Files
test2/source/blender/io/collada/MeshImporter.h
Sergey Sharybin c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.

This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.

Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.

Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:

    https://reuse.software/faq/
2023-05-31 16:19:06 +02:00

238 lines
7.9 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <map>
#include <vector>
#include "COLLADAFWIndexList.h"
#include "COLLADAFWInstanceGeometry.h"
#include "COLLADAFWMaterialBinding.h"
#include "COLLADAFWMesh.h"
#include "COLLADAFWMeshVertexData.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWPolygons.h"
#include "COLLADAFWTextureCoordinateBinding.h"
#include "COLLADAFWTypes.h"
#include "COLLADAFWUniqueId.h"
#include "ArmatureImporter.h"
#include "collada_utils.h"
#include "BLI_edgehash.h"
#include "BLI_math_vector_types.hh"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
/* only for ArmatureImporter to "see" MeshImporter::get_object_by_geom_uid */
class MeshImporterBase {
public:
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid) = 0;
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &mesh_uid) = 0;
virtual std::string *get_geometry_name(const std::string &mesh_name) = 0;
};
class UVDataWrapper {
COLLADAFW::MeshVertexData *mVData;
public:
UVDataWrapper(COLLADAFW::MeshVertexData &vdata);
#ifdef COLLADA_DEBUG
void print();
#endif
void getUV(int uv_index, float *uv);
};
class VCOLDataWrapper {
COLLADAFW::MeshVertexData *mVData;
public:
VCOLDataWrapper(COLLADAFW::MeshVertexData &vdata);
void get_vcol(int v_index, MLoopCol *mloopcol);
};
class MeshImporter : public MeshImporterBase {
private:
UnitConverter *unitconverter;
bool use_custom_normals;
Main *m_bmain;
Scene *scene;
ViewLayer *view_layer;
ArmatureImporter *armature_importer;
std::map<std::string, std::string> mesh_geom_map; /* needed for correct shape key naming */
std::map<COLLADAFW::UniqueId, Mesh *> uid_mesh_map; /* geometry unique id-to-mesh map */
std::map<COLLADAFW::UniqueId, Object *> uid_object_map; /* geom UID-to-object */
std::vector<Object *> imported_objects; /* list of imported objects */
/* this structure is used to assign material indices to polygons
* it holds a portion of Mesh faces and corresponds to a DAE primitive list
* (`<triangles>`, `<polylist>`, etc.) */
struct Primitive {
int poly_index;
int *material_indices;
uint totpoly;
};
typedef std::map<COLLADAFW::MaterialId, std::vector<Primitive>> MaterialIdPrimitiveArrayMap;
/* crazy name! */
std::map<COLLADAFW::UniqueId, MaterialIdPrimitiveArrayMap> geom_uid_mat_mapping_map;
/* < materials that have already been mapped to a geometry.
* A pair/of geom UID and mat UID, one geometry can have several materials. */
std::multimap<COLLADAFW::UniqueId, COLLADAFW::UniqueId> materials_mapped_to_geom;
bool set_poly_indices(int *poly_verts, int loop_index, const uint *indices, int loop_count);
void set_face_uv(blender::float2 *mloopuv,
UVDataWrapper &uvs,
int start_index,
COLLADAFW::IndexList &index_list,
int count);
void set_vcol(MLoopCol *mloopcol,
VCOLDataWrapper &vob,
int loop_index,
COLLADAFW::IndexList &index_list,
int count);
#ifdef COLLADA_DEBUG
void print_index_list(COLLADAFW::IndexList &index_list);
#endif
/**
* Checks if mesh has supported primitive types:
* `lines`, `polylist`, `triangles`, `triangle_fans`.
*/
bool is_nice_mesh(COLLADAFW::Mesh *mesh);
void read_vertices(COLLADAFW::Mesh *mesh, Mesh *me);
/**
* Condition 1: The Primitive has normals
* condition 2: The number of normals equals the number of faces.
* return true if both conditions apply.
* return false otherwise.
*/
bool primitive_has_useable_normals(COLLADAFW::MeshPrimitive *mp);
