101 lines
2.9 KiB
C++
101 lines
2.9 KiB
C++
/*
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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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/** \file
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* \ingroup collada
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*/
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#ifndef __ARMATUREEXPORTER_H__
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#define __ARMATUREEXPORTER_H__
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#include <list>
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#include <string>
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//#include <vector>
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#include "COLLADASWStreamWriter.h"
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#include "COLLADASWLibraryControllers.h"
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#include "COLLADASWInputList.h"
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#include "COLLADASWNode.h"
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#include "DNA_armature_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_constraint_types.h"
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#include "DNA_scene_types.h"
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#include "TransformWriter.h"
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#include "InstanceWriter.h"
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#include "ExportSettings.h"
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class SceneExporter;
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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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class ArmatureExporter : public COLLADASW::LibraryControllers, protected TransformWriter, protected InstanceWriter
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{
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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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ArmatureExporter(BlenderContext &blender_context, COLLADASW::StreamWriter *sw, const ExportSettings *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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void add_armature_bones(
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Object *ob_arm,
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ViewLayer *view_layer,
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SceneExporter *se,
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std::vector<Object *>& child_objects);
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bool add_instance_controller(Object *ob);
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private:
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BlenderContext &blender_context;
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const ExportSettings *export_settings;
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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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// Scene, SceneExporter and the list of child_objects
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// are required for writing bone parented objects
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void add_bone_node(
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Bone *bone,
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Object *ob_arm,
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SceneExporter *se,
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std::vector<Object *>& child_objects);
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void add_bone_transform(Object *ob_arm, Bone *bone, COLLADASW::Node& node);
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std::string get_controller_id(Object *ob_arm, Object *ob);
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void write_bone_URLs(COLLADASW::InstanceController &ins, Object *ob_arm, Bone *bone);
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};
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#endif
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