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blender-archive/source/blender/io/collada/TransformReader.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

56 lines
1.6 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup collada
*/
#pragma once
#include "COLLADAFWMatrix.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWRotate.h"
#include "COLLADAFWScale.h"
#include "COLLADAFWTransformation.h"
#include "COLLADAFWTranslate.h"
#include "COLLADAFWUniqueId.h"
#include "Math/COLLADABUMathVector3.h"
#include "BLI_math.h"
#include "DNA_object_types.h"
#include "collada_internal.h"
// struct Object;
class TransformReader {
protected:
UnitConverter *unit_converter;
public:
struct Animation {
Object *ob;
COLLADAFW::Node *node;
COLLADAFW::Transformation *tm; /* which transform is animated by an AnimationList->id */
};
TransformReader(UnitConverter *conv);
void get_node_mat(float mat[4][4],
COLLADAFW::Node *node,
std::map<COLLADAFW::UniqueId, Animation> *animation_map,
Object *ob);
void get_node_mat(float mat[4][4],
COLLADAFW::Node *node,
std::map<COLLADAFW::UniqueId, Animation> *animation_map,
Object *ob,
float parent_mat[4][4]);
void dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
void dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
void dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
void dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4]);
void dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3]);
void dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3]);
void dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3]);
};