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blender-archive/source/blender/collada/AnimationImporter.h
Gaia Clary 89a846df51 Add compatibility for older Collada files
The Fix in 273 creates a backward incompatibility:
Collada files that have been created with an older Blender version
will contain the spotlight_size in Radians where Collada wants
this value to be in DEGREE.

This fix adds a check for the Blender Version that was used to create the
Collada file. If the Collada file was made by an older version of Blender
then the importer will assume that spotlight_size is specified in RADIANS.

Reviewers: campbellbarton, sauraedron

Reviewed By: sauraedron

CC: jesterking

Differential Revision: https://developer.blender.org/D279
2014-02-03 13:04:51 +01:00

220 lines
7.4 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov, Nathan Letwory, Sukhitha Jayathilake.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file AnimationImporter.h
* \ingroup collada
*/
#ifndef __ANIMATIONIMPORTER_H__
#define __ANIMATIONIMPORTER_H__
#include <map>
#include <vector>
#include "COLLADAFWAnimation.h"
#include "COLLADAFWAnimationCurve.h"
#include "COLLADAFWAnimationList.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
#include "COLLADAFWLight.h"
#include "COLLADAFWCamera.h"
#include "COLLADAFWMaterial.h"
#include "COLLADAFWEffect.h"
#include "COLLADAFWInstanceGeometry.h"
extern "C" {
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_lamp_types.h"
#include "DNA_camera_types.h"
}
//#include "ArmatureImporter.h"
#include "TransformReader.h"
#include "collada_internal.h"
class ArmatureImporter;
class AnimationImporterBase
{
public:
// virtual void change_eul_to_quat(Object *ob, bAction *act) = 0;
};
class AnimationImporter : private TransformReader, public AnimationImporterBase
{
private:
ArmatureImporter *armature_importer;
Scene *scene;
std::map<COLLADAFW::UniqueId, std::vector<FCurve*> > curve_map;
std::map<COLLADAFW::UniqueId, TransformReader::Animation> uid_animated_map;
// std::map<bActionGroup*, std::vector<FCurve*> > fcurves_actionGroup_map;
std::map<COLLADAFW::UniqueId, const COLLADAFW::AnimationList*> animlist_map;
std::vector<FCurve*> unused_curves;
std::map<COLLADAFW::UniqueId, Object*> joint_objects;
FCurve *create_fcurve(int array_index, const char *rna_path);
void create_bezt(FCurve *fcu, float frame, float output);
// create one or several fcurves depending on the number of parameters being animated
void animation_to_fcurves(COLLADAFW::AnimationCurve *curve);
void fcurve_deg_to_rad(FCurve *cu);
void add_fcurves_to_object(Object *ob, std::vector<FCurve*>& curves, char *rna_path, int array_index, Animation *animated);
int typeFlag;
std::string import_from_version;
enum lightAnim
{
// INANIMATE = 0,
LIGHT_COLOR = 2,
LIGHT_FOA = 4,
LIGHT_FOE = 8
};
enum cameraAnim
{
// INANIMATE = 0,
CAMERA_XFOV = 2,
CAMERA_XMAG = 4,
CAMERA_YFOV = 8,
CAMERA_YMAG = 16,
CAMERA_ZFAR = 32,
CAMERA_ZNEAR = 64
};
enum matAnim
{
MATERIAL_SHININESS = 2,
MATERIAL_SPEC_COLOR = 4,
MATERIAL_DIFF_COLOR = 1 << 3,
MATERIAL_TRANSPARENCY = 1 << 4,
MATERIAL_IOR = 1 << 5
};
enum AnimationType
{
INANIMATE = 0,
NODE_TRANSFORM = 1,
};
struct AnimMix
{
int transform;
int light;
int camera;
int material;
int texture;
};
public:
AnimationImporter(UnitConverter *conv, ArmatureImporter *arm, Scene *scene);
~AnimationImporter();
void set_import_from_version(std::string import_from_version);
bool write_animation(const COLLADAFW::Animation* anim);
// called on post-process stage after writeVisualScenes
bool write_animation_list(const COLLADAFW::AnimationList* animlist);
void read_node_transform(COLLADAFW::Node *node, Object *ob);
#if 0
virtual void change_eul_to_quat(Object *ob, bAction *act);
#endif
void translate_Animations(COLLADAFW::Node * Node,
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& root_map,
std::multimap<COLLADAFW::UniqueId, Object*>& object_map,
std::map<COLLADAFW::UniqueId, const COLLADAFW::Object*> FW_object_map);
AnimMix* get_animation_type( const COLLADAFW::Node * node, std::map<COLLADAFW::UniqueId, const COLLADAFW::Object*> FW_object_map );
void apply_matrix_curves(Object *ob, std::vector<FCurve*>& animcurves, COLLADAFW::Node* root, COLLADAFW::Node* node,
COLLADAFW::Transformation * tm );
void add_bone_animation_sampled(Object *ob, std::vector<FCurve*>& animcurves, COLLADAFW::Node* root, COLLADAFW::Node* node, COLLADAFW::Transformation * tm);
void Assign_transform_animations(COLLADAFW::Transformation* transform,
const COLLADAFW::AnimationList::AnimationBinding *binding,
std::vector<FCurve*>* curves, bool is_joint, char *joint_path);
void Assign_color_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const char * anim_type);
void Assign_float_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const char * anim_type);
void Assign_lens_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const double aspect, Camera *cam, const char *anim_type, int fov_type);
int setAnimType ( const COLLADAFW::Animatable * prop, int type, int addition);
void modify_fcurve(std::vector<FCurve*>* curves, const char *rna_path, int array_index );
void unused_fcurve(std::vector<FCurve*>* curves );
// prerequisites:
// animlist_map - map animlist id -> animlist
// curve_map - map anim id -> curve(s)
Object * translate_animation_OLD(COLLADAFW::Node *node,
std::map<COLLADAFW::UniqueId, Object*>& object_map,
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& root_map,
COLLADAFW::Transformation::TransformationType tm_type,
Object *par_job = NULL);
void find_frames( std::vector<float>* frames, std::vector<FCurve*>* curves );
void find_frames_old( std::vector<float>* frames, COLLADAFW::Node * node, COLLADAFW::Transformation::TransformationType tm_type );
// internal, better make it private
// warning: evaluates only rotation
// prerequisites: animlist_map, curve_map
void evaluate_transform_at_frame(float mat[4][4], COLLADAFW::Node *node, float fra);
// return true to indicate that mat contains a sane value
bool evaluate_animation(COLLADAFW::Transformation *tm, float mat[4][4], float fra, const char *node_id);
// gives a world-space mat of joint at rest position
void get_joint_rest_mat(float mat[4][4], COLLADAFW::Node *root, COLLADAFW::Node *node);
// gives a world-space mat, end's mat not included
bool calc_joint_parent_mat_rest(float mat[4][4], float par[4][4], COLLADAFW::Node *node, COLLADAFW::Node *end);
#ifdef ARMATURE_TEST
Object *get_joint_object(COLLADAFW::Node *root, COLLADAFW::Node *node, Object *par_job);
#endif
#if 0
// recursively evaluates joint tree until end is found, mat then is world-space matrix of end
// mat must be identity on enter, node must be root
bool evaluate_joint_world_transform_at_frame(float mat[4][4], float par[4][4], COLLADAFW::Node *node, COLLADAFW::Node *end, float fra);
#endif
void add_bone_fcurve(Object *ob, COLLADAFW::Node *node, FCurve *fcu);
void add_bezt(FCurve *fcu, float fra, float value);
void extra_data_importer(std::string elementName);
};
#endif