Files
test2/source/blender/io/collada/collada_utils.h
Nathan Vegdahl 629b3ccd42 Anim: update collada export code for slotted actions
The collada export code was directly using `action->curves` in its
export code, which doesn't work with slotted actions. This commit
updates that code to use wrapper functions that provide access to the
correct fcurves regardless of whether the action is slotted or not.

Note that the import code has not yet been updated, and is left for
a future PR.

Ref: #123424
Pull Request: https://projects.blender.org/blender/blender/pulls/128061
2024-09-24 17:47:57 +02:00

458 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "COLLADAFWColorOrTexture.h"
#include "COLLADAFWFloatOrDoubleArray.h"
#include "COLLADAFWGeometry.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWTypes.h"
#include "COLLADASWEffectProfile.h"
#include <algorithm>
#include <map>
#include <set>
#include <vector>
#include "DNA_anim_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_light_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_customdata_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "RNA_access.hh"
#include "BLI_linklist.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_idprop.hh"
#include "BKE_main.hh"
#include "BKE_node.hh"
#include "BKE_object.hh"
#include "BKE_scene.hh"
#include "DEG_depsgraph_query.hh"
#include "BCSampleData.h"
#include "BlenderContext.h"
#include "ExportSettings.h"
#include "ImportSettings.h"
#include "collada_internal.h"
constexpr int LIMITTED_PRECISION = 6;
typedef std::map<COLLADAFW::UniqueId, Image *> UidImageMap;
typedef std::map<std::string, Image *> KeyImageMap;
typedef std::map<COLLADAFW::TextureMapId, std::vector<MTex *>> TexIndexTextureArrayMap;
typedef std::set<Object *> BCObjectSet;
namespace COLLADAFW {
class Node;
}
class ExtraTags;
extern void bc_update_scene(BlenderContext &blender_context, float ctime);
/* Action helpers */
std::vector<bAction *> bc_getSceneActions(const bContext *C, Object *ob, bool all_actions);
/* Action and Animdata helpers */
/* Return Object's Action or NULL. */
inline bAction *bc_getSceneObjectAction(Object *ob)
{
return (ob->adt && ob->adt->action) ? ob->adt->action : NULL;
}
/* Return Light's AnimData or NULL. */
inline AnimData *bc_getSceneLightAnimData(Object *ob)
{
if (ob->type != OB_LAMP) {
return NULL;
}
Light *lamp = (Light *)ob->data;
return lamp->adt;
}
/* Return Camera's AnimData or NULL. */
inline AnimData *bc_getSceneCameraAnimData(Object *ob)
{
if (ob->type != OB_CAMERA) {
return NULL;
}
const Camera *camera = (const Camera *)ob->data;
return camera->adt;
}
/* Return Material's AnimData or NULL. */
inline AnimData *bc_getSceneMaterialAnimData(Material *ma)
{
if (ma == NULL) {
return NULL;
}
return ma->adt;
}
std::string bc_get_action_id(std::string action_name,
std::string ob_name,
std::string channel_type,
std::string axis_name,
std::string axis_separator = "_");
extern float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray &array, unsigned int index);
extern int bc_test_parent_loop(Object *par, Object *ob);
extern bool bc_validateConstraints(bConstraint *con);
bool bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space = true);
extern Object *bc_add_object(
Main *bmain, Scene *scene, ViewLayer *view_layer, int type, const char *name);
extern Object *bc_add_armature(COLLADAFW::Node *node,
ExtraTags *node_extra_tags,
Main *bmain,
Scene *scene,
ViewLayer *view_layer,
int type,
const char *name);
extern Mesh *bc_get_mesh_copy(BlenderContext &blender_context,
Object *ob,
BC_export_mesh_type export_mesh_type,
bool apply_modifiers,
bool triangulate);
extern Object *bc_get_assigned_armature(Object *ob);
extern bool bc_has_object_type(LinkNode *export_set, short obtype);
extern const char *bc_CustomData_get_layer_name(const CustomData *data,
eCustomDataType type,
int n);
extern const char *bc_CustomData_get_active_layer_name(const CustomData *data,
eCustomDataType type);
extern void bc_bubble_sort_by_Object_name(LinkNode *export_set);
/**
* Check if a bone is the top most exportable bone in the bone hierarchy.
