Files
blender/source/blender/collada/collada_utils.cpp

834 lines
20 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, Nathan Letwory.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/collada/collada_utils.cpp
* \ingroup collada
*/
/* COLLADABU_ASSERT, may be able to remove later */
#include "COLLADABUPlatform.h"
#include "COLLADAFWGeometry.h"
#include "COLLADAFWMeshPrimitive.h"
#include "COLLADAFWMeshVertexData.h"
extern "C" {
#include "DNA_modifier_types.h"
#include "DNA_customdata_types.h"
#include "DNA_object_types.h"
#include "DNA_mesh_types.h"
#include "DNA_scene_types.h"
#include "DNA_armature_types.h"
#include "BLI_math.h"
#include "BLI_linklist.h"
#include "BKE_context.h"
#include "BKE_customdata.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"
#include "BKE_DerivedMesh.h"
#include "ED_armature.h"
#include "WM_api.h" // XXX hrm, see if we can do without this
#include "WM_types.h"
#include "bmesh.h"
#include "bmesh_tools.h"
}
#include "collada_utils.h"
#include "ExportSettings.h"
float bc_get_float_value(const COLLADAFW::FloatOrDoubleArray& array, unsigned int index)
{
if (index >= array.getValuesCount())
return 0.0f;
if (array.getType() == COLLADAFW::MeshVertexData::DATA_TYPE_FLOAT)
return array.getFloatValues()->getData()[index];
else
return array.getDoubleValues()->getData()[index];
}
// copied from /editors/object/object_relations.c
int bc_test_parent_loop(Object *par, Object *ob)
{
/* test if 'ob' is a parent somewhere in par's parents */
if (par == NULL) return 0;
if (ob == par) return 1;
return bc_test_parent_loop(par->parent, ob);
}
// a shortened version of parent_set_exec()
// if is_parent_space is true then ob->obmat will be multiplied by par->obmat before parenting
int bc_set_parent(Object *ob, Object *par, bContext *C, bool is_parent_space)
{
Object workob;
Scene *sce = CTX_data_scene(C);
if (!par || bc_test_parent_loop(par, ob))
return false;
ob->parent = par;
ob->partype = PAROBJECT;
ob->parsubstr[0] = 0;
if (is_parent_space) {
float mat[4][4];
// calc par->obmat
BKE_object_where_is_calc(sce, par);
// move child obmat into world space
mul_m4_m4m4(mat, par->obmat, ob->obmat);
copy_m4_m4(ob->obmat, mat);
}
// apply child obmat (i.e. decompose it into rot/loc/size)
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
// compute parentinv
BKE_object_workob_calc_parent(sce, ob, &workob);
invert_m4_m4(ob->parentinv, workob.obmat);
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA);
DAG_id_tag_update(&par->id, OB_RECALC_OB);
/** done once after import */
#if 0
DAG_relations_tag_update(bmain);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL);
#endif
return true;
}
Object *bc_add_object(Scene *scene, int type, const char *name)
{
Object *ob = BKE_object_add_only_object(G.main, type, name);
ob->data = BKE_object_obdata_add_from_type(G.main, type, name);
ob->lay = scene->lay;
DAG_id_tag_update(&ob->id, OB_RECALC_OB | OB_RECALC_DATA | OB_RECALC_TIME);
BKE_scene_base_select(scene, BKE_scene_base_add(scene, ob));
return ob;
}
Mesh *bc_get_mesh_copy(Scene *scene, Object *ob, BC_export_mesh_type export_mesh_type, bool apply_modifiers, bool triangulate)
{
Mesh *tmpmesh;
CustomDataMask mask = CD_MASK_MESH;
Mesh *mesh = (Mesh *)ob->data;
DerivedMesh *dm = NULL;
if (apply_modifiers) {
switch (export_mesh_type) {
case BC_MESH_TYPE_VIEW:
{
dm = mesh_create_derived_view(scene, ob, mask);
break;
}
case BC_MESH_TYPE_RENDER:
{
dm = mesh_create_derived_render(scene, ob, mask);
break;
}
}
}
else {
dm = mesh_create_derived((Mesh *)ob->data, NULL);
}
tmpmesh = BKE_mesh_add(G.main, "ColladaMesh"); // name is not important here
DM_to_mesh(dm, tmpmesh, ob, CD_MASK_MESH, true);
tmpmesh->flag = mesh->flag;
if (triangulate) {
bc_triangulate_mesh(tmpmesh);
}
BKE_mesh_tessface_ensure(tmpmesh);
return tmpmesh;
}
Object *bc_get_assigned_armature(Object *ob)
{
Object *ob_arm = NULL;
if (ob->parent && ob->partype == PARSKEL && ob->parent->type == OB_ARMATURE) {
ob_arm = ob->parent;
}
else {
ModifierData *mod;
for (mod = (ModifierData *)ob->modifiers.first; mod; mod = mod->next) {
if (mod->type == eModifierType_Armature) {
ob_arm = ((ArmatureModifierData *)mod)->object;
}
}
}
return ob_arm;
}
// Returns the highest selected ancestor
// returns NULL if no ancestor is selected
// IMPORTANT: This function expects that
// all exported objects have set:
// ob->id.tag & LIB_TAG_DOIT
Object *bc_get_highest_selected_ancestor_or_self(LinkNode *export_set, Object *ob)
{
Object *ancestor = ob;
while (ob->parent && bc_is_marked(ob->parent)) {
ob = ob->parent;
ancestor = ob;
}
return ancestor;
}
bool bc_is_base_node(LinkNode *export_set, Object *ob)
{
Object *root = bc_get_highest_selected_ancestor_or_self(export_set, ob);
return (root == ob);
}
bool bc_is_in_Export_set(LinkNode *export_set, Object *ob)
{
return (BLI_linklist_index(export_set, ob) != -1);
}
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;
}
int bc_is_marked(Object *ob)
{
return ob && (ob->id.tag & LIB_TAG_DOIT);
}
void bc_remove_mark(Object *ob)
{
ob->id.tag &= ~LIB_TAG_DOIT;
}
void bc_set_mark(Object *ob)
{
ob->id.tag |= LIB_TAG_DOIT;
}
// Use bubble sort algorithm for sorting the export set
void bc_bubble_sort_by_Object_name(LinkNode *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;
}
}
}
}
/* 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.
