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blender-archive/source/blender/collada/BCSampleData.h
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00

94 lines
2.5 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.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
#ifndef __BC_SAMPLE_H__
#define __BC_SAMPLE_H__
#include <string>
#include <map>
#include <algorithm>
extern "C" {
#include "BKE_object.h"
#include "BLI_math_rotation.h"
#include "DNA_object_types.h"
#include "DNA_armature_types.h"
#include "DNA_material_types.h"
#include "DNA_light_types.h"
#include "DNA_camera_types.h"
}
typedef float(Matrix)[4][4];
class BCMatrix {
private:
mutable float matrix[4][4];
mutable float size[3];
mutable float rot[3];
mutable float loc[3];
mutable float q[4];
void unit();
void copy(Matrix &r, Matrix &a);
void set_transform(Object *ob);
void set_transform(Matrix &mat);
public:
float (&location() const)[3];
float (&rotation() const)[3];
float (&scale() const)[3];
float (&quat() const)[4];
BCMatrix(Matrix &mat);
BCMatrix(Object *ob);
void get_matrix(double (&mat)[4][4],
const bool transposed = false,
const int precision = -1) const;
const bool in_range(const BCMatrix &other, float distance) const;
static void sanitize(Matrix &matrix, int precision);
static void transpose(Matrix &matrix);
};
typedef std::map<Bone *, BCMatrix *> BCBoneMatrixMap;
class BCSample {
private:
BCMatrix obmat;
BCBoneMatrixMap bonemats; /* For Armature animation */
public:
BCSample(Object *ob);
~BCSample();
void add_bone_matrix(Bone *bone, Matrix &mat);
const bool get_value(std::string channel_target, const int array_index, float *val) const;
const BCMatrix &get_matrix() const;
const BCMatrix *get_matrix(Bone *bone) const; // returns NULL if bone is not animated
};
typedef std::map<Object *, BCSample *> BCSampleMap;
typedef std::map<int, const BCSample *> BCFrameSampleMap;
typedef std::map<int, const BCMatrix *> BCMatrixSampleMap;
#endif