This repository has been archived on 2023-10-09.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/collada/AnimationImporter.h
Campbell Barton a25c11fd8d Cleanup: trailing space
Remove from blender/nodes, collada, blenfont & render.
2018-06-08 08:07:48 +02:00

224 lines
7.6 KiB
C++

/*
* ***** 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, Nathan Letwory, Sukhitha Jayathilake.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file AnimationImporter.h
* \ingroup collada
*/
#ifndef __ANIMATIONIMPORTER_H__
#define __ANIMATIONIMPORTER_H__
#include <map>
#include <vector>
#include "COLLADAFWAnimation.h"
#include "COLLADAFWAnimationCurve.h"
#include "COLLADAFWAnimationList.h"
#include "COLLADAFWNode.h"
#include "COLLADAFWUniqueId.h"
#include "COLLADAFWLight.h"
#include "COLLADAFWCamera.h"
#include "COLLADAFWMaterial.h"
#include "COLLADAFWEffect.h"
#include "COLLADAFWInstanceGeometry.h"
extern "C" {
#include "DNA_anim_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_lamp_types.h"
#include "DNA_camera_types.h"
}
//#include "ArmatureImporter.h"
#include "TransformReader.h"
#include "collada_internal.h"
class ArmatureImporter;
class AnimationImporterBase
{
public:
// virtual void change_eul_to_quat(Object *ob, bAction *act) = 0;
};
class AnimationImporter : private TransformReader, public AnimationImporterBase
{
private:
ArmatureImporter *armature_importer;
Scene *scene;
std::map<COLLADAFW::UniqueId, std::vector<FCurve*> > curve_map;
std::map<COLLADAFW::UniqueId, TransformReader::Animation> uid_animated_map;
// std::map<bActionGroup*, std::vector<FCurve*> > fcurves_actionGroup_map;
std::map<COLLADAFW::UniqueId, const COLLADAFW::AnimationList*> animlist_map;
std::vector<FCurve*> unused_curves;
std::map<COLLADAFW::UniqueId, Object*> joint_objects;
FCurve *create_fcurve(int array_index, const char *rna_path);
void add_bezt(FCurve *fcu, float frame, float value, eBezTriple_Interpolation ipo=BEZT_IPO_LIN);
// create one or several fcurves depending on the number of parameters being animated
void animation_to_fcurves(COLLADAFW::AnimationCurve *curve);
void fcurve_deg_to_rad(FCurve *cu);
void fcurve_is_used(FCurve *fcu);
void add_fcurves_to_object(Main *bmain, Object *ob, std::vector<FCurve*>& curves, char *rna_path, int array_index, Animation *animated);
int typeFlag;
std::string import_from_version;
enum lightAnim
{
// INANIMATE = 0,
LIGHT_COLOR = 2,
LIGHT_FOA = 4,
LIGHT_FOE = 8
};
enum cameraAnim
{
// INANIMATE = 0,
CAMERA_XFOV = 2,
CAMERA_XMAG = 4,
CAMERA_YFOV = 8,
CAMERA_YMAG = 16,
CAMERA_ZFAR = 32,
CAMERA_ZNEAR = 64
};
enum matAnim
{
MATERIAL_SHININESS = 2,
MATERIAL_SPEC_COLOR = 4,
MATERIAL_DIFF_COLOR = 1 << 3,
MATERIAL_TRANSPARENCY = 1 << 4,
MATERIAL_IOR = 1 << 5
};
enum AnimationType
{
INANIMATE = 0,
NODE_TRANSFORM = 1,
};
struct AnimMix
{
int transform;
int light;
int camera;
int material;
int texture;
};
public:
AnimationImporter(UnitConverter *conv, ArmatureImporter *arm, Scene *scene);
~AnimationImporter();
void set_import_from_version(std::string import_from_version);
bool write_animation(const COLLADAFW::Animation* anim);
// called on post-process stage after writeVisualScenes
bool write_animation_list(const COLLADAFW::AnimationList* animlist);
void read_node_transform(COLLADAFW::Node *node, Object *ob);
#if 0
virtual void change_eul_to_quat(Object *ob, bAction *act);
#endif
