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blender-archive/source/blender/collada/ArmatureExporter.h
Nathan Letwory 3dc0ee19c4 Introduce struct for export settings in COLLADA export code. This will make it easier to
add new options without having to change function signatures all over the place.
2011-09-07 18:23:30 +00:00

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3.6 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"
#include "ExportSettings.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
{
public:
ArmatureExporter(COLLADASW::StreamWriter *sw, const ExportSettings *export_settings);
// 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:
Scene *scene;
UnitConverter converter;
const ExportSettings *export_settings;
#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);
void add_blender_leaf_bone(Bone *bone, Object *ob_arm, 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);
};
#endif