3c938f6b6cb7a599ddf027f11ba4cf86a300763e
[blender.git] / source / blender / collada / DocumentExporter.cpp
1 /*
2  * ***** BEGIN GPL LICENSE BLOCK *****
3  *
4  * This program is free software; you can redistribute it and/or
5  * modify it under the terms of the GNU General Public License
6  * as published by the Free Software Foundation; either version 2
7  * of the License, or (at your option) any later version.
8  *
9  * This program is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with this program; if not, write to the Free Software Foundation,
16  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17  *
18  * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Jan Diederich, Tod Liverseed.
19  *
20  * ***** END GPL LICENSE BLOCK *****
21  */
22
23 /** \file blender/collada/DocumentExporter.cpp
24  *  \ingroup collada
25  */
26
27 #include <stdlib.h>
28 #include <stdio.h>
29 #include <math.h>
30 #include <vector>
31 #include <algorithm> // std::find
32
33 #include "COLLADASWCamera.h"
34 #include "COLLADASWAsset.h"
35 #include "COLLADASWLibraryVisualScenes.h"
36 #include "COLLADASWNode.h"
37 #include "COLLADASWSource.h"
38 #include "COLLADASWInstanceGeometry.h"
39 #include "COLLADASWInputList.h"
40 #include "COLLADASWPrimitves.h"
41 #include "COLLADASWVertices.h"
42 #include "COLLADASWLibraryAnimations.h"
43 #include "COLLADASWLibraryImages.h"
44 #include "COLLADASWLibraryEffects.h"
45 #include "COLLADASWImage.h"
46 #include "COLLADASWEffectProfile.h"
47 #include "COLLADASWColorOrTexture.h"
48 #include "COLLADASWParamTemplate.h"
49 #include "COLLADASWParamBase.h"
50 #include "COLLADASWSurfaceInitOption.h"
51 #include "COLLADASWSampler.h"
52 #include "COLLADASWScene.h"
53 #include "COLLADASWTechnique.h"
54 #include "COLLADASWTexture.h"
55 #include "COLLADASWLibraryMaterials.h"
56 #include "COLLADASWBindMaterial.h"
57 #include "COLLADASWInstanceCamera.h"
58 #include "COLLADASWInstanceLight.h"
59 #include "COLLADASWConstants.h"
60 #include "COLLADASWLibraryControllers.h"
61 #include "COLLADASWInstanceController.h"
62 #include "COLLADASWInstanceNode.h"
63 #include "COLLADASWBaseInputElement.h"
64
65 extern "C" 
66 {
67 #include "DNA_scene_types.h"
68 #include "DNA_object_types.h"
69 #include "DNA_group_types.h"
70 #include "DNA_meshdata_types.h"
71 #include "DNA_mesh_types.h"
72 #include "DNA_image_types.h"
73 #include "DNA_material_types.h"
74 #include "DNA_texture_types.h"
75 #include "DNA_anim_types.h"
76 #include "DNA_action_types.h"
77 #include "DNA_curve_types.h"
78 #include "DNA_armature_types.h"
79 #include "DNA_modifier_types.h"
80 #include "DNA_userdef_types.h"
81
82 #include "BLI_path_util.h"
83 #include "BLI_fileops.h"
84 #include "BLI_math.h"
85 #include "BLI_string.h"
86 #include "BLI_listbase.h"
87 #include "BLI_utildefines.h"
88
89 #include "BKE_DerivedMesh.h"
90 #include "BKE_action.h" // pose functions
91 #include "BKE_animsys.h"
92 #include "BKE_armature.h"
93 #include "BKE_blender_version.h"
94 #include "BKE_fcurve.h"
95 #include "BKE_global.h"
96 #include "BKE_image.h"
97 #include "BKE_main.h"
98 #include "BKE_material.h"
99 #include "BKE_object.h"
100 #include "BKE_scene.h"
101 #include "BKE_appdir.h"
102
103 #include "ED_keyframing.h"
104 #ifdef WITH_BUILDINFO
105 extern char build_commit_date[];
106 extern char build_commit_time[];
107 extern char build_hash[];
108 #endif
109
110 #include "MEM_guardedalloc.h"
111
112 #include "RNA_access.h"
113 }
114
115 #include "collada_internal.h"
116 #include "collada_utils.h"
117 #include "DocumentExporter.h"
118
119 extern bool bc_has_object_type(LinkNode *export_set, short obtype);
120
121 // can probably go after refactor is complete
122 #include "InstanceWriter.h"
123 #include "TransformWriter.h"
124
125 #include "SceneExporter.h"
126 #include "ArmatureExporter.h"
127 #include "AnimationExporter.h"
128 #include "CameraExporter.h"
129 #include "ControllerExporter.h"
130 #include "EffectExporter.h"
131 #include "GeometryExporter.h"
132 #include "ImageExporter.h"
133 #include "LightExporter.h"
134 #include "MaterialExporter.h"
135
136 #include <errno.h>
137
138 char *bc_CustomData_get_layer_name(const struct CustomData *data, int type, int n)
139 {
140         int layer_index = CustomData_get_layer_index(data, type);
141         if (layer_index < 0)
142                 return NULL;
143
144         return data->layers[layer_index + n].name;
145 }
146
