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blender-archive/source/blender/collada/ArmatureExporter.h
2011-02-21 08:38:53 +00:00

142 lines
3.8 KiB
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/*
* $Id$
*
* ***** 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, Jan Diederich, Tod Liverseed,
* Nathan Letwory
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file ArmatureExporter.h
* \ingroup collada
*/
#ifndef __ARMATUREEXPORTER_H__
#define __ARMATUREEXPORTER_H__
#include <string>
//#include <vector>
#include "COLLADASWStreamWriter.h"
#include "COLLADASWLibraryControllers.h"
#include "COLLADASWInputList.h"
#include "COLLADASWNode.h"
#include "DNA_armature_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "TransformWriter.h"
#include "InstanceWriter.h"
// XXX exporter writes wrong data for shared armatures. A separate
// controller should be written for each armature-mesh binding how do
// we make controller ids then?
class ArmatureExporter: public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
{
private:
Scene *scene;
public:
ArmatureExporter(COLLADASW::StreamWriter *sw);
// write bone nodes
void add_armature_bones(Object *ob_arm, Scene *sce);
bool is_skinned_mesh(Object *ob);
void add_instance_controller(Object *ob);
void export_controllers(Scene *sce);
void operator()(Object *ob);
private:
UnitConverter converter;
#if 0
std::vector<Object*> written_armatures;
bool already_written(Object *ob_arm);
void wrote(Object *ob_arm);
void find_objects_using_armature(Object *ob_arm, std::vector<Object *>& objects, Scene *sce);
#endif
Object *get_assigned_armature(Object *ob);
std::string get_joint_sid(Bone *bone, Object *ob_arm);
// parent_mat is armature-space
void add_bone_node(Bone *bone, Object *ob_arm);
void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
std::string get_controller_id(Object *ob_arm, Object *ob);
// ob should be of type OB_MESH
// both args are required
void export_controller(Object* ob, Object *ob_arm);
void add_joints_element(ListBase *defbase,
const std::string& joints_source_id, const std::string& inv_bind_mat_source_id);
void add_bind_shape_mat(Object *ob);
std::string add_joints_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
std::string add_inv_bind_mats_source(Object *ob_arm, ListBase *defbase, const std::string& controller_id);
Bone *get_bone_from_defgroup(Object *ob_arm, bDeformGroup* def);
bool is_bone_defgroup(Object *ob_arm, bDeformGroup* def);
std::string add_weights_source(Mesh *me, const std::string& controller_id);
void add_vertex_weights_element(const std::string& weights_source_id, const std::string& joints_source_id, Mesh *me,
Object *ob_arm, ListBase *defbase);
};
/*
struct GeometryFunctor {
// f should have
// void operator()(Object* ob)
template<class Functor>
void forEachMeshObjectInScene(Scene *sce, Functor &f)
{
Base *base= (Base*) sce->base.first;
while(base) {
Object *ob = base->object;
if (ob->type == OB_MESH && ob->data) {
f(ob);
}
base= base->next;
}
}
};*/
#endif