Cleanup: move Alembic, AVI, Collada, and USD to source/blender/io

This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common
`io` directory.

This also cleans up some `#include "../../{somedir}/{somefile}.h"` by
adding `../../io/{somedir}` to `CMakeLists.txt` and then just using
`#include "{somefile}.h"`.

No functional changes.
This commit is contained in:
2020-03-06 16:19:35 +01:00
parent ff60dd8b18
commit eb522af4fe
166 changed files with 90 additions and 69 deletions

View File

@@ -0,0 +1,110 @@
/*
* 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 __BCMATH_H__
#define __BCMATH_H__
#include "BlenderTypes.h"
extern "C" {
#include "BKE_object.h"
#include "BLI_math.h"
}
class BCQuat {
private:
mutable Quat q;
public:
BCQuat(const BCQuat &other)
{
copy_v4_v4(q, other.q);
}
BCQuat(Quat &other)
{
copy_v4_v4(q, other);
}
BCQuat()
{
unit_qt(q);
}
Quat &quat()
{
return q;
}
void rotate_to(Matrix &mat_to);
};
class BCMatrix {
private:
mutable float matrix[4][4];
mutable float size[3];
mutable float rot[3];
mutable float loc[3];
mutable float q[4];
void unit();
void copy(Matrix &r, Matrix &a);
public:
float (&location() const)[3];
float (&rotation() const)[3];
float (&scale() const)[3];
float (&quat() const)[4];
BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
BCMatrix(const BCMatrix &mat);
BCMatrix(Matrix &mat);
BCMatrix(Object *ob);
BCMatrix();
void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
void get_matrix(Matrix &matrix,
const bool transposed = false,
const int precision = -1,
const bool inverted = false) const;
void set_transform(Object *ob);
void set_transform(Matrix &mat);
void add_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void apply_transform(Matrix &to,
const Matrix &transform,
const Matrix &from,
const bool inverted = false);
void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
void add_transform(const Matrix &matrix, const bool inverted = false);
void add_transform(const BCMatrix &matrix, const bool inverted = false);
void apply_transform(const BCMatrix &matrix, const bool inverted = false);
const bool in_range(const BCMatrix &other, float distance) const;
static void sanitize(Matrix &matrix, int precision);
static void sanitize(DMatrix &matrix, int precision);
static void transpose(Matrix &matrix);
};
#endif /* __BCMATH_H__ */