_vec);
global_transform.get_matrix(mat, false, 6, invert);
mul_v3_m4v3(to_vec, mat, from_vec);
}
void bc_apply_global_transform(Matrix &to_mat, const BCMatrix &global_transform, const bool invert)
{
BCMatrix mat(to_mat);
mat.apply_transform(global_transform, invert);
mat.get_matrix(to_mat);
}
void bc_apply_global_transform(Vector &to_vec, const BCMatrix &global_transform, const bool invert)
{
Matrix transform;
global_transform.get_matrix(transform);
mul_v3_m4v3(to_vec, transform, to_vec);
}
void bc_create_restpose_mat(BCExportSettings &export_settings,
Bone *bone,
float to_mat[4][4],
float from_mat[4][4],
bool use_local_space)
{
float loc[3];
float rot[3];
float scale[3];
static const float V0[3] = {0, 0, 0};
if (!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_loc") &&
!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_rot") &&
!has_custom_props(bone, export_settings.get_keep_bind_info(), "restpose_scale"))
{
/* No need */
copy_m4_m4(to_mat, from_mat);
return;
}
bc_decompose(from_mat, loc, rot, nullptr, scale);
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
if (export_settings.get_keep_bind_info()) {
bc_get_property_vector(bone, "restpose_loc", loc, loc);
if (use_local_space && bone->parent) {
Bone *b = bone;
while (b->parent) {
b = b->parent;
float ploc[3];
bc_get_property_vector(b, "restpose_loc", ploc, V0);
loc[0] += ploc[0];
loc[1] += ploc[1];
loc[2] += ploc[2];
}
}
}
if (export_settings.get_keep_bind_info()) {
if (bc_get_IDProperty(bone, "restpose_rot_x")) {
rot[0] = DEG2RADF(bc_get_property(bone, "restpose_rot_x", 0));
}
if (bc_get_IDProperty(bone, "restpose_rot_y")) {
rot[1] = DEG2RADF(bc_get_property(bone, "restpose_rot_y", 0));
}
if (bc_get_IDProperty(bone, "restpose_rot_z")) {
rot[2] = DEG2RADF(bc_get_property(bone, "restpose_rot_z", 0));
}
}
if (export_settings.get_keep_bind_info()) {
bc_get_property_vector(bone, "restpose_scale", scale, scale);
}
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
}
void bc_sanitize_v3(float v[3], int precision)
{
for (int i = 0; i < 3; i++) {
double val = double(v[i]);
val = double_round(val, precision);
v[i] = float(val);
}
}
void bc_sanitize_v3(double v[3], int precision)
{
for (int i = 0; i < 3; i++) {
v[i] = double_round(v[i], precision);
}
}
void bc_copy_m4_farray(float r[4][4], float *a)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r[i][j] = *a++;
}
}
}
void bc_copy_farray_m4(float *r, float a[4][4])
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
*r++ = a[i][j];
}
}
}
void bc_copy_darray_m4d(double *r, double a[4][4])
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
*r++ = a[i][j];
}
}
}
void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double (&a)[4][4])
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r[i][j] = a[i][j];
}
}
}
void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a)
{
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
r[i][j] = a[i][j];
}
}
}
/**
* Returns name of Active UV Layer or empty String if no active UV Layer defined
*/
static std::string bc_get_active_uvlayer_name(Mesh *mesh)
{
int num_layers = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_FLOAT2);
if (num_layers) {
const char *layer_name = bc_CustomData_get_active_layer_name(&mesh->corner_data,
CD_PROP_FLOAT2);
if (layer_name) {
return std::string(layer_name);
}
}
return "";
}
/**
* Returns name of Active UV Layer or empty String if no active UV Layer defined.
