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
123 lines
3.5 KiB
C++
123 lines
3.5 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup collada
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*/
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#pragma once
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#include <list>
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#include <string>
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//#include <vector>
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#include "COLLADASWExtraTechnique.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWInstanceController.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWNode.h"
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#include "COLLADASWStreamWriter.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_key_types.h"
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#include "DNA_listBase.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "InstanceWriter.h"
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#include "TransformWriter.h"
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#include "ExportSettings.h"
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#include "BKE_key.h"
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class SceneExporter;
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class ControllerExporter : public COLLADASW::LibraryControllers,
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protected TransformWriter,
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protected InstanceWriter {
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private:
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BlenderContext &blender_context;
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BCExportSettings export_settings;
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public:
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/* XXX exporter writes wrong data for shared armatures. A separate
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* controller should be written for each armature-mesh binding how do
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* we make controller ids then? */
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ControllerExporter(BlenderContext &blender_context,
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COLLADASW::StreamWriter *sw,
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BCExportSettings &export_settings)
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: COLLADASW::LibraryControllers(sw),
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blender_context(blender_context),
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export_settings(export_settings)
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{
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}
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bool is_skinned_mesh(Object *ob);
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bool add_instance_controller(Object *ob);
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void export_controllers();
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void operator()(Object *ob);
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private:
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#if 0
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std::vector<Object *> written_armatures;
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bool already_written(Object *ob_arm);
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void wrote(Object *ob_arm);
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void find_objects_using_armature(Object *ob_arm, std::vector<Object *> &objects, Scene *sce);
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#endif
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std::string get_controller_id(Object *ob_arm, Object *ob);
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std::string get_controller_id(Key *key, Object *ob);
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/** `ob` should be of type OB_MESH, both arguments are required. */
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void export_skin_controller(Object *ob, Object *ob_arm);
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void export_morph_controller(Object *ob, Key *key);
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void add_joints_element(const ListBase *defbase,
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const std::string &joints_source_id,
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const std::string &inv_bind_mat_source_id);
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void add_bind_shape_mat(Object *ob);
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std::string add_morph_targets(Key *key, Object *ob);
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std::string add_morph_weights(Key *key, Object *ob);
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/**
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* Added to implement support for animations.
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*/
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void add_weight_extras(Key *key);
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std::string add_joints_source(Object *ob_arm,
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const ListBase *defbase,
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const std::string &controller_id);
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std::string add_inv_bind_mats_source(Object *ob_arm,
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const ListBase *defbase,
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const std::string &controller_id);
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Bone *get_bone_from_defgroup(Object *ob_arm, const bDeformGroup *def);
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bool is_bone_defgroup(Object *ob_arm, const bDeformGroup *def);
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std::string add_weights_source(Mesh *me,
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const std::string &controller_id,
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const std::list<float> &weights);
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void add_vertex_weights_element(const std::string &weights_source_id,
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const std::string &joints_source_id,
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const std::list<int> &vcount,
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const std::list<int> &joints);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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