/**
* Assume that only TRIANGLES, TRIANGLE_FANS, POLYLIST and POLYGONS
* have faces. (to be verified).
*/
bool primitive_has_faces(COLLADAFW::MeshPrimitive *mp);
/**
* This function is copied from source/blender/editors/mesh/mesh_data.c
*
* TODO: (As discussed with sergey-) :
* Maybe move this function to `blenderkernel/intern/mesh.c`.
* and add definition to BKE_mesh.c.
*/
static void mesh_add_edges(Mesh *mesh, int len);
uint get_loose_edge_count(COLLADAFW::Mesh *mesh);
/**
* Return the number of faces by summing up
* the face-counts of the parts.
* HINT: This is done because `mesh->getFacesCount()` does
* count loose edges as extra faces, which is not what we want here.
*/
void allocate_poly_data(COLLADAFW::Mesh *collada_mesh, Mesh *me);
/* TODO: import uv set names */
/**
* Read all faces from TRIANGLES, TRIANGLE_FANS, POLYLIST, POLYGON
* IMPORTANT: This function MUST be called before read_lines()
* Otherwise we will lose all edges from faces (see read_lines() above)
*
* TODO: import uv set names.
*/
void read_polys(COLLADAFW::Mesh *mesh, Mesh *me, blender::Vector<blender::float3> &loop_normals);
/**
* Read all loose edges.
* IMPORTANT: This function assumes that all edges from existing
* faces have already been generated and added to me->medge
* So this function MUST be called after read_faces() (see below)
*/
void read_lines(COLLADAFW::Mesh *mesh, Mesh *me);
uint get_vertex_count(COLLADAFW::Polygons *mp, int index);
void get_vector(float v[3], COLLADAFW::MeshVertexData &arr, int i, int stride);
bool is_flat_face(uint *nind, COLLADAFW::MeshVertexData &nor, int count);
/**
* Returns the list of Users of the given Mesh object.
* NOTE: This function uses the object user flag to control
* which objects have already been processed.
*/
std::vector<Object *> get_all_users_of(Mesh *reference_mesh);
public:
MeshImporter(UnitConverter *unitconv,
bool use_custom_normals,
ArmatureImporter *arm,
Main *bmain,
Scene *sce,
ViewLayer *view_layer);
virtual Object *get_object_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);
virtual Mesh *get_mesh_by_geom_uid(const COLLADAFW::UniqueId &geom_uid);
/**
*
* During import all materials have been assigned to Object.
* Now we iterate over the imported objects and optimize
* the assignments as follows:
*
* for each imported geometry:
* if number of users is 1:
* get the user (object)
* move the materials from Object to Data
* else:
* determine which materials are assigned to the first user
* check if all other users have the same materials in the same order
* if the check is positive:
* Add the materials of the first user to the geometry
* adjust all other users accordingly.
*/
void optimize_material_assignements();
/**
* We do not know in advance which objects will share geometries.
* And we do not know either if the objects which share geometries
* come along with different materials. So we first create the objects
* and assign the materials to Object, then in a later cleanup we decide
* which materials shall be moved to the created geometries. Also see
* optimize_material_assignements() above.
*/
void assign_material_to_geom(COLLADAFW::MaterialBinding cmaterial,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map,
Object *ob,
const COLLADAFW::UniqueId *geom_uid,
short mat_index);
Object *create_mesh_object(COLLADAFW::Node *node,
COLLADAFW::InstanceGeometry *geom,
bool isController,
std::map<COLLADAFW::UniqueId, Material *> &uid_material_map);
/** Create a mesh storing a pointer in a map so it can be retrieved later by geometry UID. */
bool write_geometry(const COLLADAFW::Geometry *geom);
std::string *get_geometry_name(const std::string &mesh_name);
};