125 lines
3.6 KiB
C++
125 lines
3.6 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#pragma once
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#include <set>
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#include <string>
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#include <vector>
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#include "COLLADASWInputList.h"
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#include "COLLADASWLibraryGeometries.h"
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#include "COLLADASWStreamWriter.h"
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#include "DNA_key_types.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 "BKE_key.hh"
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#include "BlenderContext.h"
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#include "ExportSettings.h"
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#include "collada_utils.h"
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class Normal {
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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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struct Face {
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unsigned int v1, v2, v3, v4;
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};
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public:
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/* TODO: optimize UV sets by making indexed list with duplicates removed */
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GeometryExporter(BlenderContext &blender_context,
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COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings)
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: COLLADASW::LibraryGeometries(sw),
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blender_context(blender_context),
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export_settings(export_settings)
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{
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}
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void exportGeom();
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void operator()(Object *ob);
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void createLooseEdgeList(Object *ob, Mesh *mesh, 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 create_mesh_primitive_list(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 *mesh,
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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 *mesh);
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void createVertexColorSource(std::string geom_id, Mesh *mesh);
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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 texture-coordinates. */
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void createTexcoordsSource(std::string geom_id, Mesh *mesh);
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/** Creates <source> for normals. */
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void createNormalsSource(std::string geom_id, Mesh *mesh, std::vector<Normal> &nor);
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void create_normals(std::vector<Normal> &nor,
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std::vector<BCPolygonNormalsIndices> &polygons_normals,
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Mesh *mesh);
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std::string getIdBySemantics(std::string geom_id,
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COLLADASW::InputSemantic::Semantics type,
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std::string other_suffix = "");
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std::string makeVertexColorSourceId(std::string &geom_id, const char *layer_name);
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COLLADASW::URI getUrlBySemantics(std::string geom_id,
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COLLADASW::InputSemantic::Semantics type,
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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 *mesh, KeyBlock *kb);
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private:
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std::set<std::string> exportedGeometry;
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BlenderContext &blender_context;
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BCExportSettings &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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