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blender-archive/source/blender/collada/ControllerExporter.h
Gaia Clary 6be9d19951 Collada exporter update
Added new feature: Collada: global axis rotation upon export (UI)

The new feature allows to specify the target rest coordinate system upon export.
This allows for example to export a character that is in Blender orientation (Y forward)
to match the Secondlife orientation where (-X forward)

- Refactor:Added new utility methods to collada_utils
           Made BCMatrix class more powerfull
           moved Blender related structures into new BlenderContext class
           added class wrapper to encapsulate ExportSettings structure
           Added blender context getters to ExportSettings
           added access methods to BlenderContext into ExportSettings class
           Moved class BCMatrix into BlenderContext
           moved utility functions from collada_util into BlenderContext
           replace own function for parenting by a call to ED_object_parent_set()

- Cleanup: removed obsolete parameters from methods
           renamed parameters for better understanding
           cleanup whitespace and indentation
           removed obsolete comments
2019-05-23 12:29:20 +02:00

139 lines
4.2 KiB
C++

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