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