96 lines
2.3 KiB
C++
96 lines
2.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Contributor(s): Chingiz Dyussenov, Arystanbek Dyussenov.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BLENDER_COLLADA_H
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#define BLENDER_COLLADA_H
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#include "COLLADAFWFileInfo.h"
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#include "Math/COLLADABUMathMatrix4.h"
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class UnitConverter
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{
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private:
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COLLADAFW::FileInfo::Unit unit;
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COLLADAFW::FileInfo::UpAxisType up_axis;
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public:
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UnitConverter() : unit(), up_axis(COLLADAFW::FileInfo::Z_UP) {}
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void read_asset(const COLLADAFW::FileInfo* asset)
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{
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}
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// TODO
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// convert vector vec from COLLADA format to Blender
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void convertVec3(float *vec)
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{
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}
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// TODO need also for angle conversion, time conversion...
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void dae_matrix_to_mat4(float out[][4], const COLLADABU::Math::Matrix4& in)
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{
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// in DAE, matrices use columns vectors, (see comments in COLLADABUMathMatrix4.h)
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// so here, to make a blender matrix, we swap columns and rows
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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out[i][j] = in[j][i];
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}
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}
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}
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void mat4_to_dae(float out[][4], float in[][4])
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{
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copy_m4_m4(out, in);
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transpose_m4(out);
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}
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void mat4_to_dae_double(double out[][4], float in[][4])
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{
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float mat[4][4];
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mat4_to_dae(mat, in);
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for (int i = 0; i < 4; i++)
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for (int j = 0; j < 4; j++)
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out[i][j] = mat[i][j];
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}
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};
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class TransformBase
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{
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public:
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void decompose(float mat[][4], float *loc, float eul[3], float quat[4], float *size)
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{
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mat4_to_size(size, mat);
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if (eul)
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mat4_to_eul(eul, mat);
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if (quat)
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mat4_to_quat(quat, mat);
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copy_v3_v3(loc, mat[3]);
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}
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};
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#endif
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