* Assuming the Object is of type MESH
*/
static std::string bc_get_active_uvlayer_name(Object *ob)
{
Mesh *mesh = (Mesh *)ob->data;
return bc_get_active_uvlayer_name(mesh);
}
/**
* Returns UV Layer name or empty string if layer index is out of range
*/
static std::string bc_get_uvlayer_name(Mesh *mesh, int layer)
{
int num_layers = CustomData_number_of_layers(&mesh->corner_data, CD_PROP_FLOAT2);
if (num_layers && layer < num_layers) {
const char *layer_name = bc_CustomData_get_layer_name(
&mesh->corner_data, CD_PROP_FLOAT2, layer);
if (layer_name) {
return std::string(layer_name);
}
}
return "";
}
static bNodeTree *prepare_material_nodetree(Material *ma)
{
if (ma->nodetree == nullptr) {
blender::bke::node_tree_add_tree_embedded(
nullptr, &ma->id, "Shader Nodetree", "ShaderNodeTree");
ma->use_nodes = true;
}
return ma->nodetree;
}
static bNode *bc_add_node(
bContext *C, bNodeTree *ntree, int node_type, int locx, int locy, const std::string &label)
{
bNode *node = blender::bke::node_add_static_node(C, *ntree, node_type);
if (node) {
if (label.length() > 0) {
STRNCPY(node->label, label.c_str());
}
node->location[0] = locx;
node->location[1] = locy;
node->flag |= NODE_SELECT;
}
return node;
}
static bNode *bc_add_node(bContext *C, bNodeTree *ntree, int node_type, int locx, int locy)
{
return bc_add_node(C, ntree, node_type, locx, locy, "");
}
static void bc_node_add_link(
bNodeTree *ntree, bNode *from_node, int from_index, bNode *to_node, int to_index)
{
bNodeSocket *from_socket = (bNodeSocket *)BLI_findlink(&from_node->outputs, from_index);
bNodeSocket *to_socket = (bNodeSocket *)BLI_findlink(&to_node->inputs, to_index);
blender::bke::node_add_link(*ntree, *from_node, *from_socket, *to_node, *to_socket);
}
void bc_add_default_shader(bContext *C, Material *ma)
{
bNodeTree *ntree = prepare_material_nodetree(ma);
std::map<std::string, bNode *> nmap;
#if 0
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, -300, 300);
nmap["emission"] = bc_add_node(C, ntree, SH_NODE_EMISSION, -300, 500, "emission");
nmap["add"] = bc_add_node(C, ntree, SH_NODE_ADD_SHADER, 100, 400);
nmap["transparent"] = bc_add_node(C, ntree, SH_NODE_BSDF_TRANSPARENT, 100, 200);
nmap["mix"] = bc_add_node(C, ntree, SH_NODE_MIX_SHADER, 400, 300, "transparency");
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 600, 300);
nmap["out"]->flag &= ~NODE_SELECT;
bc_node_add_link(ntree, nmap["emission"], 0, nmap["add"], 0);
bc_node_add_link(ntree, nmap["main"], 0, nmap["add"], 1);
bc_node_add_link(ntree, nmap["add"], 0, nmap["mix"], 1);
bc_node_add_link(ntree, nmap["transparent"], 0, nmap["mix"], 2);
bc_node_add_link(ntree, nmap["mix"], 0, nmap["out"], 0);
/* experimental, probably not used. */
bc_make_group(C, ntree, nmap);
#else
nmap["main"] = bc_add_node(C, ntree, SH_NODE_BSDF_PRINCIPLED, 0, 300);
nmap["out"] = bc_add_node(C, ntree, SH_NODE_OUTPUT_MATERIAL, 300, 300);
bc_node_add_link(ntree, nmap["main"], 0, nmap["out"], 0);
#endif
}
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma)
{
/* for alpha see bc_get_alpha() */
Color default_color = {ma->r, ma->g, ma->b, 1.0};
bNode *shader = bc_get_master_shader(ma);
if (ma->use_nodes && shader) {
return bc_get_cot_from_shader(shader, "Base Color", default_color, false);
}
return bc_get_cot(default_color);
}
COLLADASW::ColorOrTexture bc_get_emission(Material *ma)
{
Color default_color = {0, 0, 0, 1}; /* default black */
bNode *shader = bc_get_master_shader(ma);
if (!(ma->use_nodes && shader)) {
return bc_get_cot(default_color);
}
double emission_strength = 0.0;