* When deform_bones_only == false, then only bones with NO parent
* can be root bones. Otherwise the top most deform bones in the hierarchy
* are root bones.
*/
extern bool bc_is_root_bone(Bone *aBone, bool deform_bones_only);
extern int bc_get_active_UVLayer(Object *ob);
inline std::string bc_string_after(const std::string &s, const std::string probe)
{
size_t i = s.rfind(probe);
if (i != std::string::npos) {
return (s.substr(i + probe.length(), s.length() - i));
}
return s;
}
inline std::string bc_string_before(const std::string &s, const std::string probe)
{
size_t i = s.find(probe);
if (i != std::string::npos) {
return s.substr(0, i);
}
return s;
}
inline bool bc_startswith(std::string const &value, std::string const &starting)
{
if (starting.size() > value.size()) {
return false;
}
return (value.substr(0, starting.size()) == starting);
}
inline bool bc_endswith(const std::string &value, const std::string &ending)
{
if (ending.size() > value.size()) {
return false;
}
return value.compare(value.size() - ending.size(), ending.size(), ending) == 0;
}
#if 0 /* UNUSED */
inline bool bc_endswith(std::string const &value, std::string const &ending)
{
if (ending.size() > value.size()) {
return false;
}
return std::equal(ending.rbegin(), ending.rend(), value.rbegin());
}
#endif
extern std::string bc_replace_string(std::string data,
const std::string &pattern,
const std::string &replacement);
extern std::string bc_url_encode(std::string data);
/**
* Calculate a re-scale factor such that the imported scene's scale
* is preserved. I.e. 1 meter in the import will also be
* 1 meter in the current scene.
*/
extern void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene);
extern void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene);
/**
* Convenience function to get only the needed components of a matrix.
*/
extern void bc_decompose(float mat[4][4], float *loc, float eul[3], float quat[4], float *size);
/**
* Create rotation_quaternion from a delta rotation and a reference quat
*
* Input:
* mat_from: The rotation matrix before rotation
* mat_to : The rotation matrix after rotation
* qref : the quat corresponding to mat_from
*
* Output:
* rot : the calculated result (quaternion).
*/
extern void bc_rotate_from_reference_quat(float quat_to[4],
float quat_from[4],
float mat_to[4][4]);
extern void bc_triangulate_mesh(Mesh *mesh);
/**
* A bone is a leaf when it has no children or all children are not connected.
*/
extern bool bc_is_leaf_bone(Bone *bone);
extern EditBone *bc_get_edit_bone(bArmature *armature, char *name);
extern int bc_set_layer(int bitfield, int layer, bool enable);
extern int bc_set_layer(int bitfield, int layer);
inline bool bc_in_range(float a, float b, float range)
{
return fabsf(a - b) < range;
}
void bc_copy_m4_farray(float r[4][4], float *a);
void bc_copy_farray_m4(float *r, float a[4][4]);
void bc_copy_darray_m4d(double *r, double a[4][4]);
void bc_copy_m4d_v44(double (&r)[4][4], std::vector<std::vector<double>> &a);
void bc_copy_v44_m4d(std::vector<std::vector<double>> &r, double (&a)[4][4]);
void bc_sanitize_v3(double v[3], int precision);
void bc_sanitize_v3(float v[3], int precision);
/**
* Get a custom property when it exists.
* This function is also used to check if a property exists.
*/
extern IDProperty *bc_get_IDProperty(Bone *bone, std::string key);
extern void bc_set_IDProperty(EditBone *ebone, const char *key, float value);
/**
* Stores a 4*4 matrix as a custom bone property array of size 16.
*/
extern void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4]);
/**
* Read a custom bone property and convert to float
* Return def if the property does not exist.
*/
extern float bc_get_property(Bone *bone, std::string key, float def);
/**
* Get a vector that is stored in 3 custom properties (used in Blender <= 2.78).
