73 lines
1.4 KiB
C++
73 lines
1.4 KiB
C++
#ifndef BLENDER_COLLADA_H
|
|
#define BLENDER_COLLADA_H
|
|
|
|
#include "COLLADAFWFileInfo.h"
|
|
#include "Math/COLLADABUMathMatrix4.h"
|
|
|
|
class UnitConverter
|
|
{
|
|
private:
|
|
COLLADAFW::FileInfo::Unit unit;
|
|
COLLADAFW::FileInfo::UpAxisType up_axis;
|
|
|
|
public:
|
|
|
|
UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP) {}
|
|
|
|
void read_asset(const COLLADAFW::FileInfo* asset)
|
|
{
|
|
}
|
|
|
|
// TODO
|
|
// convert vector vec from COLLADA format to Blender
|
|
void convertVec3(float *vec)
|
|
{
|
|
}
|
|
|
|
// TODO need also for angle conversion, time conversion...
|
|
|
|
void dae_matrix_to_mat4(float out[][4], const COLLADABU::Math::Matrix4& in)
|
|
{
|
|
// in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h)
|
|
// so here, to make a blender matrix, we swap columns and rows
|
|
for (int i = 0; i < 4; i++) {
|
|
for (int j = 0; j < 4; j++) {
|
|
out[i][j] = in[j][i];
|
|
}
|
|
}
|
|
}
|
|
|
|
void mat4_to_dae(float out[][4], float in[][4])
|
|
{
|
|
copy_m4_m4(out, in);
|
|
transpose_m4(out);
|
|
}
|
|
|
|
void mat4_to_dae_double(double out[][4], float in[][4])
|
|
{
|
|
float mat[4][4];
|
|
|
|
mat4_to_dae(mat, in);
|
|
|
|
for (int i = 0; i < 4; i++)
|
|
for (int j = 0; j < 4; j++)
|
|
out[i][j] = mat[i][j];
|
|
}
|
|
};
|
|
|
|
class TransformBase
|
|
{
|
|
public:
|
|
void decompose(float mat[][4], float *loc, float eul[3], float quat[4], float *size)
|
|
{
|
|
mat4_to_size(size, mat);
|
|
if (eul)
|
|
mat4_to_eul(eul, mat);
|
|
if (quat)
|
|
mat4_to_quat(quat, mat);
|
|
copy_v3_v3(loc, mat[3]);
|
|
}
|
|
};
|
|
|
|
#endif
|