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.
			
			
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/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 */
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/** \file
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 * \ingroup collada
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 */
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#ifndef __BCMATH_H__
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#define __BCMATH_H__
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#include "BlenderTypes.h"
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extern "C" {
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#include "BKE_object.h"
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#include "BLI_math.h"
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}
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class BCQuat {
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 private:
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  mutable Quat q;
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 public:
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  BCQuat(const BCQuat &other)
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  {
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    copy_v4_v4(q, other.q);
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  }
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  BCQuat(Quat &other)
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  {
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    copy_v4_v4(q, other);
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  }
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  BCQuat()
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  {
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    unit_qt(q);
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  }
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  Quat &quat()
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  {
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    return q;
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  }
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  void rotate_to(Matrix &mat_to);
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};
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class BCMatrix {
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 private:
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  mutable float matrix[4][4];
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  mutable float size[3];
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  mutable float rot[3];
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  mutable float loc[3];
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  mutable float q[4];
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  void unit();
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  void copy(Matrix &r, Matrix &a);
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 public:
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  float (&location() const)[3];
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  float (&rotation() const)[3];
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  float (&scale() const)[3];
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  float (&quat() const)[4];
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  BCMatrix(BC_global_forward_axis global_forward_axis, BC_global_up_axis global_up_axis);
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  BCMatrix(const BCMatrix &mat);
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  BCMatrix(Matrix &mat);
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  BCMatrix(Object *ob);
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  BCMatrix();
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  void get_matrix(DMatrix &matrix, const bool transposed = false, const int precision = -1) const;
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  void get_matrix(Matrix &matrix,
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                  const bool transposed = false,
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                  const int precision = -1,
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                  const bool inverted = false) const;
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  void set_transform(Object *ob);
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  void set_transform(Matrix &mat);
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  void add_transform(Matrix &to,
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                     const Matrix &transform,
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                     const Matrix &from,
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                     const bool inverted = false);
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  void apply_transform(Matrix &to,
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                       const Matrix &transform,
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                       const Matrix &from,
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                       const bool inverted = false);
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  void add_inverted_transform(Matrix &to, const Matrix &transform, const Matrix &from);
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  void add_transform(const Matrix &matrix, const bool inverted = false);
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  void add_transform(const BCMatrix &matrix, const bool inverted = false);
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  void apply_transform(const BCMatrix &matrix, const bool inverted = false);
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  const bool in_range(const BCMatrix &other, float distance) const;
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  static void sanitize(Matrix &matrix, int precision);
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  static void sanitize(DMatrix &matrix, int precision);
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  static void transpose(Matrix &matrix);
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};
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#endif /* __BCMATH_H__ */
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