Files
test2/source/blender/collada/DocumentExporter.cpp
Sergey Sharybin 2010c6ad6c Made buildinfo aware of builds from GIT
- Use commit number since last annotated tag as a
  revision number replacement. It'll eb followed
  by 'M' symbol if there're local modification in
  the source tree.

- Commit short SHA1 is included. Helps getting
  information about commit used to build blender
  with much faster.

- If build is not done from master branch, this also
  will be noticed in the splash screen.

This commit also replaces revision stored in the
files with git-specific fields (change and hash).
This is kind of breaks compatibility, meaning
files which were saved before this change wouldn't
display any information about which revision they
were saved with. When we'll finally switch to git,
we'll see proper hash and change number since
previous release in the files, for until then
svn version will be used as a change number and
hash will be empty.

Not a huge deal, since this field was only used
by developers to help torubleshooting things and
isn't needed for blender itself.

Some additional tweaks are probably needed :)
2013-11-04 13:21:39 +00:00

326 lines
9.3 KiB
C++

/*
* ***** 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, Jan Diederich, Tod Liverseed.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/DocumentExporter.cpp
* \ingroup collada
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <vector>
#include <algorithm> // std::find
#include "COLLADASWCamera.h"
#include "COLLADASWAsset.h"
#include "COLLADASWLibraryVisualScenes.h"
#include "COLLADASWNode.h"
#include "COLLADASWSource.h"
#include "COLLADASWInstanceGeometry.h"
#include "COLLADASWInputList.h"
#include "COLLADASWPrimitves.h"
#include "COLLADASWVertices.h"
#include "COLLADASWLibraryAnimations.h"
#include "COLLADASWLibraryImages.h"
#include "COLLADASWLibraryEffects.h"
#include "COLLADASWImage.h"
#include "COLLADASWEffectProfile.h"
#include "COLLADASWColorOrTexture.h"
#include "COLLADASWParamTemplate.h"
#include "COLLADASWParamBase.h"
#include "COLLADASWSurfaceInitOption.h"
#include "COLLADASWSampler.h"
#include "COLLADASWScene.h"
#include "COLLADASWTechnique.h"
#include "COLLADASWTexture.h"
#include "COLLADASWLibraryMaterials.h"
#include "COLLADASWBindMaterial.h"
#include "COLLADASWInstanceCamera.h"
#include "COLLADASWInstanceLight.h"
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
#include "COLLADASWInstanceNode.h"
#include "COLLADASWBaseInputElement.h"
extern "C"
{
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_group_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_texture_types.h"
#include "DNA_anim_types.h"
#include "DNA_action_types.h"
#include "DNA_curve_types.h"
#include "DNA_armature_types.h"
#include "DNA_modifier_types.h"
#include "DNA_userdef_types.h"
#include "BLI_path_util.h"
#include "BLI_fileops.h"
#include "BLI_math.h"
#include "BLI_string.h"
#include "BLI_listbase.h"
#include "BLI_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BKE_action.h" // pose functions
#include "BKE_animsys.h"
#include "BKE_armature.h"
#include "BKE_blender.h" // version info
#include "BKE_fcurve.h"
#include "BKE_global.h"
#include "BKE_image.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "ED_keyframing.h"
#ifdef WITH_BUILDINFO
extern char build_change[];
extern char build_hash[];
#endif
#include "MEM_guardedalloc.h"
#include "RNA_access.h"
}
#include "collada_internal.h"
#include "collada_utils.h"
#include "DocumentExporter.h"
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
// can probably go after refactor is complete
#include "InstanceWriter.h"
#include "TransformWriter.h"
#include "SceneExporter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
#include "ControllerExporter.h"
#include "EffectExporter.h"
#include "GeometryExporter.h"
#include "ImageExporter.h"
#include "LightExporter.h"
#include "MaterialExporter.h"
char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
{
int layer_index = CustomData_get_layer_index(data, type);
if (layer_index < 0) return NULL;
return data->layers[layer_index + n].name;
}
char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
{
/* get the layer index of the active layer of type */
int layer_index = CustomData_get_active_layer_index(data, type);
if (layer_index < 0) return NULL;
return data->layers[layer_index].name;
}
