std::vector<Object *> *DocumentImporter::write_node(COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node) { Object *ob = NULL; bool is_joint = node->getType() == COLLADAFW::Node::JOINT; bool read_transform = true; std::string id = node->getOriginalId(); std::string name = node->getName(); // if node has child nodes write them COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes(); std::vector<Object *> *objects_done = new std::vector<Object *>(); std::vector<Object *> *root_objects = new std::vector<Object *>(); fprintf(stderr, "Writing node id='%s', name='%s'\n", id.c_str(), name.c_str()); if (is_joint) { if (parent_node == NULL) { // A Joint on root level is a skeleton without root node. // Here we add the armature "on the fly": par = bc_add_object(sce, OB_ARMATURE, std::string("Armature").c_str()); objects_done->push_back(par); root_objects->push_back(par); object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), par)); node_map[node->getUniqueId()] = node; } if (parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT) { armature_importer.add_root_joint(node, par); } if (parent_node == NULL) { // for skeletons without root node all has been done above. // Skeletons with root node are handled further down. goto finally; } } else { COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries(); COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras(); COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights(); COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers(); COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes(); size_t geom_done = 0; size_t camera_done = 0; size_t lamp_done = 0; size_t controller_done = 0; size_t inst_done = 0; // XXX linking object with the first <instance_geometry>, though a node may have more of them... // maybe join multiple <instance_...> meshes into 1, and link object with it? not sure... // <instance_geometry> while (geom_done < geom.getCount()) { ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map, material_texture_mapping_map); if (ob == NULL) { report_unknown_reference(*node, "instance_mesh"); } else { objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } ++geom_done; } while (camera_done < camera.getCount()) { ob = create_camera_object(camera[camera_done], sce); if (ob == NULL) { report_unknown_reference(*node, "instance_camera"); } else { objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } ++camera_done; } while (lamp_done < lamp.getCount()) { ob = create_lamp_object(lamp[lamp_done], sce); if (ob == NULL) { report_unknown_reference(*node, "instance_lamp"); } else { objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } ++lamp_done; } while (controller_done < controller.getCount()) { COLLADAFW::InstanceGeometry *geom = (COLLADAFW::InstanceGeometry *)controller[controller_done]; ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map); if (ob == NULL) { report_unknown_reference(*node, "instance_controller"); } else { objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } ++controller_done; } // XXX instance_node is not supported yet while (inst_done < inst_node.getCount()) { const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId(); if (object_map.find(node_id) == object_map.end()) { fprintf(stderr, "Cannot find object for node referenced by <instance_node name=\"%s\">.\n", inst_node[inst_done]->getName().c_str()); ob = NULL; } else { std::pair<std::multimap<COLLADAFW::UniqueId, Object *>::iterator, std::multimap<COLLADAFW::UniqueId, Object *>::iterator> pair_iter = object_map.equal_range(node_id); for (std::multimap<COLLADAFW::UniqueId, Object *>::iterator it2 = pair_iter.first; it2 != pair_iter.second; it2++) { Object *source_ob = (Object *)it2->second; COLLADAFW::Node *source_node = node_map[node_id]; ob = create_instance_node(source_ob, source_node, node, sce, is_library_node); objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } } ++inst_done; read_transform = false; } // if node is empty - create empty object // XXX empty node may not mean it is empty object, not sure about this if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) { //Check if Object is armature, by checking if immediate child is a JOINT node. if (is_armature(node)) { ob = bc_add_object(sce, OB_ARMATURE, name.c_str()); } else { ob = bc_add_object(sce, OB_EMPTY, NULL); } objects_done->push_back(ob); if (parent_node == NULL) { root_objects->push_back(ob); } } // XXX: if there're multiple instances, only one is stored if (!ob) { goto