Пример #1
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;
}
Пример #2
0
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);
	}
}