The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
150 lines
4.0 KiB
C++
150 lines
4.0 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed,
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* Nathan Letwory
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file GeometryExporter.h
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* \ingroup collada
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*/
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#ifndef __GEOMETRYEXPORTER_H__
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#define __GEOMETRYEXPORTER_H__
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#include <string>
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#include <vector>
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#include <set>
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#include "COLLADASWStreamWriter.h"
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#include "COLLADASWLibraryGeometries.h"
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#include "COLLADASWInputList.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_key_types.h"
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#include "ExportSettings.h"
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#include "collada_utils.h"
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#include "BKE_key.h"
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struct Depsgraph;
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extern Object *bc_get_highest_selected_ancestor_or_self(Object *ob);
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class Normal
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{
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public:
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float x;
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float y;
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float z;
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friend bool operator< (const Normal &, const Normal &);
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};
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bool operator< (const Normal &, const Normal &);
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// TODO: optimize UV sets by making indexed list with duplicates removed
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class GeometryExporter : COLLADASW::LibraryGeometries
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{
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struct Face
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{
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unsigned int v1, v2, v3, v4;
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};
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Normal n;
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struct Depsgraph *mDepsgraph;
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Scene *mScene;
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public:
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GeometryExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
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void exportGeom(struct Depsgraph *depsgraph, Scene *sce);
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void operator()(Object *ob);
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void createLooseEdgeList(Object *ob,
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Mesh *me,
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std::string& geom_id);
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// powerful because it handles both cases when there is material and when there's not
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void createPolylist(short material_index,
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bool has_uvs,
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bool has_color,
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Object *ob,
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Mesh *me,
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std::string& geom_id,
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std::vector<BCPolygonNormalsIndices>& norind);
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// creates <source> for positions
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void createVertsSource(std::string geom_id, Mesh *me);
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void createVertexColorSource(std::string geom_id, Mesh *me);
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std::string makeTexcoordSourceId(std::string& geom_id, int layer_index, bool is_single_layer);
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//creates <source> for texcoords
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void createTexcoordsSource(std::string geom_id, Mesh *me);
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void createTesselatedTexcoordsSource(std::string geom_id, Mesh *me);
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//creates <source> for normals
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void createNormalsSource(std::string geom_id, Mesh *me, std::vector<Normal>& nor);
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void create_normals(std::vector<Normal> &nor, std::vector<BCPolygonNormalsIndices> &ind, Mesh *me);
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std::string getIdBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
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std::string makeVertexColorSourceId(std::string& geom_id, char *layer_name);
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COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = "");
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COLLADASW::URI makeUrl(std::string id);
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void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb);
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private:
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std::set<std::string> exportedGeometry;
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const ExportSettings *export_settings;
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Mesh * get_mesh(Scene *sce, Object *ob, int apply_modifiers);
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};
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struct GeometryFunctor {
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// f should have
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// void operator()(Object *ob)
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template<class Functor>
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void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
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{
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LinkNode *node;
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for (node=export_set; node; node = node->next) {
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Object *ob = (Object *)node->link;
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if (ob->type == OB_MESH) {
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f(ob);
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}
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}
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}
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};
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#endif
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