[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [39985] trunk/blender/source/blender/ collada: Split off scene export code.
Nathan Letwory
nathan at letworyinteractive.com
Wed Sep 7 00:18:12 CEST 2011
Revision: 39985
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=39985
Author: jesterking
Date: 2011-09-06 22:18:12 +0000 (Tue, 06 Sep 2011)
Log Message:
-----------
Split off scene export code.
Modified Paths:
--------------
trunk/blender/source/blender/collada/CMakeLists.txt
trunk/blender/source/blender/collada/DocumentExporter.cpp
Added Paths:
-----------
trunk/blender/source/blender/collada/SceneExporter.cpp
trunk/blender/source/blender/collada/SceneExporter.h
Modified: trunk/blender/source/blender/collada/CMakeLists.txt
===================================================================
--- trunk/blender/source/blender/collada/CMakeLists.txt 2011-09-06 21:02:26 UTC (rev 39984)
+++ trunk/blender/source/blender/collada/CMakeLists.txt 2011-09-06 22:18:12 UTC (rev 39985)
@@ -61,6 +61,7 @@
MaterialExporter.cpp
MeshImporter.cpp
SkinInfo.cpp
+ SceneExporter.cpp
TransformReader.cpp
TransformWriter.cpp
collada.cpp
@@ -85,6 +86,7 @@
MaterialExporter.h
MeshImporter.h
SkinInfo.h
+ SceneExporter.h
TransformReader.h
TransformWriter.h
collada.h
Modified: trunk/blender/source/blender/collada/DocumentExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/DocumentExporter.cpp 2011-09-06 21:02:26 UTC (rev 39984)
+++ trunk/blender/source/blender/collada/DocumentExporter.cpp 2011-09-06 22:18:12 UTC (rev 39985)
@@ -34,6 +34,7 @@
{
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
+#include "DNA_group_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_image_types.h"
@@ -104,6 +105,7 @@
#include "COLLADASWConstants.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInstanceController.h"
+#include "COLLADASWInstanceNode.h"
#include "COLLADASWBaseInputElement.h"
#include "collada_internal.h"
@@ -113,6 +115,7 @@
#include "InstanceWriter.h"
#include "TransformWriter.h"
+#include "SceneExporter.h"
#include "ArmatureExporter.h"
#include "AnimationExporter.h"
#include "CameraExporter.h"
@@ -142,165 +145,6 @@
return data->layers[layer_index].name;
}
-
-/*
- Utilities to avoid code duplication.
- Definition can take some time to understand, but they should be useful.
-*/
-
-
-template<class Functor>
-void forEachObjectInScene(Scene *sce, Functor &f)
-{
- Base *base= (Base*) sce->base.first;
- while(base) {
- Object *ob = base->object;
-
- f(ob);
-
- base= base->next;
- }
-}
-
-
-
-class SceneExporter: COLLADASW::LibraryVisualScenes, protected TransformWriter, protected InstanceWriter
-{
- ArmatureExporter *arm_exporter;
-public:
- SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm) : COLLADASW::LibraryVisualScenes(sw),
- arm_exporter(arm) {}
-
- void exportScene(Scene *sce, bool export_selected) {
- // <library_visual_scenes> <visual_scene>
- std::string id_naming = id_name(sce);
- openVisualScene(translate_id(id_naming), id_naming);
-
- // write <node>s
- //forEachMeshObjectInScene(sce, *this);
- //forEachCameraObjectInScene(sce, *this);
- //forEachLampObjectInScene(sce, *this);
- exportHierarchy(sce, export_selected);
-
- // </visual_scene> </library_visual_scenes>
- closeVisualScene();
-
- closeLibrary();
- }
-
- void exportHierarchy(Scene *sce, bool export_selected)
- {
- Base *base= (Base*) sce->base.first;
- while(base) {
- Object *ob = base->object;
-
- if (!ob->parent) {
- if(sce->lay & ob->lay) {
- switch(ob->type) {
- case OB_MESH:
- case OB_CAMERA:
- case OB_LAMP:
- case OB_ARMATURE:
- case OB_EMPTY:
- if (export_selected && !(ob->flag & SELECT)) {
- break;
- }
- // write nodes....
- writeNodes(ob, sce);
- break;
- }
- }
- }
-
- base= base->next;
- }
- }
-
-
- // called for each object
- //void operator()(Object *ob) {
- void writeNodes(Object *ob, Scene *sce)
- {
- COLLADASW::Node node(mSW);
- node.setNodeId(translate_id(id_name(ob)));
- node.setType(COLLADASW::Node::NODE);
-
- node.start();
-
- bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
-
- if (ob->type == OB_MESH && is_skinned_mesh)
- // for skinned mesh we write obmat in <bind_shape_matrix>
- TransformWriter::add_node_transform_identity(node);
- else
- TransformWriter::add_node_transform_ob(node, ob);
-
- // <instance_geometry>
- if (ob->type == OB_MESH) {
- if (is_skinned_mesh) {
- arm_exporter->add_instance_controller(ob);
- }
- else {
- COLLADASW::InstanceGeometry instGeom(mSW);
- instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
-
- InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob);
-
- instGeom.add();
- }
- }
-
- // <instance_controller>
- else if (ob->type == OB_ARMATURE) {
- arm_exporter->add_armature_bones(ob, sce);
-
- // XXX this looks unstable...
