This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/io/collada/BCAnimationSampler.h
Campbell Barton c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00

191 lines
6.1 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "BCAnimationCurve.h"
#include "BCSampleData.h"
#include "collada_utils.h"
#include "BKE_action.h"
#include "BKE_lib_id.h"
#include "BLI_math_rotation.h"
#include "DNA_action_types.h"
/* Collection of animation curves */
class BCAnimation {
private:
Object *reference = NULL;
bContext *mContext;
public:
BCFrameSet frame_set;
BCAnimationCurveMap curve_map;
BCAnimation(bContext *C, Object *ob) : mContext(C)
{
Main *bmain = CTX_data_main(mContext);
reference = (Object *)BKE_id_copy(bmain, &ob->id);
id_us_min(&reference->id);
}
~BCAnimation()
{
BCAnimationCurveMap::iterator it;
for (it = curve_map.begin(); it != curve_map.end(); ++it) {
delete it->second;
}
if (reference && reference->id.us == 0) {
Main *bmain = CTX_data_main(mContext);
BKE_id_delete(bmain, &reference->id);
}
curve_map.clear();
}
Object *get_reference()
{
return reference;
}
};
typedef std::map<Object *, BCAnimation *> BCAnimationObjectMap;
class BCSampleFrame {
/* Each frame on the timeline that needs to be sampled will have
* one BCSampleFrame where we collect sample information about all objects
* that need to be sampled for that frame. */
private:
BCSampleMap sampleMap;
public:
~BCSampleFrame()
{
BCSampleMap::iterator it;
for (it = sampleMap.begin(); it != sampleMap.end(); ++it) {
BCSample *sample = it->second;
delete sample;
}
sampleMap.clear();
}
BCSample &add(Object *ob);
/* Following methods return NULL if object is not in the sampleMap. */
/** Get the matrix for the given key, returns Unity when the key does not exist. */
const BCSample *get_sample(Object *ob) const;
const BCMatrix *get_sample_matrix(Object *ob) const;
/** Get the matrix for the given Bone, returns Unity when the Object is not sampled. */
const BCMatrix *get_sample_matrix(Object *ob, Bone *bone) const;
/** Check if the key is in this BCSampleFrame. */
bool has_sample_for(Object *ob) const;
/** Check if the Bone is in this BCSampleFrame. */
bool has_sample_for(Object *ob, Bone *bone) const;
};
typedef std::map<int, BCSampleFrame> BCSampleFrameMap;
class BCSampleFrameContainer {
/*
* The BCSampleFrameContainer stores a map of BCSampleFrame objects
* with the timeline frame as key.
*
* Some details on the purpose:
* An Animation is made of multiple FCurves where each FCurve can
* have multiple keyframes. When we want to export the animation we
* also can decide whether we want to export the keyframes or a set
* of sample frames at equidistant locations (sample period).
* In any case we must resample first need to resample it fully
* to resolve things like:
*
* - animations by constraints
* - animations by drivers
*
* For this purpose we need to step through the entire animation and
* then sample each frame that contains at least one keyFrame or
* sampleFrame. Then for each frame we have to store the transform
* information for all exported objects in a BCSampleframe
*
* The entire set of BCSampleframes is finally collected into
* a BCSampleframneContainer
*/
private:
BCSampleFrameMap sample_frames;
public:
~BCSampleFrameContainer()
{
}
BCSample &add(Object *ob, int frame_index);
/** Return either the #BCSampleFrame or NULL if frame does not exist. */
BCSampleFrame *get_frame(int frame_index);
/** Return a list of all frames that need to be sampled. */
int get_frames(std::vector<int> &frames) const;
int get_frames(Object *ob, BCFrames &frames) const;
int get_frames(Object *ob, Bone *bone, BCFrames &frames) const;
int get_samples(Object *ob, BCFrameSampleMap &samples) const;
int get_matrices(Object *ob, BCMatrixSampleMap &samples) const;
int get_matrices(Object *ob, Bone *bone, BCMatrixSampleMap &samples) const;
};
class BCAnimationSampler {
private:
BCExportSettings &export_settings;
BCSampleFrameContainer sample_data;
BCAnimationObjectMap objects;
void generate_transform(Object *ob, const BCCurveKey &key, BCAnimationCurveMap &curves);
void generate_transforms(Object *ob,
const std::string prep,
const BC_animation_type type,
BCAnimationCurveMap &curves);
void generate_transforms(Object *ob, Bone *bone, BCAnimationCurveMap &curves);
void initialize_curves(BCAnimationCurveMap &curves, Object *ob);
/**
* Collect all keyframes from all animation curves related to the object.
* The bc_get... functions check for NULL and correct object type.
* The #add_keyframes_from() function checks for NULL.
*/
void initialize_keyframes(BCFrameSet &frameset, Object *ob);
BCSample &sample_object(Object *ob, int frame_index, bool for_opensim);
void update_animation_curves(BCAnimation &animation,
BCSample &sample,
Object *ob,
int frame_index);
void check_property_is_animated(
BCAnimation &animation, float *ref, float *val, std::string data_path, int length);
public:
BCAnimationSampler(BCExportSettings &export_settings, BCObjectSet &object_set);
~BCAnimationSampler();
void add_object(Object *ob);
void sample_scene(BCExportSettings &export_settings, bool keyframe_at_end);
BCAnimationCurveMap *get_curves(Object *ob);
void get_object_frames(BCFrames &frames, Object *ob);
bool get_object_samples(BCMatrixSampleMap &samples, Object *ob);
void get_bone_frames(BCFrames &frames, Object *ob, Bone *bone);
bool get_bone_samples(BCMatrixSampleMap &samples, Object *ob, Bone *bone);
static void get_animated_from_export_set(std::set<Object *> &animated_objects,
LinkNode &export_set);
static void find_depending_animated(std::set<Object *> &animated_objects,
std::set<Object *> &candidates);
static bool is_animated_by_constraint(Object *ob,
ListBase *conlist,
std::set<Object *> &animated_objects);
};