finally; } for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) { ob = *it; std::string nodename = node->getName().size() ? node->getName() : node->getOriginalId(); BKE_libblock_rename(G.main, &ob->id, (char *)nodename.c_str()); object_map.insert(std::pair<COLLADAFW::UniqueId, Object *>(node->getUniqueId(), ob)); node_map[node->getUniqueId()] = node; if (is_library_node) libnode_ob.push_back(ob); } //create_constraints(et,ob); } for (std::vector<Object *>::iterator it = objects_done->begin(); it != objects_done->end(); ++it) { ob = *it; if (read_transform) anim_importer.read_node_transform(node, ob); // overwrites location set earlier if (!is_joint) { if (par && ob) { ob->parent = par; ob->partype = PAROBJECT; ob->parsubstr[0] = 0; //bc_set_parent(ob, par, mContext, false); } } } if (objects_done->size() > 0) { ob = *objects_done->begin(); } else { ob = NULL; } for (unsigned int i = 0; i < child_nodes.getCount(); i++) { std::vector<Object *> *child_objects; child_objects = write_node(child_nodes[i], node, sce, ob, is_library_node); delete child_objects; } finally: delete objects_done; return root_objects; }
void DocumentImporter::write_node (COLLADAFW::Node *node, COLLADAFW::Node *parent_node, Scene *sce, Object *par, bool is_library_node) { Object *ob = NULL; bool is_joint = node->getType() == COLLADAFW::Node::JOINT; if (is_joint) { if ( par ) { Object * empty = par; par = add_object(sce, OB_ARMATURE); bc_set_parent(par,empty->parent, mContext); //remove empty : todo object_map[parent_node->getUniqueId()] = par; } armature_importer.add_joint(node, parent_node == NULL || parent_node->getType() != COLLADAFW::Node::JOINT, par, sce); } else { COLLADAFW::InstanceGeometryPointerArray &geom = node->getInstanceGeometries(); COLLADAFW::InstanceCameraPointerArray &camera = node->getInstanceCameras(); COLLADAFW::InstanceLightPointerArray &lamp = node->getInstanceLights(); COLLADAFW::InstanceControllerPointerArray &controller = node->getInstanceControllers(); COLLADAFW::InstanceNodePointerArray &inst_node = node->getInstanceNodes(); size_t geom_done = 0; size_t camera_done = 0; size_t lamp_done = 0; size_t controller_done = 0; size_t inst_done = 0; // XXX linking object with the first <instance_geometry>, though a node may have more of them... // maybe join multiple <instance_...> meshes into 1, and link object with it? not sure... // <instance_geometry> while (geom_done < geom.getCount()) { ob = mesh_importer.create_mesh_object(node, geom[geom_done], false, uid_material_map, material_texture_mapping_map); ++geom_done; } while (camera_done < camera.getCount()) { ob = create_camera_object(camera[camera_done], sce); ++camera_done; } while (lamp_done < lamp.getCount()) { ob = create_lamp_object(lamp[lamp_done], sce); ++lamp_done; } while (controller_done < controller.getCount()) { COLLADAFW::InstanceGeometry *geom = (COLLADAFW::InstanceGeometry*)controller[controller_done]; ob = mesh_importer.create_mesh_object(node, geom, true, uid_material_map, material_texture_mapping_map); ++controller_done; } // XXX instance_node is not supported yet while (inst_done < inst_node.getCount()) { const COLLADAFW::UniqueId& node_id = inst_node[inst_done]->getInstanciatedObjectId(); if (object_map.find(node_id) == object_map.end()) { fprintf(stderr, "Cannot find node to instanciate.\n"); ob = NULL; } else { Object *source_ob = object_map[node_id]; COLLADAFW::Node *source_node = node_map[node_id]; ob = create_instance_node(source_ob, source_node, node, sce, par, is_library_node); } ++inst_done; } // if node is empty - create empty object // XXX empty node may not mean it is empty object, not sure about this if ( (geom_done + camera_done + lamp_done + controller_done + inst_done) < 1) { ob = add_object(sce, OB_EMPTY); } // check if object is not NULL if (!ob) return; std::string nodename = node->getName().size() ? node->getName() : node->getOriginalId(); rename_id(&ob->id, (char*)nodename.c_str()); object_map[node->getUniqueId()] = ob; node_map[node->getUniqueId()] = node; if (is_library_node) libnode_ob.push_back(ob); } anim_importer.read_node_transform(node, ob); // overwrites location set earlier if (!is_joint) { // if par was given make this object child of the previous if (par && ob) bc_set_parent(ob, par, mContext); } // if node has child nodes write them COLLADAFW::NodePointerArray &child_nodes = node->getChildNodes(); for (unsigned int i = 0; i < child_nodes.getCount(); i++) { write_node(child_nodes[i], node, sce, ob, is_library_node); } }