147 char *bc_CustomData_get_active_layer_name(const CustomData *data, int type)
148 {
149         /* get the layer index of the active layer of type */
150         int layer_index = CustomData_get_active_layer_index(data, type);
151         if (layer_index < 1)
152                 return NULL;
153
154         return bc_CustomData_get_layer_name(data, type, layer_index-1);
155 }
156
157 DocumentExporter::DocumentExporter(const ExportSettings *export_settings) : export_settings(export_settings) {
158 }
159
160 static COLLADABU::NativeString make_temp_filepath(const char *name, const char *extension)
161 {
162         char tempfile[FILE_MAX];
163         const char *tempdir = BKE_tempdir_session();
164
165         if (name == NULL) {
166                 name = "untitled";
167         }
168
169         BLI_make_file_string(NULL, tempfile, tempdir, name);
170
171         if (extension) {
172                 BLI_ensure_extension(tempfile, FILE_MAX, extension);
173         }
174
175         COLLADABU::NativeString native_filename =
176                 COLLADABU::NativeString(tempfile, COLLADABU::NativeString::ENCODING_UTF8);
177         return native_filename;
178 }
179
180 // TODO: it would be better to instantiate animations rather than create a new one per object
181 // COLLADA allows this through multiple <channel>s in <animation>.
182 // For this to work, we need to know objects that use a certain action.
183
184 int DocumentExporter::exportCurrentScene(Scene *sce)
185 {
186         PointerRNA sceneptr, unit_settings;
187         PropertyRNA *system; /* unused , *scale; */
188
189         clear_global_id_map();
190
191         COLLADABU::NativeString native_filename = make_temp_filepath(NULL, ".dae");
192         COLLADASW::StreamWriter *writer = new COLLADASW::StreamWriter(native_filename);
193
194         // open <collada>
195         writer->startDocument();
196
197         // <asset>
198         COLLADASW::Asset asset(writer);
199
200         RNA_id_pointer_create(&(sce->id), &sceneptr);
201         unit_settings = RNA_pointer_get(&sceneptr, "unit_settings");
202         system = RNA_struct_find_property(&unit_settings, "system");
203         //scale = RNA_struct_find_property(&unit_settings, "scale_length");
204
205         std::string unitname = "meter";
206         float linearmeasure = RNA_float_get(&unit_settings, "scale_length");
207
208         switch (RNA_property_enum_get(&unit_settings, system)) {
209                 case USER_UNIT_NONE:
210                 case USER_UNIT_METRIC:
211                         if (linearmeasure == 0.001f) {
212                                 unitname = "millimeter";
213                         }
214                         else if (linearmeasure == 0.01f) {
215                                 unitname = "centimeter";
216                         }
217                         else if (linearmeasure == 0.1f) {
218                                 unitname = "decimeter";
219                         }
220                         else if (linearmeasure == 1.0f) {
221                                 unitname = "meter";
222                         }
223                         else if (linearmeasure == 1000.0f) {
224                                 unitname = "kilometer";
225                         }
226                         break;
227                 case USER_UNIT_IMPERIAL:
228                         if (linearmeasure == 0.0254f) {
229                                 unitname = "inch";
230                         }
231                         else if (linearmeasure == 0.3048f) {
232                                 unitname = "foot";
233                         }
234                         else if (linearmeasure == 0.9144f) {
235                                 unitname = "yard";
236                         }
237                         break;
238                 default:
239                         break;
240         }
241
242         asset.setUnit(unitname, linearmeasure);
243         asset.setUpAxisType(COLLADASW::Asset::Z_UP);
244         if (U.author[0] != '\0') {
245                 asset.getContributor().mAuthor = U.author;
246         }
247         else {
248                 asset.getContributor().mAuthor = "Blender User";
249         }
250         char version_buf[128];
251 #ifdef WITH_BUILDINFO
252         BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d commit date:%s, commit time:%s, hash:%s",
253                      BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION,
