This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common
`io` directory.
This also cleans up some `#include "../../{somedir}/{somefile}.h"` by
adding `../../io/{somedir}` to `CMakeLists.txt` and then just using
`#include "{somefile}.h"`.
No functional changes.
		
	
		
			
				
	
	
		
			152 lines
		
	
	
		
			4.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			152 lines
		
	
	
		
			4.8 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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| 
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| /** \file
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|  * \ingroup collada
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|  */
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| 
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| /* COLLADABU_ASSERT, may be able to remove later */
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| #include "COLLADABUPlatform.h"
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| 
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| #include "TransformReader.h"
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| 
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| TransformReader::TransformReader(UnitConverter *conv) : unit_converter(conv)
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| {
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|   /* pass */
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| }
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| 
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| void TransformReader::get_node_mat(float mat[4][4],
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|                                    COLLADAFW::Node *node,
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|                                    std::map<COLLADAFW::UniqueId, Animation> *animation_map,
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|                                    Object *ob)
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| {
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|   get_node_mat(mat, node, animation_map, ob, NULL);
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| }
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| 
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| void TransformReader::get_node_mat(float mat[4][4],
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|                                    COLLADAFW::Node *node,
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|                                    std::map<COLLADAFW::UniqueId, Animation> *animation_map,
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|                                    Object *ob,
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|                                    float parent_mat[4][4])
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| {
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|   float cur[4][4];
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|   float copy[4][4];
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| 
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|   unit_m4(mat);
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| 
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|   for (unsigned int i = 0; i < node->getTransformations().getCount(); i++) {
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| 
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|     COLLADAFW::Transformation *tm = node->getTransformations()[i];
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|     COLLADAFW::Transformation::TransformationType type = tm->getTransformationType();
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| 
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|     switch (type) {
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|       case COLLADAFW::Transformation::MATRIX:
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|         // When matrix AND Trans/Rot/Scale are defined for a node,
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|         // then this is considered as redundant information.
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|         // So if we find a Matrix we use that and return.
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|         dae_matrix_to_mat4(tm, mat);
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|         if (parent_mat) {
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|           mul_m4_m4m4(mat, parent_mat, mat);
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|         }
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|         return;
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|       case COLLADAFW::Transformation::TRANSLATE:
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|         dae_translate_to_mat4(tm, cur);
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|         break;
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|       case COLLADAFW::Transformation::ROTATE:
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|         dae_rotate_to_mat4(tm, cur);
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|         break;
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|       case COLLADAFW::Transformation::SCALE:
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|         dae_scale_to_mat4(tm, cur);
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|         break;
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|       case COLLADAFW::Transformation::LOOKAT:
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|         fprintf(stderr, "|!     LOOKAT transformations are not supported yet.\n");
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|         break;
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|       case COLLADAFW::Transformation::SKEW:
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|         fprintf(stderr, "|!     SKEW transformations are not supported yet.\n");
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|         break;
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|     }
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| 
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|     copy_m4_m4(copy, mat);
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|     mul_m4_m4m4(mat, copy, cur);
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| 
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|     if (animation_map) {
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|       // AnimationList that drives this Transformation
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|       const COLLADAFW::UniqueId &anim_list_id = tm->getAnimationList();
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| 
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|       // store this so later we can link animation data with ob
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|       Animation anim = {ob, node, tm};
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|       (*animation_map)[anim_list_id] = anim;
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|     }
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|   }
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| 
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|   if (parent_mat) {
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|     mul_m4_m4m4(mat, parent_mat, mat);
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|   }
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| }
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| 
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| void TransformReader::dae_rotate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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| {
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|   COLLADAFW::Rotate *ro = (COLLADAFW::Rotate *)tm;
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|   COLLADABU::Math::Vector3 &axis = ro->getRotationAxis();
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|   const float angle = (float)DEG2RAD(ro->getRotationAngle());
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|   const float ax[] = {(float)axis[0], (float)axis[1], (float)axis[2]};
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|   // float quat[4];
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|   // axis_angle_to_quat(quat, axis, angle);
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|   // quat_to_mat4(m, quat);
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|   axis_angle_to_mat4(m, ax, angle);
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| }
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| 
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| void TransformReader::dae_translate_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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| {
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|   COLLADAFW::Translate *tra = (COLLADAFW::Translate *)tm;
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|   COLLADABU::Math::Vector3 &t = tra->getTranslation();
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| 
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|   unit_m4(m);
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| 
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|   m[3][0] = (float)t[0];
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|   m[3][1] = (float)t[1];
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|   m[3][2] = (float)t[2];
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| }
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| 
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| void TransformReader::dae_scale_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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| {
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|   COLLADABU::Math::Vector3 &s = ((COLLADAFW::Scale *)tm)->getScale();
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|   float size[3] = {(float)s[0], (float)s[1], (float)s[2]};
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|   size_to_mat4(m, size);
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| }
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| 
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| void TransformReader::dae_matrix_to_mat4(COLLADAFW::Transformation *tm, float m[4][4])
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| {
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|   unit_converter->dae_matrix_to_mat4_(m, ((COLLADAFW::Matrix *)tm)->getMatrix());
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| }
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| 
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| void TransformReader::dae_translate_to_v3(COLLADAFW::Transformation *tm, float v[3])
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| {
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|   dae_vector3_to_v3(((COLLADAFW::Translate *)tm)->getTranslation(), v);
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| }
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| 
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| void TransformReader::dae_scale_to_v3(COLLADAFW::Transformation *tm, float v[3])
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| {
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|   dae_vector3_to_v3(((COLLADAFW::Scale *)tm)->getScale(), v);
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| }
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| 
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| void TransformReader::dae_vector3_to_v3(const COLLADABU::Math::Vector3 &v3, float v[3])
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| {
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|   v[0] = v3.x;
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|   v[1] = v3.y;
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|   v[2] = v3.z;
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| }
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