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
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2008 Blender Foundation. All rights reserved. */
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#pragma once
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#include <algorithm>
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#include <map>
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#include <string>
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#include "BCMath.h"
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#include "BCSampleData.h"
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#include "ExportSettings.h"
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#include "BKE_object.h"
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#include "BLI_math_rotation.h"
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_light_types.h"
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#include "DNA_material_types.h"
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#include "DNA_object_types.h"
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typedef std::map<Bone *, BCMatrix *> BCBoneMatrixMap;
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class BCSample {
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private:
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BCMatrix obmat;
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BCBoneMatrixMap bonemats; /* For Armature animation */
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public:
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BCSample(Object *ob) : obmat(ob)
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{
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}
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~BCSample();
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void add_bone_matrix(Bone *bone, Matrix &mat);
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/** Get channel value. */
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bool get_value(std::string channel_target, int array_index, float *val) const;
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const BCMatrix &get_matrix() const;
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const BCMatrix *get_matrix(Bone *bone) const; /* returns NULL if bone is not animated */
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};
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typedef std::map<Object *, BCSample *> BCSampleMap;
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typedef std::map<int, const BCSample *> BCFrameSampleMap;
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typedef std::map<int, const BCMatrix *> BCMatrixSampleMap;
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