void translate_Animations(Main *bmain, COLLADAFW::Node * Node,
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& root_map,
std::multimap<COLLADAFW::UniqueId, Object*>& object_map,
std::map<COLLADAFW::UniqueId, const COLLADAFW::Object*> FW_object_map,
std::map<COLLADAFW::UniqueId, Material*> uid_material_map);
AnimMix* get_animation_type( const COLLADAFW::Node * node, std::map<COLLADAFW::UniqueId, const COLLADAFW::Object*> FW_object_map );
void apply_matrix_curves(Main *bmain, Object *ob, std::vector<FCurve*>& animcurves, COLLADAFW::Node* root, COLLADAFW::Node* node,
COLLADAFW::Transformation * tm );
void add_bone_animation_sampled(Main *bmain, Object *ob, std::vector<FCurve*>& animcurves, COLLADAFW::Node* root, COLLADAFW::Node* node, COLLADAFW::Transformation * tm);
void Assign_transform_animations(COLLADAFW::Transformation* transform,
const COLLADAFW::AnimationList::AnimationBinding *binding,
std::vector<FCurve*>* curves, bool is_joint, char *joint_path);
void Assign_color_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const char * anim_type);
void Assign_float_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const char * anim_type);
void Assign_lens_animations(const COLLADAFW::UniqueId& listid, ListBase *AnimCurves, const double aspect, Camera *cam, const char *anim_type, int fov_type);
int setAnimType ( const COLLADAFW::Animatable * prop, int type, int addition);
void modify_fcurve(std::vector<FCurve*>* curves, const char *rna_path, int array_index );
void unused_fcurve(std::vector<FCurve*>* curves );
// prerequisites:
// animlist_map - map animlist id -> animlist
// curve_map - map anim id -> curve(s)
Object * translate_animation_OLD(Main *bmain, COLLADAFW::Node *node,
std::map<COLLADAFW::UniqueId, Object*>& object_map,
std::map<COLLADAFW::UniqueId, COLLADAFW::Node*>& root_map,
COLLADAFW::Transformation::TransformationType tm_type,
Object *par_job = NULL);
void find_frames( std::vector<float>* frames, std::vector<FCurve*>* curves );
void find_frames_old( std::vector<float>* frames, COLLADAFW::Node * node, COLLADAFW::Transformation::TransformationType tm_type );
// internal, better make it private
// warning: evaluates only rotation
// prerequisites: animlist_map, curve_map
void evaluate_transform_at_frame(float mat[4][4], COLLADAFW::Node *node, float fra);
// return true to indicate that mat contains a sane value
bool evaluate_animation(COLLADAFW::Transformation *tm, float mat[4][4], float fra, const char *node_id);
// gives a world-space mat of joint at rest position
void get_joint_rest_mat(float mat[4][4], COLLADAFW::Node *root, COLLADAFW::Node *node);
// gives a world-space mat, end's mat not included
bool calc_joint_parent_mat_rest(float mat[4][4], float par[4][4], COLLADAFW::Node *node, COLLADAFW::Node *end);
float convert_to_focal_length(float in_xfov, int fov_type, float aspect, float sensorx);
#ifdef ARMATURE_TEST
Object *get_joint_object(COLLADAFW::Node *root, COLLADAFW::Node *node, Object *par_job);
#endif
#if 0
// recursively evaluates joint tree until end is found, mat then is world-space matrix of end
// mat must be identity on enter, node must be root
bool evaluate_joint_world_transform_at_frame(float mat[4][4], float par[4][4], COLLADAFW::Node *node, COLLADAFW::Node *end, float fra);
#endif
void add_bone_fcurve(Object *ob, COLLADAFW::Node *node, FCurve *fcu);
void extra_data_importer(std::string elementName);
};
#endif