/* * 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. */ /** \file * \ingroup collada */ #ifndef __GEOMETRYEXPORTER_H__ #define __GEOMETRYEXPORTER_H__ #include #include #include #include "COLLADASWStreamWriter.h" #include "COLLADASWLibraryGeometries.h" #include "COLLADASWInputList.h" #include "DNA_mesh_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_key_types.h" #include "ExportSettings.h" #include "collada_utils.h" #include "BlenderContext.h" #include "BKE_key.h" struct Depsgraph; extern Object *bc_get_highest_selected_ancestor_or_self(Object *ob); class Normal { public: float x; float y; float z; friend bool operator< (const Normal &, const Normal &); }; bool operator< (const Normal &, const Normal &); // TODO: optimize UV sets by making indexed list with duplicates removed class GeometryExporter : COLLADASW::LibraryGeometries { struct Face { unsigned int v1, v2, v3, v4; }; Normal n; public: // TODO: optimize UV sets by making indexed list with duplicates removed GeometryExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, const ExportSettings *export_settings) : COLLADASW::LibraryGeometries(sw), blender_context(blender_context), export_settings(export_settings) {} void exportGeom(); void operator()(Object *ob); void createLooseEdgeList(Object *ob, Mesh *me, std::string& geom_id); // powerful because it handles both cases when there is material and when there's not void create_mesh_primitive_list(short material_index, bool has_uvs, bool has_color, Object *ob, Mesh *me, std::string& geom_id, std::vector& norind); // creates for positions void createVertsSource(std::string geom_id, Mesh *me); void createVertexColorSource(std::string geom_id, Mesh *me); std::string makeTexcoordSourceId(std::string& geom_id, int layer_index, bool is_single_layer); //creates for texcoords void createTexcoordsSource(std::string geom_id, Mesh *me); void createTesselatedTexcoordsSource(std::string geom_id, Mesh *me); //creates for normals void createNormalsSource(std::string geom_id, Mesh *me, std::vector& nor); void create_normals(std::vector &nor, std::vector &ind, Mesh *me); std::string getIdBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = ""); std::string makeVertexColorSourceId(std::string& geom_id, char *layer_name); COLLADASW::URI getUrlBySemantics(std::string geom_id, COLLADASW::InputSemantic::Semantics type, std::string other_suffix = ""); COLLADASW::URI makeUrl(std::string id); void export_key_mesh(Object *ob, Mesh *me, KeyBlock *kb); private: std::set exportedGeometry; BlenderContext &blender_context; const ExportSettings *export_settings; Mesh *get_mesh(Scene *sce, Object *ob, int apply_modifiers); }; struct GeometryFunctor { // f should have // void operator()(Object *ob) template void forEachMeshObjectInExportSet(Scene *sce, Functor &f, LinkNode *export_set) { LinkNode *node; for (node=export_set; node; node = node->next) { Object *ob = (Object *)node->link; if (ob->type == OB_MESH) { f(ob); } } } }; #endif