bc_get_float_from_shader(shader, emission_strength, "Emission Strength");
if (emission_strength == 0.0) {
return bc_get_cot(default_color);
}
COLLADASW::ColorOrTexture cot = bc_get_cot_from_shader(shader, "Emission Color", default_color);
/* If using texture, emission strength is not supported. */
COLLADASW::Color col = cot.getColor();
double final_color[3] = {col.getRed(), col.getGreen(), col.getBlue()};
mul_v3db_db(final_color, emission_strength);
/* Collada does not support HDR colors, so clamp to 1 keeping channels proportional. */
double max_color = fmax(fmax(final_color[0], final_color[1]), final_color[2]);
if (max_color > 1.0) {
mul_v3db_db(final_color, 1.0 / max_color);
}
cot.getColor().set(final_color[0], final_color[1], final_color[2], col.getAlpha());
return cot;
}
COLLADASW::ColorOrTexture bc_get_ambient(Material *ma)
{
Color default_color = {0, 0, 0, 1.0};
return bc_get_cot(default_color);
}
COLLADASW::ColorOrTexture bc_get_specular(Material *ma)
{
Color default_color = {0, 0, 0, 1.0};
return bc_get_cot(default_color);
}
COLLADASW::ColorOrTexture bc_get_reflective(Material *ma)
{
Color default_color = {0, 0, 0, 1.0};
return bc_get_cot(default_color);
}
double bc_get_alpha(Material *ma)
{
double alpha = ma->a; /* fallback if no socket found */
bNode *master_shader = bc_get_master_shader(ma);
if (ma->use_nodes && master_shader) {
bc_get_float_from_shader(master_shader, alpha, "Alpha");
}
return alpha;
}
double bc_get_ior(Material *ma)
{
double ior = -1; /* fallback if no socket found */
bNode *master_shader = bc_get_master_shader(ma);
if (ma->use_nodes && master_shader) {
bc_get_float_from_shader(master_shader, ior, "IOR");
}
return ior;
}
double bc_get_shininess(Material *ma)
{
double ior = -1; /* fallback if no socket found */
bNode *master_shader = bc_get_master_shader(ma);
if (ma->use_nodes && master_shader) {
bc_get_float_from_shader(master_shader, ior, "Roughness");
}
return ior;
}
double bc_get_reflectivity(Material *ma)
{
double reflectivity = ma->spec; /* fallback if no socket found */
bNode *master_shader = bc_get_master_shader(ma);
if (ma->use_nodes && master_shader) {
bc_get_float_from_shader(master_shader, reflectivity, "Metallic");
}
return reflectivity;
}
bool bc_get_float_from_shader(bNode *shader, double &val, std::string nodeid)
{
bNodeSocket *socket = blender::bke::node_find_socket(*shader, SOCK_IN, nodeid);
if (socket) {
bNodeSocketValueFloat *ref = (bNodeSocketValueFloat *)socket->default_value;
val = double(ref->value);
return true;
}
return false;
}
COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader,
std::string nodeid,
const Color &default_color,
bool with_alpha)
{
bNodeSocket *socket = blender::bke::node_find_socket(*shader, SOCK_IN, nodeid);
if (socket) {
bNodeSocketValueRGBA *dcol = (bNodeSocketValueRGBA *)socket->default_value;
float *col = dcol->value;
return bc_get_cot(col, with_alpha);
}
return bc_get_cot(default_color, with_alpha);
}
bNode *bc_get_master_shader(Material *ma)
{
bNodeTree *nodetree = ma->nodetree;
if (nodetree) {
for (bNode *node : nodetree->all_nodes()) {
if (node->typeinfo->type_legacy == SH_NODE_BSDF_PRINCIPLED) {
return node;
}
}
}
return nullptr;
}
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a)
{
COLLADASW::Color color(r, g, b, a);
COLLADASW::ColorOrTexture cot(color);
return cot;
}
COLLADASW::ColorOrTexture bc_get_cot(const Color col, bool with_alpha)
{
COLLADASW::Color color(col[0], col[1], col[2], (with_alpha) ? col[3] : 1.0);
COLLADASW::ColorOrTexture cot(color);
return cot;
}