*/
bool bc_is_root_bone(Bone *aBone, bool deform_bones_only)
{
if (deform_bones_only) {
Bone *root = NULL;
Bone *bone = aBone;
while (bone) {
if (!(bone->flag & BONE_NO_DEFORM))
root = bone;
bone = bone->parent;
}
return (aBone == root);
}
else
return !(aBone->parent);
}
int bc_get_active_UVLayer(Object *ob)
{
Mesh *me = (Mesh *)ob->data;
return CustomData_get_active_layer_index(&me->fdata, CD_MTFACE);
}
std::string bc_url_encode(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;
}
/**
* Calculate a rescale 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.
*/
void bc_match_scale(Object *ob, UnitConverter &bc_unit, bool scale_to_scene)
{
if (scale_to_scene) {
mul_m4_m4m4(ob->obmat, bc_unit.get_scale(), ob->obmat);
}
mul_m4_m4m4(ob->obmat, bc_unit.get_rotation(), ob->obmat);
BKE_object_apply_mat4(ob, ob->obmat, 0, 0);
}
void bc_match_scale(std::vector<Object *> *objects_done,
UnitConverter &bc_unit,
bool scale_to_scene)
{
for (std::vector<Object *>::iterator it = objects_done->begin();
it != objects_done->end();
++it)
{
Object *ob = *it;
if (ob -> parent == NULL) {
bc_match_scale(*it, bc_unit, scale_to_scene);
}
}
}
/*
Convenience function to get only the needed components of a matrix
*/
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_triangulate_mesh(Mesh *me)
{
bool use_beauty = false;
bool tag_only = false;
int quad_method = MOD_TRIANGULATE_QUAD_SHORTEDGE; /* XXX: The triangulation method selection could be offered in the UI */
const struct BMeshCreateParams bm_create_params = {0};
BMesh *bm = BM_mesh_create(
&bm_mesh_allocsize_default,
&bm_create_params);
BMeshFromMeshParams bm_from_me_params = {0};
bm_from_me_params.calc_face_normal = true;
BM_mesh_bm_from_me(bm, me, &bm_from_me_params);
BM_mesh_triangulate(bm, quad_method, use_beauty, tag_only, NULL, NULL, NULL);
BMeshToMeshParams bm_to_me_params = {0};
BM_mesh_bm_to_me(bm, me, &bm_to_me_params);
BM_mesh_free(bm);
}
/*
* A bone is a leaf when it has no children or all children are not connected.