DocumentExporter::DocumentExporter(const ExportSettings *export_settings) : export_settings(export_settings) {
}
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
void DocumentExporter::exportCurrentScene(Scene *sce)
{
PointerRNA sceneptr, unit_settings;
PropertyRNA *system; /* unused , *scale; */
clear_global_id_map();
COLLADABU::NativeString native_filename =
COLLADABU::NativeString(std::string(this->export_settings->filepath), COLLADABU::NativeString::ENCODING_UTF8);
COLLADASW::StreamWriter sw(native_filename);
fprintf(stdout, "Collada export: %s\n", this->export_settings->filepath);
// open <collada>
sw.startDocument();
// <asset>
COLLADASW::Asset asset(&sw);
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");
std::string unitname = "meter";
float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
switch (RNA_property_enum_get(&unit_settings, system)) {
case USER_UNIT_NONE:
case USER_UNIT_METRIC:
if (linearmeasure == 0.001f) {
unitname = "millimeter";
}
else if (linearmeasure == 0.01f) {
unitname = "centimeter";
}
else if (linearmeasure == 0.1f) {
unitname = "decimeter";
}
else if (linearmeasure == 1.0f) {
unitname = "meter";
}
else if (linearmeasure == 1000.0f) {
unitname = "kilometer";
}
break;
case USER_UNIT_IMPERIAL:
if (linearmeasure == 0.0254f) {
unitname = "inch";
}
else if (linearmeasure == 0.3048f) {
unitname = "foot";
}
else if (linearmeasure == 0.9144f) {
unitname = "yard";
}
break;
default:
break;
}
asset.setUnit(unitname, linearmeasure);
asset.setUpAxisType(COLLADASW::Asset::Z_UP);
if (U.author[0] != '\0') {
asset.getContributor().mAuthor = U.author;
}
else {
asset.getContributor().mAuthor = "Blender User";
}
char version_buf[128];
#ifdef WITH_BUILDINFO
/* TODO(sergey): As soon as we fully switched to GIT, no need to check build_hash. */
if (build_hash[0] != '\0') {
sprintf(version_buf, "Blender %d.%02d.%d change:%s, hash:", BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION,
build_change, build_hash);
}
else {
sprintf(version_buf, "Blender %d.%02d.%d r%s", BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION, build_change);
}
#else
sprintf(version_buf, "Blender %d.%02d.%d", BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION);
#endif
asset.getContributor().mAuthoringTool = version_buf;
asset.add();
LinkNode *export_set = this->export_settings->export_set;
// <library_cameras>
if (bc_has_object_type(export_set, OB_CAMERA)) {
CamerasExporter ce(&sw, this->export_settings);
ce.exportCameras(sce);
}
// <library_lights>
if (bc_has_object_type(export_set, OB_LAMP)) {
LightsExporter le(&sw, this->export_settings);
le.exportLights(sce);
}
// <library_images>
ImagesExporter ie(&sw, this->export_settings);
ie.exportImages(sce);
// <library_effects>
EffectsExporter ee(&sw, this->export_settings);
ee.exportEffects(sce);
// <library_materials>
MaterialsExporter me(&sw, this->export_settings);
me.exportMaterials(sce);
// <library_geometries>
if (bc_has_object_type(export_set, OB_MESH)) {
GeometryExporter ge(&sw, this->export_settings);
ge.exportGeom(sce);
}
// <library_animations>
AnimationExporter ae(&sw, this->export_settings);
bool has_animations = ae.exportAnimations(sce);
// <library_controllers>
ArmatureExporter arm_exporter(&sw, this->export_settings);
ControllerExporter controller_exporter(&sw , this->export_settings);
if (bc_has_object_type(export_set, OB_ARMATURE) || this->export_settings->include_shapekeys)
{
controller_exporter.export_controllers(sce);
}
// <library_visual_scenes>
SceneExporter se(&sw, &arm_exporter, this->export_settings);
if (has_animations && this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX) {
// channels adressing <matrix> objects is not (yet) supported
// So we force usage of <location>, <translation> and <scale>
fprintf(stdout,
"For animated Ojects we must use decomposed <matrix> elements,\n" \
"Forcing usage of TransLocRot transformation type.");
se.setExportTransformationType(BC_TRANSFORMATION_TYPE_TRANSROTLOC);
}
else {
se.setExportTransformationType(this->export_settings->export_transformation_type);
}
se.exportScene(sce);
// <scene>
std::string scene_name(translate_id(id_name(sce)));
COLLADASW::Scene scene(&sw, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
scene_name));
scene.add();
// close <Collada>
sw.endDocument();
}
void DocumentExporter::exportScenes(const char *filename)
{
}
/*
* NOTES:
*
* AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a user
*
*/