*/
extern void bc_get_property_vector(Bone *bone, std::string key, float val[3], const float def[3]);
/**
* Read a custom bone property and convert to matrix
* Return true if conversion was successful
*
* Return false if:
* - the property does not exist
* - is not an array of size 16
*/
extern bool bc_get_property_matrix(Bone *bone, std::string key, float mat[4][4]);
extern void bc_enable_fcurves(bAction *act, char *bone_name);
extern bool bc_bone_matrix_local_get(Object *ob, Bone *bone, Matrix &mat, bool for_opensim);
extern bool bc_is_animated(BCMatrixSampleMap &values);
extern bool bc_has_animations(Scene *sce, LinkNode *export_set);
extern bool bc_has_animations(Object *ob);
extern void bc_add_global_transform(Matrix &to_mat,
const Matrix &from_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Vector &to_vec,
const Vector &from_vec,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Vector &to_vec,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_add_global_transform(Matrix &to_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_apply_global_transform(Matrix &to_mat,
const BCMatrix &global_transform,
bool invert = false);
extern void bc_apply_global_transform(Vector &to_vec,
const BCMatrix &global_transform,
bool invert = false);
/**
* Check if custom information about bind matrix exists and modify the from_mat
* accordingly.
*
* \note This is old style for Blender <= 2.78 only kept for compatibility.
*/
extern void bc_create_restpose_mat(BCExportSettings &export_settings,
Bone *bone,
float to_mat[4][4],
float from_mat[4][4],
bool use_local_space);
class ColladaBaseNodes {
private:
std::vector<Object *> base_objects;
public:
void add(Object *ob)
{
base_objects.push_back(ob);
}
bool contains(Object *ob)
{
std::vector<Object *>::iterator it = std::find(base_objects.begin(), base_objects.end(), ob);
return (it != base_objects.end());
}
int size()
{
return base_objects.size();
}
Object *get(int index)
{
return base_objects[index];
}
};
class BCPolygonNormalsIndices {
std::vector<unsigned int> normal_indices;
public:
void add_index(unsigned int index)
{
normal_indices.push_back(index);
}
unsigned int operator[](unsigned int i)
{
return normal_indices[i];
}
};
class BoneExtended {
private:
char name[MAXBONENAME];
int chain_length;
bool is_leaf;
float tail[3];
float roll;
std::vector<std::string> bone_collections;
int use_connect;
bool has_custom_tail;
bool has_custom_roll;
public:
BoneExtended(EditBone *aBone);
void set_name(char *aName);
char *get_name();
void set_chain_length(int aLength);
int get_chain_length();
void set_leaf_bone(bool state);
bool is_leaf_bone();
void set_bone_collections(std::vector<std::string> bone_collections);
const std::vector<std::string> &get_bone_collections();
void set_roll(float roll);
bool has_roll();
float get_roll();
void set_tail(const float vec[]);
float *get_tail();
bool has_tail();
void set_use_connect(int use_connect);
int get_use_connect();
};
/* a map to store bone extension maps
* std:string : an armature name
* BoneExtended * : a map that contains extra data for bones
*/
typedef std::map<std::string, BoneExtended *> BoneExtensionMap;
/*
* A class to organize bone extension data for multiple Armatures.
* this is needed for the case where a Collada file contains 2 or more
* separate armatures.
*/
class BoneExtensionManager {
private:
std::map<std::string, BoneExtensionMap *> extended_bone_maps;
public:
/**
* This method creates a new extension map when needed.
* \note The ~BoneExtensionManager destructor takes care
* to delete the created maps when the manager is removed.
*/
BoneExtensionMap &getExtensionMap(bArmature *armature);
~BoneExtensionManager();
};
void bc_add_default_shader(bContext *C, Material *ma);
bNode *bc_get_master_shader(Material *ma);
COLLADASW::ColorOrTexture bc_get_base_color(Material *ma);
COLLADASW::ColorOrTexture bc_get_emission(Material *ma);
COLLADASW::ColorOrTexture bc_get_ambient(Material *ma);
COLLADASW::ColorOrTexture bc_get_specular(Material *ma);
COLLADASW::ColorOrTexture bc_get_reflective(Material *ma);
double bc_get_reflectivity(Material *ma);
double bc_get_alpha(Material *ma);
double bc_get_ior(Material *ma);
double bc_get_shininess(Material *ma);
bool bc_get_float_from_shader(bNode *shader, double &val, std::string nodeid);
COLLADASW::ColorOrTexture bc_get_cot_from_shader(bNode *shader,
std::string nodeid,
Color &default_color,
bool with_alpha = true);
COLLADASW::ColorOrTexture bc_get_cot(float r, float g, float b, float a);
COLLADASW::ColorOrTexture bc_get_cot(Color col, bool with_alpha = true);