*/
bool bc_is_leaf_bone(Bone *bone)
{
for (Bone *child = (Bone *)bone->childbase.first; child; child = child->next) {
if (child->flag & BONE_CONNECTED)
return false;
}
return true;
}
EditBone *bc_get_edit_bone(bArmature * armature, char *name) {
EditBone *eBone;
for (eBone = (EditBone *)armature->edbo->first; eBone; eBone = eBone->next) {
if (STREQ(name, eBone->name))
return eBone;
}
return NULL;
}
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;
}
/*
| 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 &BoneExtensionManager::getExtensionMap(bArmature *armature)
{
std::string key = armature->id.name;
BoneExtensionMap *result = extended_bone_maps[key];
if (result == NULL)
{
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 (BoneExtensionMap::iterator ext_it = extended_bones->begin(); ext_it != extended_bones->end(); ++ext_it) {
if (ext_it->second != NULL)
delete ext_it->second;
}
extended_bones->clear();
delete extended_bones;
}
}
/**
* BoneExtended is a helper class needed for the Bone chain finder
* See ArmatureImporter::fix_leaf_bones()
* and ArmatureImporter::connect_bone_chains()
*/
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->bone_layers = 0;
this->has_custom_tail = false;
this->has_custom_roll = false;
}
char *BoneExtended::get_name()
{
return name;
}
void BoneExtended::set_name(char *aName)
{
BLI_strncpy(name, aName, MAXBONENAME);
}
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(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_layers(std::string layerString, std::vector<std::string> &layer_labels)
{
std::stringstream ss(layerString);
std::string layer;
int pos;
while (ss >> layer) {
/* Blender uses numbers to specify layers*/
if (isInteger(layer))
{
pos = atoi(layer.c_str());
if (pos >= 0 && pos < 32) {
this->bone_layers = bc_set_layer(this->bone_layers, pos);
continue;
}
}
/* layer uses labels (not supported by blender). Map to layer numbers:*/
pos = find(layer_labels.begin(), layer_labels.end(), layer) - layer_labels.begin();
if (pos >= layer_labels.size()) {
layer_labels.push_back(layer); /* remember layer number for future usage*/
}
if (pos > 31)
{
fprintf(stderr, "Too many layers in Import. Layer %s mapped to Blender layer 31\n", layer.c_str());
pos = 31;
}
/* If numeric layers and labeled layers are used in parallel (unlikely),
* we get a potential mixup. Just leave as is for now.
*/
this->bone_layers = bc_set_layer(this->bone_layers, pos);
}
}
std::string BoneExtended::get_bone_layers(int bitfield)
{
std::string result = "";
std::string sep = "";
int bit = 1u;
std::ostringstream ss;
for (int i = 0; i < 32; i++)
{
if (bit & bitfield)
{
ss << sep << i;
sep = " ";
}
bit = bit << 1;
}
return ss.str();
}
int BoneExtended::get_bone_layers()
{
return (bone_layers == 0) ? 1 : bone_layers; // ensure that the bone is in at least one bone layer!
}
void BoneExtended::set_use_connect(int use_connect)
{
this->use_connect = use_connect;
}
int BoneExtended::get_use_connect()
{
return this->use_connect;
}
/**
* Stores a 4*4 matrix as a custom bone property array of size 16
*/
void bc_set_IDPropertyMatrix(EditBone *ebone, const char *key, float mat[4][4])
{
IDProperty *idgroup = (IDProperty *)ebone->prop;
if (idgroup == NULL)
{
IDPropertyTemplate val = { 0 };
idgroup = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
ebone->prop = idgroup;
}
IDPropertyTemplate val = { 0 };
val.array.len = 16;
val.array.type = IDP_FLOAT;
IDProperty *data = IDP_New(IDP_ARRAY, &val, key);
float *array = (float *)IDP_Array(data);
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
array[4 * i + j] = mat[i][j];
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 == NULL)
{
IDPropertyTemplate val = { 0 };
ebone->prop = IDP_New(IDP_GROUP, &val, "RNA_EditBone ID properties");
}
IDProperty *pgroup = (IDProperty *)ebone->prop;
IDPropertyTemplate val = { 0 };
IDProperty *prop = IDP_New(IDP_FLOAT, &val, key);
IDP_Float(prop) = value;
IDP_AddToGroup(pgroup, prop);
}
#endif
/*
* Get a custom property when it exists.
* This function is also used to check if a property exists.
*/
IDProperty *bc_get_IDProperty(Bone *bone, std::string key)
{
return (bone->prop == NULL) ? NULL : IDP_GetPropertyFromGroup(bone->prop, key.c_str());
}
/**
* Read a custom bone property and convert to float
* Return def if the property does not exist.
*/
float bc_get_property(Bone *bone, 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 = (float)(IDP_Float(property));
break;
case IDP_DOUBLE:
result = (float)(IDP_Double(property));
break;
default:
result = def;
}
}
return result;
}
/**
* Read a custom bone property and convert to matrix
* Return true if conversion was succesfull
*
* Return false if:
* - the property does not exist
* - is not an array of size 16
*/
bool bc_get_property_matrix(Bone *bone, 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;
}
/**
* get a vector that is stored in 3 custom properties (used in Blender <= 2.78)
*/
void bc_get_property_vector(Bone *bone, 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, 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"));
}
/**
* 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
*/
void bc_create_restpose_mat(const ExportSettings *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->keep_bind_info, "restpose_loc") &&
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_rot") &&
!has_custom_props(bone, export_settings->keep_bind_info, "restpose_scale"))
{
/* No need */
copy_m4_m4(to_mat, from_mat);
return;
}
bc_decompose(from_mat, loc, rot, NULL, scale);
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
if (export_settings->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->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->keep_bind_info) {
bc_get_property_vector(bone, "restpose_scale", scale, scale);
}
loc_eulO_size_to_mat4(to_mat, loc, rot, scale, 6);
}
/*
Make 4*4 matrices better readable
*/
void bc_sanitize_mat(float mat[4][4], int precision)
{
for (int i = 0; i < 4; i++)
for (int j = 0; j < 4; j++)
mat[i][j] = double_round(mat[i][j], precision);
}