Esempio n. 1
0
Object *DocumentImporter::create_lamp_object(COLLADAFW::InstanceLight *lamp, Scene *sce)
{
	const COLLADAFW::UniqueId& lamp_uid = lamp->getInstanciatedObjectId();
	if (uid_lamp_map.find(lamp_uid) == uid_lamp_map.end()) {
		fprintf(stderr, "Couldn't find lamp by UID.\n");
		return NULL;
	}

	Object *ob = bc_add_object(sce, OB_LAMP, NULL);
	Lamp *la = uid_lamp_map[lamp_uid];
	Lamp *old_lamp = (Lamp *)ob->data;
	ob->data = la;
	id_us_min(&old_lamp->id);
	if (old_lamp->id.us == 0)
		BKE_libblock_free(G.main, old_lamp);
	return ob;
}
Esempio n. 2
0
Object *DocumentImporter::create_camera_object(COLLADAFW::InstanceCamera *camera, Scene *sce)
{
	const COLLADAFW::UniqueId& cam_uid = camera->getInstanciatedObjectId();
	if (uid_camera_map.find(cam_uid) == uid_camera_map.end()) {
		// fprintf(stderr, "Couldn't find camera by UID.\n");
		return NULL;
	}

	Object *ob = bc_add_object(sce, OB_CAMERA, NULL);
	Camera *cam = uid_camera_map[cam_uid];
	Camera *old_cam = (Camera *)ob->data;
	ob->data = cam;
	id_us_min(&old_cam->id);
	if (old_cam->id.us == 0)
		BKE_libblock_free(G.main, old_cam);
	return ob;
}
Esempio n. 3
0
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;
}
Object *MeshImporter::create_mesh_object(COLLADAFW::Node *node, COLLADAFW::InstanceGeometry *geom,
                                         bool isController,
                                         std::map<COLLADAFW::UniqueId, Material *>& uid_material_map,
                                         std::map<Material *, TexIndexTextureArrayMap>& material_texture_mapping_map)
{
	const COLLADAFW::UniqueId *geom_uid = &geom->getInstanciatedObjectId();
	
	// check if node instanciates controller or geometry
	if (isController) {
		
		geom_uid = armature_importer->get_geometry_uid(*geom_uid);
		
		if (!geom_uid) {
			fprintf(stderr, "Couldn't find a mesh UID by controller's UID.\n");
			return NULL;
		}
	}
	else {
		
		if (uid_mesh_map.find(*geom_uid) == uid_mesh_map.end()) {
			// this could happen if a mesh was not created
			// (e.g. if it contains unsupported geometry)
			fprintf(stderr, "Couldn't find a mesh by UID.\n");
			return NULL;
		}
	}
	if (!uid_mesh_map[*geom_uid]) return NULL;
	
	// name Object
	const std::string& id = node->getName().size() ? node->getName() : node->getOriginalId();
	const char *name = (id.length()) ? id.c_str() : NULL;
	
	// add object
	Object *ob = bc_add_object(scene, OB_MESH, name);
	bc_set_mark(ob); // used later for material assignement optimization


	// store object pointer for ArmatureImporter
	uid_object_map[*geom_uid] = ob;
	imported_objects.push_back(ob);
	
	// replace ob->data freeing the old one
	Mesh *old_mesh = (Mesh *)ob->data;
	Mesh *new_mesh = uid_mesh_map[*geom_uid];

	BKE_mesh_assign_object(ob, new_mesh);
	BKE_mesh_calc_normals(new_mesh);

	if (old_mesh->id.us == 0) BKE_libblock_free(G.main, old_mesh);
	
	char layername[100];
	layername[0] = '\0';
	MTFace *texture_face = NULL;
	
	COLLADAFW::MaterialBindingArray& mat_array =
	    geom->getMaterialBindings();
	
	// loop through geom's materials
	for (unsigned int i = 0; i < mat_array.getCount(); i++) {
		
		if (mat_array[i].getReferencedMaterial().isValid()) {
			texture_face = assign_material_to_geom(mat_array[i], uid_material_map, ob, geom_uid,
			                                       layername, texture_face,
			                                       material_texture_mapping_map, i);
		}
		else {
			fprintf(stderr, "invalid referenced material for %s\n", mat_array[i].getName().c_str());
		}
	}

	return ob;
}
Esempio n. 5
0
// called from write_controller
Object *SkinInfo::create_armature(Scene *scene)
{
	ob_arm = bc_add_object(scene, OB_ARMATURE, NULL);
	return ob_arm;
}