254                      build_commit_date, build_commit_time, build_hash);
255 #else
256         BLI_snprintf(version_buf, sizeof(version_buf), "Blender %d.%02d.%d",
257                      BLENDER_VERSION / 100, BLENDER_VERSION % 100, BLENDER_SUBVERSION);
258 #endif
259         asset.getContributor().mAuthoringTool = version_buf;
260         asset.add();
261         
262         LinkNode *export_set = this->export_settings->export_set;
263         // <library_cameras>
264         if (bc_has_object_type(export_set, OB_CAMERA)) {
265                 CamerasExporter ce(writer, this->export_settings);
266                 ce.exportCameras(sce);
267         }
268         
269         // <library_lights>
270         if (bc_has_object_type(export_set, OB_LAMP)) {
271                 LightsExporter le(writer, this->export_settings);
272                 le.exportLights(sce);
273         }
274
275         // <library_images>
276         ImagesExporter ie(writer, this->export_settings);
277         ie.exportImages(sce);
278         
279         // <library_effects>
280         EffectsExporter ee(writer, this->export_settings);
281         ee.exportEffects(sce);
282         
283         // <library_materials>
284         MaterialsExporter me(writer, this->export_settings);
285         me.exportMaterials(sce);
286
287         // <library_geometries>
288         if (bc_has_object_type(export_set, OB_MESH)) {
289                 GeometryExporter ge(writer, this->export_settings);
290                 ge.exportGeom(sce);
291         }
292
293         // <library_controllers>
294         ArmatureExporter arm_exporter(writer, this->export_settings);
295         ControllerExporter controller_exporter(writer, this->export_settings);
296         if (bc_has_object_type(export_set, OB_ARMATURE) || this->export_settings->include_shapekeys) 
297         {
298                 controller_exporter.export_controllers(sce);
299         }
300
301         // <library_visual_scenes>
302
303         SceneExporter se(writer, &arm_exporter, this->export_settings);
304
305         // <library_animations>
306         AnimationExporter ae(writer, this->export_settings);
307         bool has_animations = ae.exportAnimations(sce);
308
309 #if 0
310         /* The following code seems to be an obsolete workaround
311         Comment out until it proofs correct that we no longer need it.
312         */
313         if (has_animations && this->export_settings->export_transformation_type == BC_TRANSFORMATION_TYPE_MATRIX) {
314                 // channels adressing <matrix> objects is not (yet) supported
315                 // So we force usage of <location>, <translation> and <scale>
316                 fprintf(stdout, 
317                         "For animated Ojects we must use decomposed <matrix> elements,\n" \
318                         "Forcing usage of TransLocRot transformation type.");
319                 se.setExportTransformationType(BC_TRANSFORMATION_TYPE_TRANSROTLOC);
320         }
321         else {
322                 se.setExportTransformationType(this->export_settings->export_transformation_type);
323         }
324 #else
325         se.setExportTransformationType(this->export_settings->export_transformation_type);
326 #endif
327         se.exportScene(sce);
328         
329         // <scene>
330         std::string scene_name(translate_id(id_name(sce)));
331         COLLADASW::Scene scene(writer, COLLADASW::URI(COLLADABU::Utils::EMPTY_STRING,
332                                                    scene_name));
333         scene.add();
334         
335         // close <Collada>
336         writer->endDocument();
337         delete writer;
338
339         // Finally move the created document into place
340         fprintf(stdout, "Collada export to: %s\n", this->export_settings->filepath);
341         int status = BLI_rename(native_filename.c_str(), this->export_settings->filepath);
342         if (status != 0) {
343                 status = BLI_copy(native_filename.c_str(), this->export_settings->filepath);
344                 BLI_delete(native_filename.c_str(), false, false);
345         }
346         return status;
347 }
348
349 void DocumentExporter::exportScenes(const char *filename)
350 {
351 }
352
353 /*
354  * NOTES:
355  *
356  * AnimationExporter::sample_animation enables all curves on armature, this is undesirable for a user
357  *
358  */