tornavis/source/blender/io/collada/GeometryExporter.h

125 lines
3.6 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include <set>
#include <string>
#include <vector>
#include "COLLADASWInputList.h"
#include "COLLADASWLibraryGeometries.h"
#include "COLLADASWStreamWriter.h"
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_key.hh"
#include "BlenderContext.h"
#include "ExportSettings.h"
#include "collada_utils.h"
class Normal {
public:
float x;
float y;
float z;
friend bool operator<(const Normal &, const Normal &);
};
bool operator<(const Normal &, const Normal &);
/* TODO: optimize UV sets by making indexed list with duplicates removed */
class GeometryExporter : COLLADASW::LibraryGeometries {
struct Face {
unsigned int v1, v2, v3, v4;
};
public:
/* TODO: optimize UV sets by making indexed list with duplicates removed */
GeometryExporter(BlenderContext &blender_context,
COLLADASW::StreamWriter *sw,
BCExportSettings &export_settings)
: COLLADASW::LibraryGeometries(sw),
blender_context(blender_context),
export_settings(export_settings)
{
}
void exportGeom();
void operator()(Object *ob);
void createLooseEdgeList(Object *ob, Mesh *mesh, std::string &geom_id);
/** Powerful because it handles both cases when there is material and when there's not. */
void create_mesh_primitive_list(short material_index,
bool has_uvs,
bool has_color,
Object *ob,
Mesh *mesh,
std::string &geom_id,
std::vector<BCPolygonNormalsIndices> &norind);
/** Creates <source> for positions. */
void createVertsSource(std::string geom_id, Mesh *mesh);
void createVertexColorSource(std::string geom_id, Mesh *mesh);
std::string makeTexcoordSourceId(std::string &geom_id, int layer_index, bool is_single_layer);
/** Creates <source> for texture-coordinates. */
void createTexcoordsSource(std::string geom_id, Mesh *mesh);
/** Creates <source> for normals. */
void createNormalsSource(std::string geom_id, Mesh *mesh, std::vector<Normal> &nor);
void create_normals(std::vector<Normal> &nor,
std::vector<BCPolygonNormalsIndices> &polygons_normals,
Mesh *mesh);
std::string getIdBySemantics(std::string geom_id,
COLLADASW::InputSemantic::Semantics type,
std::string other_suffix = "");
std::string makeVertexColorSourceId(std::string &geom_id, const char *layer_name);
COLLADASW::URI getUrlBySemantics(std::string geom_id,
COLLADASW::InputSemantic::Semantics type,
std::string other_suffix = "");
COLLADASW::URI makeUrl(std::string id);
void export_key_mesh(Object *ob, Mesh *mesh, KeyBlock *kb);
private:
std::set<std::string> exportedGeometry;
BlenderContext &blender_context;
BCExportSettings &export_settings;
Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers);
};
struct GeometryFunctor {
/* f should have
* void operator()(Object *ob) */
template<class Functor>
void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set)
{
LinkNode *node;
for (node = export_set; node; node = node->next) {
Object *ob = (Object *)node->link;
if (ob->type == OB_MESH) {
f(ob);
}
}
}
};