110 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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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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 * Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file collada_internal.h
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 *  \ingroup collada
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 */
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#ifndef __COLLADA_INTERNAL_H__
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#define __COLLADA_INTERNAL_H__
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#include <string>
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#include <vector>
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#include <map>
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#include "COLLADAFWFileInfo.h"
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#include "Math/COLLADABUMathMatrix4.h"
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#include "DNA_armature_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_math.h"
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#include "BLI_linklist.h"
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class UnitConverter
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{
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private:
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	COLLADAFW::FileInfo::Unit unit;
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	COLLADAFW::FileInfo::UpAxisType up_axis;
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	float x_up_mat4[4][4];
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	float y_up_mat4[4][4];
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	float z_up_mat4[4][4];
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	float scale_mat4[4][4];
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public:
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	enum UnitSystem {
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		None,
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		Metric,
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		Imperial
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	};
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	// Initialize with Z_UP, since Blender uses right-handed, z-up
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	UnitConverter();
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	void read_asset(const COLLADAFW::FileInfo *asset);
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	void convertVector3(COLLADABU::Math::Vector3 &vec, float *v);
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	UnitConverter::UnitSystem isMetricSystem(void);
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	float getLinearMeter(void);
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	// TODO need also for angle conversion, time conversion...
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	void dae_matrix_to_mat4_(float out[4][4], const COLLADABU::Math::Matrix4& in);
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	void mat4_to_dae(float out[4][4], float in[4][4]);
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	void mat4_to_dae_double(double out[4][4], float in[4][4]);
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	float(&get_rotation())[4][4];
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	float(&get_scale())[4][4];
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	void calculate_scale(Scene &sce);
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};
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extern void clear_global_id_map();
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/** Look at documentation of translate_map */
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extern std::string translate_id(const std::string &id);
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extern std::string translate_id(const char *idString);
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extern std::string id_name(void *id);
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extern std::string get_geometry_id(Object *ob);
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extern std::string get_geometry_id(Object *ob, bool use_instantiation);
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extern std::string get_light_id(Object *ob);
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extern std::string get_joint_id(Object *ob, Bone *bone);
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extern std::string get_joint_sid(Bone *bone);
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extern std::string get_camera_id(Object *ob);
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extern std::string get_material_id(Material *mat);
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extern std::string get_morph_id(Object *ob);
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#endif /* __COLLADA_INTERNAL_H__ */
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