- node.end();
- }
-
- // <instance_camera>
- else if (ob->type == OB_CAMERA) {
- COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
- instCam.add();
- }
-
- // <instance_light>
- else if (ob->type == OB_LAMP) {
- COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
- instLa.add();
- }
-
- // empty object
- else if (ob->type == OB_EMPTY) {
- }
-
- // write nodes for child objects
- Base *b = (Base*) sce->base.first;
- while(b) {
- // cob - child object
- Object *cob = b->object;
-
- if (cob->parent == ob) {
- switch(cob->type) {
- case OB_MESH:
- case OB_CAMERA:
- case OB_LAMP:
- case OB_EMPTY:
- case OB_ARMATURE:
- // write node...
- writeNodes(cob, sce);
- break;
- }
- }
-
- b = b->next;
- }
-
- if (ob->type != OB_ARMATURE)
- node.end();
- }
-};
-
// TODO: it would be better to instantiate animations rather than create a new one per object
// COLLADA allows this through multiple <channel>s in <animation>.
// For this to work, we need to know objects that use a certain action.
Added: trunk/blender/source/blender/collada/SceneExporter.cpp
===================================================================
--- trunk/blender/source/blender/collada/SceneExporter.cpp (rev 0)
+++ trunk/blender/source/blender/collada/SceneExporter.cpp 2011-09-06 22:18:12 UTC (rev 39985)
@@ -0,0 +1,161 @@
+/*
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/collada/SceneExporter.cpp
+ * \ingroup collada
+ */
+
+#include "SceneExporter.h"
+
+SceneExporter::SceneExporter(COLLADASW::StreamWriter *sw, ArmatureExporter *arm)
+ : COLLADASW::LibraryVisualScenes(sw), arm_exporter(arm)
+{}
+
+void SceneExporter::exportScene(Scene *sce, bool export_selected)
+{
+ // <library_visual_scenes> <visual_scene>
+ std::string id_naming = id_name(sce);
+ openVisualScene(translate_id(id_naming), id_naming);
+ exportHierarchy(sce, export_selected);
+ closeVisualScene();
+ closeLibrary();
+}
+
+void SceneExporter::exportHierarchy(Scene *sce, bool export_selected)
+{
+ Base *base= (Base*) sce->base.first;
+ while(base) {
+ Object *ob = base->object;
+
+ if (!ob->parent) {
+ if(sce->lay & ob->lay) {
+ switch(ob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_ARMATURE:
+ case OB_EMPTY:
+ if (export_selected && !(ob->flag & SELECT)) {
+ break;
+ }
+ // write nodes....
+ writeNodes(ob, sce);
+ break;
+ }
+ }
+ }
+
+ base= base->next;
+ }
+}
+
+void SceneExporter::writeNodes(Object *ob, Scene *sce)
+{
+ COLLADASW::Node node(mSW);
+ node.setNodeId(translate_id(id_name(ob)));
+ node.setType(COLLADASW::Node::NODE);
+
+ node.start();
+
+ bool is_skinned_mesh = arm_exporter->is_skinned_mesh(ob);
+
+ if (ob->type == OB_MESH && is_skinned_mesh)
+ // for skinned mesh we write obmat in <bind_shape_matrix>
+ TransformWriter::add_node_transform_identity(node);
+ else
+ TransformWriter::add_node_transform_ob(node, ob);
+
+ // <instance_geometry>
+ if (ob->type == OB_MESH) {
+ if (is_skinned_mesh) {
+ arm_exporter->add_instance_controller(ob);
+ }
+ else {
+ COLLADASW::InstanceGeometry instGeom(mSW);
+ instGeom.setUrl(COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_geometry_id(ob)));
+
+ InstanceWriter::add_material_bindings(instGeom.getBindMaterial(), ob);
+
+ instGeom.add();
+ }
+ }
+
+ // <instance_controller>
+ else if (ob->type == OB_ARMATURE) {
+ arm_exporter->add_armature_bones(ob, sce);
+
+ // XXX this looks unstable...
+ node.end();
+ }
+
+ // <instance_camera>
+ else if (ob->type == OB_CAMERA) {
+ COLLADASW::InstanceCamera instCam(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_camera_id(ob)));
+ instCam.add();
+ }
+
+ // <instance_light>
+ else if (ob->type == OB_LAMP) {
+ COLLADASW::InstanceLight instLa(mSW, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING, get_light_id(ob)));
+ instLa.add();
+ }
+
+ // empty object
+ else if (ob->type == OB_EMPTY) { // TODO: handle groups (OB_DUPLIGROUP
+ if((ob->transflag & OB_DUPLIGROUP) == OB_DUPLIGROUP && ob->dup_group) {
+ GroupObject *go = NULL;
+ Group *gr = ob->dup_group;
+ printf("group detected %u\n", gr);
+ for(go = (GroupObject*)(gr->gobject.first); go; go=go->next) {
+ printf("\t%s\n", go->ob->id.name);
+ }
+ }
+ }
+
+ // write nodes for child objects
+ Base *b = (Base*) sce->base.first;
+ while(b) {
+ // cob - child object
+ Object *cob = b->object;
+
+ if (cob->parent == ob) {
+ switch(cob->type) {
+ case OB_MESH:
+ case OB_CAMERA:
+ case OB_LAMP:
+ case OB_EMPTY:
+ case OB_ARMATURE:
+ // write node...
+ writeNodes(cob, sce);
+ break;
+ }
+ }
+
+ b = b->next;
+ }
+
+ if (ob->type != OB_ARMATURE)
+ node.end();
+}
+
Property changes on: trunk/blender/source/blender/collada/SceneExporter.cpp
___________________________________________________________________
Added: svn:keywords
+ Author Date Id Revision
Added: svn:eol-style
+ native
Added: trunk/blender/source/blender/collada/SceneExporter.h
===================================================================
@@ Diff output truncated at 10240 characters. @@
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